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[Going Ham #2] How to Get 30,000 Credits In Under 48 Hours

Discussion in 'Capture the Flag' started by PolarizedHam9000, Jul 7, 2016.

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  1. PolarizedHam9000

    PolarizedHam9000 Active Member

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    PolarizedHam9000 GOING HAM. POLARIZEDHAM. PolarizedHam9000
    | Brawl Edition #2 | July 7, 2016 | Created By PolarizedHam9000 |

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    ( ! ) Going Ham is formatted entirely using the BBCode available on the Brawl forums and uses no additional imagery ( ! )
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    > Introduction / TL;DR <

    Welcome to the first content-filled edition of Going Ham, Capture the Flag's unofficially official newsletter! To start a trend for later editions, we review three maps from the Map Submissions section of the forums and interview a CTF player. This edition's reviewed maps are Perdition by Dokkedal, Gaul by Exploud, and Kauwela Shore by EddKrumbs, and this edition's interviewee is Birdgirl. In addition to these regularly scheduled articles, this edition discusses the credits system and the aptly named Tweak Update.

    P.S. I apologize for my reluctance to use spoilers. They are just so ugly.
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    > The Credit System <

    As those of you who do not live under the largest rock in the world know, Capture the Flag and Brawl at large have undergone major changes to comply with Mojang's Minecraft End User License Agreement (EULA). The EULA states: "YOU MAY:...sell cosmetic items, except for "Capes", IF the item sold does not give a user an unfair gameplay advantage over anyone else on the server - i.e there can be no "pay to win."

    Obviously, as anyone who played CTF before the recent change knows, the entirety of the gamemode's platform was based upon purchasing classes. However, as Mojang begins to finally crack down on servers to comply with a EULA that has been around for a while, things have changed. CTF's compliance plan was officially announced by Quarrelt on June 22, 2016. The basic premise of the plan is that players will be able to acquire classes through credits. Credits are earned in-game for doing just about anything oriented around gameplay. Credits can be earned as follows:
    • Getting a kill earns 2 credits.
    • Stealing the flag earns 5 credits.
    • Capturing the flag earns 50 credits.
    • Killing a flag carrier earns 20 credits.
    • Recovering the flag earns 10 credits.
    Classes are currently, and will most likely be, the only thing to spend credits on and cost 30,000 credits. However, the aforementioned numbers are subject to change if serious problems arise from them.

    There are a few other interesting points that are not mentioned in this article about the compliance plan that you should definitely check out on the official thread, including prevention to credit farming and a booster system.

    Although all of this is well and good, this article is going to focus on the criticisms of the system that many players have. The primary point of issue is the amount of credits it takes to obtain a new class. Many forum users have taken to the comments and have broken out their math skills to break down the heart of the issue:

    This is probably the simplest mathematical display to be found in the comments section of the official thread, but there are many complex ones that approximate this and calculate that. Honestly, I was surprised to find no calculus being used. Feel free to take a look around if you have not already and form your own opinion on the class amount. Regardless of how high or low the number seems to be, however, be sure to factor in how annoying free day is.

    Aside from the numbers themselves, the credit system has some other criticisms as to how it affects everyday gameplay. For starters, classes without the ability to capture, recover, or kill with relative ease are not able to rake in as many credits as classes like Soldier, Archer, and Assassin. This means that players, when going for a new class, will avoid playing other classes in order to reach their goal. Thankfully, the four current free classes cover all aspects of credit-earning, so players with few to no "premium" classes will not suffer a disadvantage.

    And yet, while obviously no one likes getting killed over and over by headshots, a shift towards more players using classes with heavier focuses on gameplay has the potential to create some really intense games. There is no doubt that these types of games existed before the credits system, as many players already own all of the classes, but hopefully newer players without this access will join in on the intensity rather than stalk people as Heavy.

    This hopeful talk about a shift towards gameplay-oriented classes is good and all, but as most of the players you see nowadays are regulars with all classes unlocked and each has their own favorite classes, I doubt the changes coming from that scenario are significant. Instead, I suggest that what really inspires change in the game are those little blurbs in chat that appear when you receive credits.

    [​IMG]

    Something about being validated right there and then gives me, and probably some other players out there, a brief rush of excitement that builds into a desire to obtain more! Thus, with this goal in mind, players can alter their playing style without abandoning their favorite classes. Personally, I have always played in the same fashion more or less, but there is always room for improvement and I do notice some slight differences. If many people have a similar experience, this effect can compound to have a noticeable change on the gamemode.

