Bonjour,
Ci-jointe une note du CCS staff sur les prochaines évolution du CCS. Merci à Lexou Joubert.
A noter que la communauté sera en double XP entre Noel et nouvel an.
En prévision, le transfert d'XP, le respect "payant"
ET un CCS HARDCORE mode prometteur.
Bon jeu,
NoS Staff.
Résumé de la note de Suzanna du 10 décembre 2010 (et non traduction littérale. )
Double XP de vacances:
Le réseau CCS sera en double XP du 24 décembre minuit au 1er janvier. Aucun double XP indiciduel de sim ne sera programmé apre le 22décembre ce qui entrainerai une trop longue période de double sur les sim. De la meme façon, les Double XP individuel seront programmé a partir du 5 janvier.
A minuit le jour de noel, le pere noel rendra visite a notre réseau et offrira un respec gratuit a utiliser a ce moment la, ou a conserver pour plus tard.
CCS 1.0.4 et API 2.5:
Il y aura une version ccs nouvelle du ccs entre maintenant et début 2011, le temps de détecher les probleme d'attachement d'arme qui pouraient etre exploités dans Phoenix et SL2. Il y aura aussi des modification dans la database a propos de l'XP, santé, stam etc..... pour les rendre plus clair.
Il y aura donc une révison de l'API pour séuriser les armes et une période de transition de 30 a 60 jours de transition avant la désactivation des API actuels. Le meter sera capable de détecter les attachement multiple d'armes et enverra un message "d'abus d'attachement" aux GM
CCS Payment System:
Il ny a que 60% des sim qui payent bien, cela ne peut plus durer. je vais changer le systeme et les payement ne se feront pas par meter, mais par une borne unique sur une sim spécifique a votre sim ccs. il ny aura donc plus d'erreur de script et tout sera parfaitement enregistré, sans que j'ai a régler des problemes de script comme un service mobile toutes les 2 semaines.
LE CCS HARDCORE MODE:
C'est un mode qui pourra etre activé ou désactivé par les owner en fonction du style de jeu qu'il souhaitent pour leur région.
Voila les conséquences de son activation:
* les joueurs defeated ne pouront PAS REVIVRE DU TOUT pendant 120 secondes.
* les joueurs défeated revive resteront weak pendant 5 a 15 minute en fonction de leur strengh
* apres etre defeated, les joueur voient leur total maximal de vie et de stamina de 5%. Cette pénalité représente les blessures recues. UN joueur tué de facon répétée dans les 60 minutes n'aura pa d'accumulation des malus de 5%. Si le joueur est retué apres 60 min, une nouvelle pénalité de 5% s'applique, sauf si c'ets le meme joueur qui le retue pour éviter le grieffing.
*un joueur tué par un autre joueur de 15 niveau ou plus ne recevra ni le weak pendant 5 a 15 min , ni la pénalité de 5%, seulement les 120 secondes ou il ne peut etre revive.$
*la santé et stamina diminué de 5% redeviendra normale d'elle meme apres 24h ou plus rapidement apres un passage dans une clinique médicale ave cle traitement approprié (plus d'information seront données plus tard, les healball ne soigneront pas ces blessures) Si un joueur a >5% de son total de vie et stam blessé, le temps de soin sera doublé pour chaque pénalité de 5% recue. Mais le traitement médical est efficace pour soigné les blessure jusqu'au maximum de vie et stam.
Respec à la Demand et (Lamentablement) Secure XP Transfer:
Respec a la demande devrai etre pret pour le ccs 1.0.4 pour un cout de respec par plateau de 5%, donc c'est identique pour tout le monde, les chiffre dépendent juste du niveau que vous avez. C'est sain et accetable dans l'environnement du jeu.
Les demande de Respec basé sur des RP de 3 jour seront toujours acceptées (si le rp est valide) par les GM comme actuellement.
