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unable to turn around in travel
*Tinker*
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S107302


something changed?

used the same vehicle has always, had to do the whole travel, never let me turn around once
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 7, 2009, 4:40 pm
*sam*
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By turn around, you mean the 'return to town' option on the squad webpage?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 7, 2009, 4:42 pm
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yes, it wasn't there
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 7, 2009, 5:25 pm
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hehehe well thats your little scout training fiddle rumbled tinky me old china! B)
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 7, 2009, 5:28 pm
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Busted! :cyclops:
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 7, 2009, 5:33 pm
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sam... i thik an appropriate punishment would be to bust tinks 400 scout down to say... I dunno.... 30?

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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 7, 2009, 5:58 pm
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strange must have been the navigator, because i went home checked on my mac and ho and behold the return button was there!
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 9, 2009, 3:53 pm
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i noticed it was available after you did all the play next encounters when yer ready to process you can return, tho if changed could be bad for those who travel get dammaged at gates and cant continue and need to return, now they cant till they are ready to process gates to where they were traveling too.
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vet paintball wv1,0,1

Posted May 9, 2009, 4:41 pm Last edited May 9, 2009, 4:42 pm by darthspanky
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Is this an intentional change or is this still under investigation?

Does it make sense that a squad should have to fight every encounter to a destination before having the option of turning around?

Edit: A *marshal* has been abusing an exploit and now has two 400+ scouts? That's f'd up.
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vet wv

Posted May 9, 2009, 6:41 pm Last edited May 9, 2009, 6:54 pm by Jety
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Yeah, I made the change while I was investigating the exploit, actually. Then I got sidetracked with other stuff..

I'm going to re-enable the 'return to town' option but will have to make it so that scouting gains are cancelled for the journey.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 9, 2009, 7:18 pm Last edited May 9, 2009, 7:18 pm by *sam*
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pah, there goes the neighbourhood
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vet marshal wv community

Posted May 9, 2009, 7:21 pm
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*sam* said:
Yeah, I made the change while I was investigating the exploit, actually. Then I got sidetracked with other stuff..

I'm going to re-enable the 'return to town' option but will have to make it so that scouting gains are cancelled for the journey.


I don’t see it as an exploit as long as there is at least one encounter, as mentioned above if the car takes to much damage the player my want to return to town to repair and try again. The return button should appear once an encounter has been completed.

Does not make sense to take away scouting gains if there was an actual scout completed during the travel.
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vet race1 deathrce1 wv zom circuit1 pvp1 northernsummer community circuit3 paintball55,206,126

Posted May 9, 2009, 10:37 pm Last edited May 9, 2009, 10:42 pm by Lord Foul
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I think the issue of exploitation is that you would get the full gain for the travel even though you would not be completing the travel. So instead of possibly facing for example two gates and 3 road events for 4 or 5 points from BL to FL you would only possibly face two gates and one road event.

Additionally, you have to consider the time it takes to do the same
run in total as opposed the much shorter time to run out do one encounter and then return just by pretending to travel when all you really are doing is a normal scout.
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vet wv marshal pvp4 community pvp20,1,0

Posted May 9, 2009, 10:48 pm
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*Ninesticks* said:
I think the issue of exploitation is that you would get the full gain for the travel even though you would not be completing the travel. So instead of possibly facing for example two gates and 3 road events for 4 or 5 points from BL to FL you would only possibly face two gates and one road event.

Additionally, you have to consider the time it takes to do the same
run in total as opposed the much shorter time to run out do one encounter and then return just by pretending to travel when all you really are doing is a normal scout.


Actually the exploit was that you could click travel, both options would appear. “Do current encounter” and “Return to town”, then the player would simply click return to town and get the full amount of scout points even if they only had to do one return gates encounter.

Like I mentioned, have the “return to town” button only appear after the first road encounter is completed. This way there’s a chance for a minimum of two encounters before return home.

And even if you return, your car is still "traveling" i.e. learning the roads/maps and is tied up for 6+ hours at least. Just because someone is returning does not mean they can't learn how to scout on the way home.