    Or nothing could change and everything is really just the same as it has always been. Simple as that.

    ( ! ) WARNING! SKIP THE REST OF THIS ARTICLE IF YOU HATE LOOKING AT NUMBERS AND GRAPHS! YOU HAVE BEEN WARNED! ( ! )

    Nevertheless, I have taken it upon myself to throw my own metaphorical hat into the mathematical ring of analyzing the credit amount for a class! Because who does not love messing around with numbers and spreadsheet? And I thought, what better way to do so than to collect a bunch of statistics and see what trends exist? Thus, I went to the only place I know to collect a decent amount of data in a small amount of time, the Capture the Flag leaderboards. But, before I continue, I must acknowledge the flaws & sources of error in this form of data collection:

    • Although the leaderboards have stats for Captures, Recoveries, and Kills, they do not have stats for Flag Steals or Flag Carrier Kills. For the analysis you are about to see, this means that, from this data source, one is unable to tell how many of the flag captures included a flag steal or how many recoveries included a flag carrier kill. This leads to uncertainty in the total credit amounts players accumulate, which is vital to most of the calculations. So, to account for this, I will be giving ranges for calculated values, with the lowest values counting each capture as 50 credits and each recovery counting for 10 credits. The highest values will count each capture as 55 credits, assuming all flags captured were also stolen, and each recovery as 30 credits, assuming all recoveries were preceded by carrier kills.
    • The sample size is limited to 150 players, minus duplicates, as the stats collected include only the Captures, Recoveries, and Kills leaderboards. Additionally, because this is the leaderboards from all time, it does not take into account average or up and coming players. More data would need to be easily available for better results.
    • Collection of information was conducted over a four day gap, with the highest playtime being around 30 hours. Because no one arrived at the 30,000 credit amount, all analysis is mere speculation. Also, as I was not there to watch every player, the playtime statistics may have included moments of afk-ing in spawn or other actions that take away from credit-earning activities.
    • Also those random credits for kills that do not count as kills. 'Nuff said.

    Alright, now that that is out of the way...

    Procedure

    On June 30, 2016, I went to the Capture the Flag leaderboards and copied the data of top 50 players from the Captures, Recoveries, and Kills categories into a spreadsheet. I chose to include all three leaderboards not only to get more players in the study, but also to get information from the entire credit -earning spectrum. Then, on July 4, 2016, I repeated this process to establish a second data point off of which to gather useful information. The dates on which I copied the data is irrelevant to the math, as the leaderboards also include a Playtime stat. Once all of the information I wanted was in the spreadsheet, I made sure no new players had climbed their way into the leaderboards, assuring all players had two sets of information from which to get differences from. Then I found the differences in all the statistics during the period.

    From there, I assembled all player data into a table and removed duplicate players, as some players were on more than one of the leaderboards. I then used a filter to remove players with no playtime or credits, leaving me with about 80 players, among which some had played for less than an hour over the period while others had much more. This concluded my data collecting and processing, readying me for analysis and leaving me with the table in the spoiler below.
    Disregard everything to the right of the "Hours to Class" column, as they may or may not be relevant to the discussion and were for other purposes. However, if you do look at them, the Credits column was calculated with the 55 credit capture and the 30 credit recovery mentioned earlier.
    [​IMG]

    Analysis

    Once I had all the data ready, I was super prepared to analyze the binary out of it. I had so many relationships graphed out and was looking for so many trends. As you can see in the data table in the spoiler above, I had the information to look for connections between what players did to earn credits and how many credits they earned on a time basis. I was planned to figure out everything about anything.

    But then I realized the only thing I really wanted to show in this article was what the discussion centered around: how long would it take someone to get sufficient credits for a class purchase. So I focused in on the two variables that mattered most in this, credits and hours played. From knowing the credit earn rate per hour, one can estimate the playtime necessary to achieve 30,000 credits.

    Unfortunately, as I mentioned before in the flaws list of the study, the guesswork resulting from the leaderboard statistics does not allow for a perfect data set. Thus, I will be using the words "maximum" and "minimum" (along with other related words) to give a range of all values that would be possible to extract from the information.