Le transfert d'XP sécurisé quand a lui ne se passe pas aussi bien. Je sais que cela semble décourageant pour beaucoup d'avoir a attendre autant cette option, mais nous avons des probleme pour sécuriser la transaction pour que la personne qui demande le transfer soit bien celui qui la recoit et éviter les violation de propriété privé. Il y a quelques centainre de personne qui souhaiteraient utiliser ligitimement le systeme, il y a dautres personnes qui l'utiliserai pour vendre des personnage CCS comme des valeurs selon leur XP. Don si un sorcier du web sait comment sécuriser 2 appels http d'un serveur et identifier la meme personne... (IP n'est pas faisable, les adresses mac sont impossible, les cookie pour les WinMachin ne sont pa faisable a cause de la nature de la platerofme de SL et les protection par mot de pass sont obsoletes car les mot de passes peuvent etre partagées etc...)
Donc je suis au regret de vus dire que je vai devoir ajourner ce que je vous avait promi sur les transfert d'XP car il est trop facile de le détourner. Les transfert d'XP resteront ce qu'ils sont, une action au cas par cas avec une documentation légitime. Je suis décolé de vous avoir donné de faux espoirs pendant autant de temps., je me frappe la tete contre les murs; mais si Blizzard n'arrive pa a empécher de vendre les comptes WoW, nous ne pouront pas sécuriser non plus nos transfert d'XP.
API 3.0:
Nous ciblons pour la fin de l'année l'API 3.0 mais en fonction de ma santé et des disponibilité de melanie , cela sera pour "le plus tot possible". nous vous tiendrons informés.
merci et bonnes vacances, j'espere vous voir sur le réseau et vous donner de bonne nouvelles pour aller avec les mauvaises pour que les mauvaises soient plus facile a avaler...
Suzanna.
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Heya all, as you may have noticed I'm a bit hard to get a hold of right now. My doctors told me to take a few weeks off and relax due to a recent anxiety attack that wasn't controllable with my usual mild sedative.
Regardless of that I have some news in the pipe for the coming month heading into 2011.
Holiday Double XP:
The CCS Network in total will be running double XP from noon the 24th of December to noon the 1st of January 2011, no individual region schedulings for double XP will be allowed to exceed December 22nd as this would lead into an extremely long period of double XP for one region. Likewise no individual region can schedule double XP in January until January 5th at the earliest, to ensure there is a full period of normal XP in between the full network double and individual region doubles.
At 12:00AM Xmas day, Santa Claus will visit the network and all our nice players will have a free respec added to their records to use as they see fit or hold on to to use at a later date. All our naughty players will get a visit from a cracked out hooker with a sock full of nickles. Cause thats just how Santa rolls in CoLA/CCS.
CCS Payment System:
Those in region meters are getting top heavy, to be frank I'm pretty sure we've only got about 60% of our active sims actually paying their monthly according to financials and region reports. Regardless we're revamping this system, payment meters will be a thing of the past very soon. There will be a single payment center, with a single place to make payment for all sim owners that will keep accurate records and not fault or fail under heavy script sim conditions as the current ones are doing, and whats more it can't be accidentally returned every 2 to 3 weeks forcing me to work as a moving service when I should be working on CCS.
CCS v1.0.4 - CCS API 2.5a:
There will be a CCS meter release sometime between now and the start of 2011, this will be incorporating fixes that allow for the CCS meter to detect multiple attached weapons that could potentially be exploiting the new expanded attachments system in SL2 and Phoenix Viewers. Theres also some changes to internal reporting so the meter and the database more clearly communicate which values for XP/Health/Stamina/Fortitude, etc are valid depending on what made the change and how. This will call for an API revision release to ensure our 3rd party developers can secure their own weapon lines from abuse. There will be the usual 30 - 60 day grace period allowed before the current API is shut down, but once this is pushed a CCS meter itself will be able to detect multiple attached weapons in use and will report attachment abuse via the GM Reporting system.
With this release comes a new CCS feature we're introducing called:
CCS Hardcore Mode:
CCS Hardcore mode is basically going to be set up as a feature that region owners can chose to turn off or on depending on what they want for their regions and the style of play that fits their region best. If a lot of fighting and lack of consequences is more or less what works best for your sim, then you simply would not enable hardcore mode.
