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REQ: Enhancing the cost.homeinviteteleport #19
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Hi again Andune, I thought of an idea for further extending the before mentioned suggestion: E.g.: /hi public enderfarm 1d 10 This home would be publically accessible for one day, costing 10 credits per visit (plus whatever amount specified in the config for using home invitations in general). If this is not really the path you would like take HSP in, just disregard the idea and close this issue :) Thank you for reading, |
updated issue with TL;DR in main post above |
Just so this isn't left hanging, I've given this some thought and even started some code along these lines in a branch. The idea is fine, although the suggestion of players being able to set a price will require a DB modification, something I'm loathe to do because DB updates always cause me pain and loads of testing. The other challenge is that there is no mechanism to accept on the invitee end and adding one to prevent abuse would be a lot of work. ie. imagine this scenario: /hi public CoolHouse perm 10 Now the next player(s) to use the HomeInvite, which just the day before only cost 10, unwittingly pay 5000 for the chance to go and they have no recourse since they have no way to check the price ahead of time. Again, I like the idea, I think it's a really cool way to reward people for building homes and setting up invites, but it is definitely not on the easier side of features to implement just because of the number of issues that have to be thought through and implemented for this to be a solid feature. I'll keep thinking on it and certainly appreciate any feedback for ways to narrow scope that might help get something implemented faster. |
I definitely understand the problem that you mention. I have played on a server called "Winthier", where I experienced that a certain, relatively low rank received [N] amount of cash when other players used his public home invite, and players at a higher rank received a higher [M] percentage. What I'm trying to get at here is this: What if you took the cost out of the command and had it predefined in the config instead? That would cause less confusion whilst using the commands, and take out the exploit you mention. I think this is an interesting subject. If I am not making myself clear, let me know. Then I'll try to provide a more detailed description. Kind regards, |
Without giving a whole lot of thought to the implementation, although this would certainly be much more straightforward than the previous suggestion, here my quick thought for one way to do it. Appreciate your feedback as to whether or not this would meet your goals for this feature. In the example config below, here is how some example scenarios would play out: Player George is a newbie (no rank) and has a public invite to his home “GeorgeHouse" Player George types “/hit SarahHouse”. He pays 100 for this command (default amount) and 20% of it goes to Sarah (because rank2 gets a 20% cut). Note in Beth's case, this is because for rank4 we have defined "homeInviteTeleporterPercent" at 100. When HSP checks that teleport, it gets two values: George's "OwnerPercent" of 10 and Beth's "TeleporterPercent" of 100. HSP will choose the higher of the two values. This lets you mix up Owner/Teleporter percent as you like. In this contrived example, maybe we think it's a big deal if a Rank4 visits a build and so we give out 100% of the cost to the owner.
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Nice and through explanation. I can see this working. The only thing that I am unable to bend my mind around is the usability factor for the players in-game: "How can this be made transparent enough for the player to understand the different costs and percentages?"
I feel a solution is getting closer. |
Much of HSP is admin-configurable, including by-world and by-permission. But these configurations are only known only by the admin and not exposed to the player. My assumption to date has been that admins provide some sort of documentation to their players to explain why things work as they do, that's certainly what I did when I was running a server. One thought is players would probably be happy to be receiving money at all, regardless of the amount, since they don't receive any today. If you felt it was important they understood why they received differing amounts, you could document that on your web page, and then use HSP's customized messages to include a short URL link (ie. tinyurl, goo.gl, etc) to the message they receive, linking to your documentation explaining how you have set things up. |
UPDATE (Dec.9)
TL;DR: The owner of a home invitation could receive a percentage of credits each time another player uses it. E.g.: Home invites cost 10 credits to use; owner receive 5 credits per use.
Description
I would like to reward players who are building farms and impressive creations for the public playerbase to use. A way could be by paying a home owner a small amount of money each time an invited player uses this home. The visiting player would e.g. spend 10 credits to use the home, and a portion of this would be sent to the home's owner.
Scenario#1 "Money to home owner":
Experiencend Player A creates an impressive build for everyone to enjoy.
He sets a public home.
Now as players visits his build, they 1) are deducted ten credits for using a permanent home invitation and 2) some of these credits (let's say "two") goes to Experienced Player A, rewarding him for his impressive creation.
Scenario#2 "Money based on rank":
Experienced Player A is motivated both from the players visiting his former build, and from the credits he has earned through the public home, so he choose to create yet another impressive build.
In the meantime, though, Experienced Player A has ranked up, so as his new build is ready and players start to use his new public home to get there, he now earns five credits pr player visit instead of only two, because of his higher rank.
Regards,
Sinuce
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