    [​IMG]

    Above is a basic scatter plot showing the relationship between credits earned and the playtime in hours. This particular graph uses the MAXIMUM values (Capture = 55 credits, Recovery = 30 credits). As you can see on the graph, laying a trend line on top of the scatter plot reveals a linear equation with the equation also seen on the graph. According to said equation, the average player on the leaderboards that plays for one hour would earn about 257 credits. Then, dividing the credits necessary for a class (30,000), by 257 credits/hour, we get the number of hours it would take to obtain a class. 30000 credits / 257 credits per hour = approx. 116.7 hours, or a little less than 5 days of total playtime. Keep in mind this is a very generous number.

    On the other hand, if I plug in the MINIMUM values for credits (Capture = 50 credits, Recovery = 10 credits), the average credits earned per hour drops to 167.57. Plugging this into the equation to find total time for a class, we get 30000 credits / 167.57 credits per hour = approx. 179 hours, or about 7 1/2 days of total playtime. Keep in mind this is lowest possible number using the harshest variables values.

    Going on pure guessing here, I would guess that the actual average amount of time to get a class for leaderboard players, if I were to have easy access to flag steal and carrier kill stats, is 6 days of total playtime, or 144 hours. Then assuming you play some arbitrary number of hours per week, say 18, one can guess when they will be ready to get that class! In this case 18 hours a week of playtime would take about 2 months to get to 144 hours. The validity and meaning of this number is entirely up to the eye of the beholder, so I will just leave you with it to do what you want.

    However, just in the interest of telling the numbers as they are, the highest rate of credits/hour that my study found was between 428.0 (Capture = 50 credits, Recovery = 10 credits) and 641.7 (Capture = 55 credits, Recovery = 30 credits)! There were higher ones, but I removed any data points that had less than 1000 credits total to help ensure it was not a freak capture streak. A credit/hour rate like this would result in getting a class in anywhere from 70 hours to only 47! This means that some super player could get a class in under a month of light, occasional playing or in a weekend of intense gameplay and no sleep! Additionally, although capturing is worth the most credits, the player who provided me with the 641.7 value had 81.7% of their credits come from recoveries yet only 2.5% from captures. Granted, this number assumes every recovery included a carrier kill, but that is not impossible. Capturing, despite its credit lead on recovering, takes much longer to do and is often unsuccessful. Also, it is limited by each map, while recovering is only limited by the number of people trying to capture on you. So, if you wanna be a recovery credit wizard, ask minehero723 how to do it.

    Conclusion

    For amazing players, getting a class can most likely be a casual endeavor, but new players with no experience would have to go through quite an ordeal it seems. This is most likely the plan of the credit system, but nevertheless other casual, regular players with not as much gameplay-oriented finesse may run into issues when wanting to unlock a class. That is all.

    P.S. If you want me to graph any other relationships from the data, feel free to start a conversation with me or ask in the comments!

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    > Tweak Update <

    On June 27, 2016, NomNuggetNom, our glorious coder, announced a series of minor updates, aptly named the Tweak Update. To summarize, as stated in the thread,