Unless Sam can code it so you don’t get them all at once, but are spread out throughout the trip, that is the best way to do it.
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vet race1 deathrce1 wv zom circuit1 pvp1 northernsummer community circuit3 paintball55,206,126

Posted May 9, 2009, 11:52 pm Last edited May 10, 2009, 12:00 am by Lord Foul
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If you look at the map, it shows where the squad is as far as time passed. Perhaps "return" time is based on that? Also, if you do ALL the encounters, including "arrival," you should have to pay double time to get back.

Technically, fuel could be an issue, but that's not an exploit as you can't "do" anything at the other town.

I like the "return" as you might realize you left a vehicle out, forgot to pack a gunner, etc. Some time is still spent, and some fuel too, but it's not a total bust.

JL

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Posted May 10, 2009, 1:00 am
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i thought it was meant to be that way i never hid the fact that it could be done that way, if you feel its an exploit perhaps we just need to do all encounters then return to get scout points, but should get scouting points if you do that. i always imagined the scouts spent that time learning the terrain for there scout skill gain.
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vet paintball wv1,0,1

Posted May 10, 2009, 2:02 am
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funny how all the people who use the exploit get all shirty when it gets found out and plugged.

it was stupid... it gave an advantage to people who wanted to fiddle the system not play the game... and its fixed.

i would have thought that the obvious thing to do would be to base the increase in scoutig on teh number of encounters that actually happen. In Rp terms a scout who uses his existing knowledge to avoid encounters learns the sum total of sweet FA. A scout who gets ambushed or rund into an encounter hopefully learns how to avoid it in the future.

this would mean that the rate of learning scouting skills would decrease as the scout avoided more encounters... but that is how things really work.. the law of diminishing returns.

You would earn points for encounters, earn them for auto truces, but earn nothig for doing an uneventful run.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 10, 2009, 3:33 am
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goat starer said:
funny how all the people who use the exploit get all shirty when it gets found out and plugged.

it was stupid... it gave an advantage to people who wanted to fiddle the system not play the game... and its fixed.

i would have thought that the obvious thing to do would be to base the increase in scoutig on teh number of encounters that actually happen. In Rp terms a scout who uses his existing knowledge to avoid encounters learns the sum total of sweet FA. A scout who gets ambushed or rund into an encounter hopefully learns how to avoid it in the future.

this would mean that the rate of learning scouting skills would decrease as the scout avoided more encounters... but that is how things really work.. the law of diminishing returns.

You would earn points for encounters, earn them for auto truces, but earn nothig for doing an uneventful run.


First you say it's fixed and then agree that it should be based on the amount of encounters. Encounters were still being done, just not the full amount.

Instead of losing 1/2 the points earned, we are losing ALL the points earned no matter how many encounters we had. I find this to be one extreme to another extreme. If you return home after doing 3 encounters because you're to damaged to go further, you should still get 1/2 the points, not everything taken away.
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vet race1 deathrce1 wv zom circuit1 pvp1 northernsummer community circuit3 paintball55,206,126

Posted May 10, 2009, 8:03 am
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I would agree there would be no issue if you got points only for what you have done and the time spent doing it was proportional to the normal journy length time.

The return to town option is very useful, particularly if like me you send your squad in the wrong direction every now and then :D
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Posted May 10, 2009, 9:31 am
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There seems to be quite a bit of confusion over this. Probably my fault :rolleyes:

When you start a travel, your scout gains skill for the entire journey (this is skill gained for travelling efficiently while remaining discreet). With each road encounter, the scout gains more skill (this is for the skill of avoiding larger forces and meeting only smaller ones).

It's only the 'journey part' that has been revoked in this fix. So you're not losing out on encounters actually processed.

And I do think it's an exploit to intentionally turn around without doing the journey with the sole intent of maximising your scout skill gains over a period of time. One I have been aware of for quite a while, but never got around to fixing.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 10, 2009, 10:56 am Last edited May 10, 2009, 10:57 am by *sam*
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