Hardcore mode enabled will add the following expanded features to the CCS System for sims that want more RP/Consequences in regards to their combat:
* Defeated Players cannot be revived, at all, for at 120 seconds. So once a player is down, they are out of the fight for at least two minutes.
* Defeated Players, upon being revived stay under a weakness status effect for anywhere between 5 to 15 minutes dependent on strength score.
* Upon defeat, a defeated players total HP and Stamina is penalized by 5% of their total maximum. This penalty reflects the wounds the player is recovering from. A player killed repeatedly within the same 60 minute period will not incur any more than the original %5 penalty, a player that is defeated again after 60 minutes has passed will incur another 5% penalty but not if the player that defeats them is the same player that defeated them the previous fight (as I said in a thread awhile ago we were collecting defeat data for a reason) to attempt to ensure this penalty feature is not used as a way to grief players.
* Players defeated in combat by a player 15 or more levels above the defeated players level receive no wound penalty or weakness whatsoever, but are affected by the 120 second revive timer.
* Player health and stamina wounds of 5% will heal themselves in 24 hours of actual time, or faster in a medical clinic with the proper treatment. (Further information on this to be announced it will require interactive treatment, heal balls will not clear wounds). If a player has > 5% of their total health and stamina wounded, the healing time required is doubled for every additional 5% penalty, but medical treatment is twice as effective in restoring wounded players back to full health and stamina.
Respec on Demand and (Lamentably) Secure XP Transfer:
Respec on Demand should be finished and ready for the live environment with the release of CCS 1.0.4. the total cost of a XP powered respec is determined by the total XP a player has at a flat 5% rate, so effectively its the same for everyone, the numbers just get bigger depending on how high a level you are. This is sane and acceptable in a game environment, the longer you've been around the more settled as a character you should be, so thus higher level XP powered respecs will cost more than low level ones. RP based respecs will still be honored by GMs in the CCS system after this system goes live.
Secure XP Transfer on the other hand is looking like its not going to make it in as a feature, I know this is going to come as a severely discouraging statement for many that have been waiting on this feature but we have literally thrown every method of attempting to secure this transaction so the person requesting the transfer is the person actually receiving it and there is simply no way without massive violations of personal privacy, for us to do this with any manner of security. And while several hundred people might use the system for completely legitimate reasons there are enough people that would use it as a method to "sell" CCS characters, far as their XP value and if theres one thing I'll never allow its for a gold farmers economy to rise up around CCS. So if theres some web sorcerer out there that can come up with a feasible method of securing two separate http calls from a browser and identifying them as the same person (IP isn't feasible, MAC address is impossible, cookie query for WinMachineID is infeasible due to SL's cross platform nature, password protected sessions are meaningless since people can share passwords or even just give other people access to their SL accounts).
So its with regret that I'm going to have to table this promised feature because its simply too easy to use for the wrong reasons, even though the idea behind creating it was to allow people to use it for the right reasons. XP Transfers are largely going to stay as they are, on a case by case basis and only with a lot of legitimate documentation. I'm sorry to have gotten anyones hopes up but I've been banging my head against this wall for months with no luck, if Blizzard can't keep people from selling their WoW accounts, we definitely can't keep people from "selling" their XP if we allow them a method to transfer it under the table to another avatar.
API 3.0:
We were targeting the end of the year for the API 3.0 overhaul but with my health situation in its current state and Melanie's availability and changing situations in regards to player expectations from the system and Linden viewer standards we've been forced to push that back while we work on more pressing issues such as what I've stated out in this news post. API 3.0 is still planned for as soon as we can possibly complete it but I don't see it happening by the end of this year as planned due to current circumstances. Will update on this situation as soon as I know what we have in regards to a realistic ETA.
Thanks all and enjoy your holidays, and hope to see you around the network and hopefully I've given you enough good news to go along with the "bad" news to make the bad news a little easier to understand.