    These changes included updates to a few classes, some additional server features, and other miscellaneous fixes. I will not take the time to copy of them over to this article, so be sure to check out the original thread to figure out what changed! Instead, this article will focus on the updates to classes, especially in regards to either nerfs or buffs.
    • Archer [nerf]: The enchantment on its bow is reduced from Punch II to Punch I. This change makes bow spamming slightly less annoying and makes it easier to kill archers in combat. Nothing to complain about with this nerf, as Archer is meant for long range instakills and gets plenty of kills this way without needing the additional knockback in close combat.
    • Chemist [nerf]: The amount of damage and poison potions is reduced, slowness potions are changed to weakness potions, and fire resistance lasts only 30 seconds. While the fire resistance duration is insignificant, the rest of the changes are quite the opposite. Any amount of taking potions away from chemist makes it a less formidable foe and will hopefully make them think twice before spamming them. And as for the slowness versus weakness potions, it comes down to what each player finds more valuable. Either way, the Chemist gains a leg up on their opponents from them.
    • Dwarf [nerf]: The leveling up feature that is classic of this class has been capped at 10 levels. This nerf ensures that Dwarves do no become insanely overpowered. Nevertheless, it is still vulnerable to classes like Mage, Elf, and Assassin, so the level cap makes Dwarf more susceptible to death by Heavy or multiple players in close combat. I do not personally see this as that much of a nerf, however, because in most games people usually died before getting too high on levels.
    • Elf [buff]: The number of arrows it has is increased to 16, the enchantment on its chestplate and boots is raised from Protection I to Protection II, and the earth element consumes 2 arrows. Aside from the earth element change, these updates are a definite buff. As arrows are the basis of the class, any more arrows means more power! Add that to the slightly better armor and you get a nice buff
    • Engineer [nerf]: Turret health is decreased from 20 to 15. Fairly basic, but with noticeable consequences. For starters, Engineers will have to pay slightly more attention to their turrets and can leave them unattended for less time. Additionally, enemy players can destroy the turret in 5 less hits, making it easier to remove the Engineer's primary ability, which is a satisfactory nerf to a class that is arguably the most hated of them all.
    • Medic [nerf]: Enemies can now break webs and the sharpness enchantment was removed from the sword. The change in webs can be considered to just be a nicety to the opposing team, but the sharpness removal is where the true nerf lies. Although the class has the ability to heal and 6 steak, giving it an above average lifespan, it is regularly in situations requiring combat. The lack of a sharpness enchantment on the sword takes away some of that ability, which has a couple of consequences. Firstly, it is more easily defeated in solo fights, meaning it is not as good at recovering or capturing, although its webs pick up the slack. Subsequently, if a Medic can not do as well by itself, it will need to work together with other classes that are better acquainted for PvP. This goes towards the whole idea of the class as a healer, so the nerf really brings Medic back to its roots.
    • Necro [buff]: Its pickaxe is imbued with knockback I, similar to what Engineer already has on its pickaxe. Also, the fence below the spawner block is changed to wood, making it easier for classes without a pickaxe to destroy it. This is obviously a nerf to the class, but in Necro's current state, the spawner is not as useful for killing as the pickaxe is. Because of this, a buff of the pickaxe is a buff overall.
    • Pyro [nerf]: The duration of fire from arrows is decrease by over half, it now has 25 arrows instead of 20, and the frenzy ability requires a double click now. The additional arrows are unquestionably a buff, giving Pyro more firepower when fending off enemies. However, the decrease in fire duration from these arrows counters this, as it will need more arrows to subdue an opponent for the same amount as before the update. So, if it were just these two things that were changed, I would consider Pyro to be the smallest bit nerfed. However, the final change in the frenzy ability introduces a curveball. There has been much debate into this subject in the comments section and in independent threads. Some consider it to be a nerf, as it takes longer for Pyro to activate its deadly ability. Yet, others consider it to be a convenience issue, as only needing one click often resulted in misfires. Thus, this update fixed a problem for some players while creating a new problem for others. Everything is subjective these days.

    Regardless of what everyone thinks about each individual update, at least something got updated! Capture the Flag would be static otherwise. The end.
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    > Map Reviews <

    In this edition, we review three maps! Let's get this party started!

    [​IMG]
    Perdition (#326874) by Dokkedal

    ( + ) Pros
    • Aesthetically pleasing
    • Creative cover ideas with land at midfield
    • Snow parts are easy to navigate
    • Map is wide enough that players avoid funneling, can take just about any path across midfield

    ( - ) Cons
    • Spawn and flag room are quite small
    • Midfield is hard to navigate because of so much variation in terrain
    • Still not enough archer cover at mid
    • Flag room is hard to get out of because of tight terrain around entrances and the 1-block-wide soldier exit on the top
    • Excessive detail makes it harder to see players during PVP

    ( $ ) Suggestions
    • Expand on the spawn and flag room some more. They are your main map structures, so don't be afraid to get a bit bigger with them.
    • Archer camping spots: The top of spawn lets archers hide behind the flag pole. Move the flag back.
    • The hill in front of the flag room is another camping spot, and it clutters the path in front of the flag room. Just remove it.
    • Ninja camping spots in spawn.
    • Widen the paths around the flag room so that players can fight. It's good to have a flat path at least 3 blocks wide in high traffic areas.
    • Find areas that you can smooth out and simplify.
    • Possibly add log walls in areas for some extra cover.
    • Sink sponges down into the ground one block to help direct players into the one-block-wide hole above it.
    • This is a recovery-heavy map because of the openness at midfield. If you want to keep the openness, make the flag room easy to escape from.

    [​IMG]
    Gaul (#336721) by Exploud

    ( + ) Pros
    • Fun, CTF friendly style
    • Not over-detailed, generally good for pvp
    • Creative forested flag room idea with multiple entrances and escape routes
    • Very well thought out map that seems fun to explore
    • Nice indicator arrows for flag room locations
    • Lots of sponges at bases of trees to get players to top of canopy
    • Side hills not too tall, helps keep archers from being too overpowered

    ( - ) Cons
    • Lots of capper camping spots, will lead to stalemates.
    • Large map and back area behind flag room
    • Ninjas can definitely get on top of the indicator arrows
    • Tunnels are tight and blockable by a single web
    • Small tunnel entrances and exits hard to see and pvp through
    • Some buildings only allow for ninjas and soldiers to get on top of them
    • Ninjas can camp in leaf holes around flag

    ( $ ) Suggestions
    • Shrink either the back of the map or in the green area in mid by a few blocks each direction. I think you could shave about 5-7 blocks off of each side (10-14 total) and have an ideal map size.
    • Widen tunnels (3 blocks wide, preferably 3 high for jump running) and make entrances obvious. This could be a viable path across for multiple classes if you allow it to.
    • Fill holes in canopy a bit to make it more friendly for non-solder classes. Fill ninja camp spots. It's going to be tough to recover on.
    • Need a couple sponges behind buildings that soldiers can camp on.

    [​IMG]
    Kauwela Shore (#337583) by EddKrumbs & xxMineSheepxx

    ( + ) Pros
    • Great navigability
    • Lower level, off-set spawns allow for traffic to flow down the sides of maps
    • Aesthetically pleasing without interfering with gameplay
    • Good archer cover
    • Simple CTF friendly building style with sponges up buildings

    ( - ) Cons
    • Water void deaths
    • Flag pole right by center flag room entrance
    • Fence and ledge in flag room provides for a soldier OP exit
    • Spawn really close to flag room, could lead to assassin respawns
    • Smaller map size could lead to fast games

    ( $ ) Suggestions
    • Put glass under water areas so that falling into it isn't an immediate death.
    • Expand flag room and the ledge over the back of it by a few blocks so that the flag pole isn't in the entrance.
    • Swap the back fence with something else. Either something a block high that other classes besides solder can get onto, or wall it off and add a way up the back side for non-soldiers.

    A big thank you to Xelasi for taking the time to review these maps!

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    > Player Interview <

    For this edition, we conducted an interview with Birdgirl. Here is what transpired:

    ( ? ) How did you find this particular CTF server?
    Birdgirl: I found MCPVP's CTF in 2012 through my brother. He and a friend were playing on it and he invited me to join them. My first map was Islands. The original. Still love it, but will grudgingly admit it has a few flaws. Before finding MCPVP's CTF, I played on a small survival server with a group of ~30 people. It's long since dead now, but I'm happy to see CTF is not.
    ( ? ) Describe the CTF community in only three words.
    Birdgirl: Assholes. Stubborn. Surprising.
    ( ? ) What hobbies do you have outside of Minecraft?
    Birdgirl: When I'm not on Minecraft, I enjoy reading, binge watching on TV shows, and being smothered by kittens. I mostly read dystopian, sci fi, or fantasy books, but am sometimes enjoy books with other themes. Some of my favorite series (in no particular order):
    • The Hungry City Chronicles
    • The Inheritance Cycle
    • Ranger's Apprentice
    • Dresden Files
    • Chronicles of Ancient Darkness
    • Maximum Ride (this will be relevant later)
    Some of my favorite shows on Netflix (again, in no particular order):
    • Arrow
    • Flash
    • Supernatural
    • Sherlock
    • Firefly
    • Person of Interest
    • Agents of Shield
    • NCIS
    • White Collar
    • Doctor Who
    • Lucifer
    My family often fosters kittens for a local humane society until they are old/healthy enough to be adopted out. One of the tough jobs of fostering kittens is making sure they get enough love and attention by playing with them every day. It's a hard job, but someone has to do it.
    ( ? ) What is your earliest memory?
    Birdgirl: This question is a little vague, so I'm going to interpret it as my earliest CTF memory. As mentioned in question #1, my first CTF map was Islands, so naturally one of my earliest CTF memories is getting headshot. A lot. It's a wonder as to why I kept playing. Something else I remember are my brilliantly noobish attempts to capture a flag as a solider on Islands. Needless to say, my attempts were futile. If I wasn't headshot, armies of ninjas were ready to take me out.
    ( ? ) How did you arrive at my current IGN?
    Birdgirl: My original IGN was Birdgirl24. I initially chose Birdgirl24 because I had recently finished reading the Maximum Ride book series and was inspired by the idea of having wings. I still am, even today. I think it would be awesome to fly around. So, yeah, that's where the 'bird' part comes in. I don't even especially like birds. I just want their wings. The 'girl' was inspired by, no surprise here, me being female. The '24' was, rather originally, I might add, inspired by the day of the month my birthday lands on.

    My current IGN is Birdgirl. Nothing fancy. Just dropped the 24 bit.
    ( ? ) What is your favorite aspect of CTF?
    Birdgirl: Hmm. That's a hard one to initially answer. After a few minutes of contemplation, I'd have to go with the community. Despite my harsh summation of the CTF community in question #2, it's why I'm still here. When breaking the CTF community into individuals, the rude and intolerant players may be louder than the quieter, kind, and considerate players, but that doesn't mean the latter group of players is by any means outnumbered.

    Of course, I must add another one of my favorite aspects of CTF was meeting of our benevolent coder, NomNuggetNom, back in the days when he was but another name on tab.
    ( ? ) If you could change one thing about the gamemode, what would it be?
    Birdgirl: I'm going to cheat on this question and change two things.

    First, I'd remove the ability for classes to place structures on the map (looking at you, necro and engineer). From a map making perspective, structures are annoying. I don't like them. They can burn.

    Second, I'd like to rework necro into a class useful for something besides setting up a spawner and watching your useless zombies run around the map.
    ( ? ) What is your best memory associated with bread?
    Birdgirl: What? Is this a real question? If this was a video interview, I'd be giving you a dubious stare, PolarizedHam9000.

    If you insist on knowing my best memory associated with bread, I'll have to think about it for a few minutes. It's not a topic one is approached with every day.

    Okay, imagine it's been a few minutes. My best memory associated with bread is when I was younger (maybe around 8 years old?) my dad and I would go to a park with some old bread, break off little pieces, and feed it to the giant gathering of ducks that seemed to perpetually exist at this tiny lake in the park. I'm just realizing this involves more birds. Coincidence?
    ( ? ) If you could have any Minecraft mob as a pet in real life, which would you pick and what would you name it?
    Birdgirl: This isn't even a question. It would definitely be a silverfish. Not like the insect in real life, though. It would have to be the horrifying animal that pops out of monster blocks. I made a stuffed silverfish in real life a few years ago. It's adorable.

    As for names, well... That's a bit harder. I've always had a hard time naming things. I guess I'd go with Sil, short for silverfish, because I'm lazy and unimaginative when it comes to naming pets. As some background into my naming abilities, my resident adult cat is named Dog. I have a manatee stuffed animal named Mr. Manatee.
    ( ? ) You are exiled to a remote island with no hope of escape. Which CTF player would you bring with you and which version of Super Smash Bros would you bring?
    Birdgirl: I would bring KollVenk. If I'm exiled to a remote island, I'm bringing some entertainment.

    This may horrify you, but I've never played any version of Super Smash Bros, but I'd have to go with what my gut is telling me and bring the original Super Smash Bros. ¯\_(ツ)_/¯

    A big thank you to Birdgirl for agreeing to participate in this Going Ham interview!
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    Thanks for reading!
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    > End Questions & Thoughts <

    1. How thinks you about the credit system in its current state?
    2. What small updates do you want but did not see implemented?
    3. What comments do you have on the reviewed maps? What maps should we review next?
    4. If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?
    5. How much wood could a woodchuck chuck if a woodchuck could chuck wood?

    If you have any questions or concerns about the newsletter, feel free to either reply in this thread or message me privately! All feedback is appreciated!

    Also, check out this dank website if you are feeling insanely bored!!!

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    #1 PolarizedHam9000, Jul 7, 2016
    Last edited by a moderator: Jul 23, 2018
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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  3. Magnificent

    Magnificent Dallas Fuel

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    1. How thinks you about the credit system in its current state?
    2. What small updates do you want but did not see implemented?
    3. What comments do you have on the reviewed maps? What maps should we review next?
    4. If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?
    5. How much wood could a woodchuck chuck if a woodchuck could chuck wood?

    a. It's nb, could use some tweaking but overall not too shabby
    b. I don't really want anything added, moreso a few things removed. (Pyro's two click frenzy, 3.5 seconds of fire, etc)
    c. <insertrantabouthowthey'reallopforoneclass>
    d. how are you so nice jfc, and somebody with a username!
    e. uhh this
     
  4. AriesRam10

    AriesRam10 Old MCPVP'er

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    The color of the class (in the class update section) and some of the titels are a little hard to read with the dark format. (I may just being color blind?)
     
    • Agree Agree x 1
  5. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Going Ham is back??? Sweet. Good work polar, keep it up!
     
    • Agree Agree x 1
  6. pandanielxd

    pandanielxd its panda daniel

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    2,422
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    +893
    I got quoted, I feel special!
     
    • Like Like x 2
  7. Exploud

    Exploud Member

    Joined:
    Sep 1, 2015
    Messages:
    34
    Ratings:
    +20
    Neat! I'll work on what you've mentioned.

    1. How thinks you about the credit system in its current state?
    I'm actually less likely to own Assassin than I was when you could buy classes
    2. What small updates do you want but did not see implemented?
    The removal of Mage
    3. What comments do you have on the reviewed maps? What maps should we review next?
    Man that Gaul map, gotta be the best map I've seen for a while, I mean seriously. Look at it.
    4. If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?
    How crazy is it that I know your name IRL even though you've never told anyone? ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
    5. How much wood could a woodchuck chuck if a woodchuck could chuck wood?
    Eleven
     
    • Funny Funny x 1
  8. Birdgirl

    Birdgirl Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    344
    Ratings:
    +293
    I'm glad this is back. It's fun having our own little newsletter for CTF!
     
  9. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    875
    Ratings:
    +542
    God I missed these
    1. How thinks you about the credit system in its current state?
    2. What small updates do you want but did not see implemented?
    3. What comments do you have on the reviewed maps? What maps should we review next?
    4. If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?
    5. How much wood could a woodchuck chuck if a woodchuck could chuck wood?
    1. I personally think the amount of credits for a class should be lower, seeing as new players might not care enough to play for a while to get to 30K
    2. Knockback taken off of mage's damage spell, all of archer's knockback removed
    3. Good job on the review, as always cx
    4. Would have asked more questions about her mod experience, both on MCPVP and Brawl (and I would have added a ton of bird puns). I think it might be cool to interview one of the JMODs that aren't specific to CTF, but are playing it often. It would also be cool if you could do a group interview of Team Leaders.
    5. I woodn't know XDDDDDD

    Great job with the newspaper, Polar!
     
    • Agree Agree x 2
    • Like Like x 1
  10. Netflikx

    Netflikx Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    263
    Ratings:
    +169
    1. How thinks you about the credit system in its current state?

      I think it should be 20-25k credits for a class, not 30k.

    2. What small updates do you want but did not see implemented?

      The removal of flag poison, or at least a tweak to it.

    3. What comments do you have on the reviewed maps? What maps should we review next?

      I wanna see Gaul in rotation.

    4. If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?

      I'd ask her why she became a mod.

    5. How much wood could a woodchuck chuck if a woodchuck could chuck wood?

      ^ same
     
  11. Nakatago

    Nakatago Well-Known Member

    Joined:
    Oct 28, 2015
    Messages:
    731
    Ratings:
    +234
    Some people have been getting 1000+ in an hour. js

    they are mostly farmers tho *cough sportjolle*
     
  12. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    4,309
    Ratings:
    +876
    Hour X 30= 30 hours. Fine for you Dan but not me or many other people. @Dan_7777777
     
  13. Nakatago

    Nakatago Well-Known Member

    Joined:
    Oct 28, 2015
    Messages:
    731
    Ratings:
    +234
    O
    1. I play nowhere near as much anymore
    2. I average like 10 credits per game, I just meant some people
     
  14. GreenNature

    GreenNature Nature is Creative

    Joined:
    May 18, 2015
    Messages:
    445
    Ratings:
    +122
    How thinks you about the credit system in its current state?
    I have VIP so I don't care.

    What small updates do you want but did not see implemented?
    Maybe tiny tweaks such as showing how many kills each team has, or to notify the player which team won the first round. (If you joined the second round)

    What comments do you have on the reviewed maps?
    I liked it, but I hoped you asked the mappers to use their maps in the newsletter.

    What maps should we review next?
    I'm not your boss.

    If you had your own interview with Birdgirl, what would you ask?
    I would ask her if I can end this interview.

    Also, who should we interview next?
    I'm not your boss.

    How much wood could a woodchuck chuck if a woodchuck could chuck wood?
    About 700 pounds.Compared to beavers, groundhogs/woodchucks are not adept at moving timber, although some will chew wood. (At Cornell, woodchucks that gnaw their wooden nest boxes are given scraps of 2-by-4 lumber.) A wildlife biologist once measured the inside volume of a typical woodchuck burrow and estimated that -- if wood filled the hole instead of dirt -- the industrious animal would have chucked about 700 pounds' worth.

    Source: http://www.news.cornell.edu/stories/1996/02/groundhog-day-facts-and-factoids

    Comments-
    Wow. I sense a literature medal this month.

    Anyways, your title makes me feel as if it were another advertisement/clickbait (which, technically is the purpose) but try not to make it feel as it was an advertisement.

    Ask the mappers if you can use their maps, I don't care if you did or not for this newsletter, just reminding you.
     
    #14 GreenNature, Jul 7, 2016
    Last edited: Jul 7, 2016
  15. Nakatago

    Nakatago Well-Known Member

    Joined:
    Oct 28, 2015
    Messages:
    731
    Ratings:
    +234
    Wat other titles?
     
  16. Claod

    Claod Well-Known Member

    Joined:
    May 20, 2016
    Messages:
    452
    Ratings:
    +83
    This is amazing.

    • How thinks you about the credit system in its current state?
    • What small updates do you want but did not see implemented?
    • What comments do you have on the reviewed maps? What maps should we review next?
    • If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?
    • How much wood could a woodchuck chuck if a woodchuck could chuck wood?
    1. Uh, I wish that it'd be easier to get a class honestly. Like lower the price to something like 10,000 or maybe 15,000. It'd be nice.
    2. Removing bad maps that are just op (all the blackouts and all the beaver creeks). Also changing the classes like making necro and dwarf better.
    3. Maybe minehero723. I've never seen him type in chat, and I want to get more credits, so you should interview him. Man! If minehero723 had a few credits less, then I would have been mentioned in this edition.
    4. I don't know what I would ask. And we should interview a staff member, so they can tell us about changes in the future.
    5. According to Google:
    A wildlife biologist once measured the inside volume of a typical woodchuck burrow and estimated that -- if wood filled the hole instead of dirt -- the industrious animal would have chucked about 700 pounds' worth.

    Ha! I'm chuckling right now.
     
    #16 Claod, Jul 7, 2016
    Last edited: Jul 8, 2016
  17. Lugia_

    Lugia_ support =D

    Joined:
    May 17, 2015
    Messages:
    597
    Ratings:
    +515
    1. How thinks you about the credit system in its current state?
    i dont rly care
    1. What small updates do you want but did not see implemented?
    my idea of updates are nothing "small"
    1. What comments do you have on the reviewed maps? What maps should we review next?
    i skipped that section
    1. If you had your own interview with Birdgirl, what would you ask? Also, who should we interview next?
    i love u bird @Birdgirl i would ask for more stories about high school :smile:)) --- interview @chocolate_bar33
    1. How much wood could a woodchuck chuck if a woodchuck could chuck wood?
    fruit salad yummy yummy
     
  18. BAWSS5

    BAWSS5 Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    920
    Ratings:
    +377
    For the record,

    a woodchuck would chuck all the wood he could if a woodchuck could chuck wood.

    Also I would ask @Birdgirl for a public reply about her alleged and reportedly high-as-a-Bird levels of steamy relations with a known coder and t-t-trash memeber, @NomNuggetNom. More specifically, had she 'nommed his nugget' so to speak.
     
    • Winner Winner x 2
  19. Claod

    Claod Well-Known Member

    Joined:
    May 20, 2016
    Messages:
    452
    Ratings:
    +83
    Oml, Im laughing on the inside! :joyful:
     
  20. Lewka

    Lewka Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    982
    Ratings:
    +384
    • Agree Agree x 1
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