Talk:Hit Limit: Difference between revisions
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Kamikaze14 (talk | contribs) (Borehamwood and Malton) |
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:The manufacture of needles is the only exception, originally introduced to stop everyone running a cheap 3-hits-per-day stockpiling alt. --[[User:Kevan|Kevan]] 10:15, 14 January 2008 (UTC) | :The manufacture of needles is the only exception, originally introduced to stop everyone running a cheap 3-hits-per-day stockpiling alt. --[[User:Kevan|Kevan]] 10:15, 14 January 2008 (UTC) | ||
::Ah, thanks. I guess that's fair enough; its not like you'd be in unexpected danger if you manufactured a syringe and found yourself unable to play any more that day. No locked out zombie stand-ups or revivers = a good thing. Thanks! I've edited the [[IP hit]] page to clarify this, and put this conversation on its discussions page. {{User:Swiers/Sig}} 16:13, 14 January 2008 (UTC) | ::Ah, thanks. I guess that's fair enough; its not like you'd be in unexpected danger if you manufactured a syringe and found yourself unable to play any more that day. No locked out zombie stand-ups or revivers = a good thing. Thanks! I've edited the [[IP hit]] page to clarify this, and put this conversation on its discussions page. {{User:Swiers/Sig}} 16:13, 14 January 2008 (UTC) | ||
== Borehamwood and Malton == | |||
Do they share a hit limit? Would I be able to get 160 hits per map or total? |
Revision as of 02:16, 18 November 2008
Talk
This should be moved to IP Hit Limit, or simply Hit Limit. "IP Limit" doesn't sound like what it is at all --Daranz 22:42, 9 Sep 2005 (BST)
- Good point, and lo it is done. I was thinking of creating a "Technical Information" category for this, Known Bugs, Donations and the like (and replacing the Known Bugs link on the Main Page with it), but I don't know how you do that ... Morlock 22:45, 9 Sep 2005 (BST)
Any clue when the hit limit is reset? Is it at midnight BST? --otherlleft 00:08, 17 Sep 2005 (BST)
Can anyone verify, seems there is now (since when?) a 300 per character hit limit on the server even if the character is donated: "In order to keep the Urban Dead server responsive, individual characters may not hit the site more than 300 times per day. (This is per-character, it won't affect any other characters you've donated for.)"
A friend and I just maxed out without getting the "last ten hits" warning. Is this a new development, or a bug? --otherlleft 23:05, 22 February 2006 (GMT)
- Assuming your friend played at the exact same time as the day before, there would only be 144 AP available for 3 chars (48 * 3). accounting 3 hits each for logging in, it is possible that your friend didn't use the remaining 3 hits (before the 10 hit warning is given) for non-AP tasks, such as dropping items, ect. However, if your friend played earlier in the day than the day before, he would have had even less AP and it would even be more likely to not see the hit warning.--Sancho 08:42, 18 March 2006 (GMT)
This has happened to me too, both times while manufacturing syringes at a NecroTech building. This shouldn't really use 20 script hits - but 20 APs, right? --Jonoel 15:49, 26 February 2006 (GMT)
I noticed on the Hit Limit page towards the top it notes the 160 hit limit (allowing use of up to 3 characters) and then says: "(the extra 16 hits accounting for logging in, returning from checking profiles, etc.)." -- Unless there's something I'm unaware of, I'll have to guess that this person mixed up the "160" with "166", because by my math, (160HITS - [50AP * 3CHARS]) = 10 leftover hits for other stuff, i.e. logging in and checking profiles. I'll change it to 10 on the page for now; if anyone sees this and disagrees for some reason, then you can change it I guess. If so, post reason here so I'll know what the deal is. Rhodekyll15 23:14, 11 March 2006 (GMT)
- The reason it said there was 16 extra AP per day is that, even though characters hold up to 50AP, they only get 48AP every 24 hours (24hrs * 2AP/hr). This leaves 160 - (24 * 2/hr * 3) = 16AP. I added it to the wiki to be more clear --Sancho 08:31, 18 March 2006 (GMT)
Does standing up only count as one hit, even though it uses 10AP? Dan 21:38, 16 March 2006 (GMT)
- Interesting thought. Next time one of my survivers dies I'll try it out.--Sancho 08:43, 18 March 2006 (GMT)
- I recently tested this. I had 6 moves left and standing up required 6 AP (Ankle grab, Headshot). After I clicked the button, I stood up and had "Warning: You only have 5 moves left today." --Lint 21:57, 29 March 2006 (BST)
I've removed the line about the Syringes. I don't believe it could possibly use 20 hits, seeing as a hit is just based on each time a page is loaded on the server. Testing would be appreciated by somebody who often comes close to the limit, though. --BlueSTARS 07:05, 2 January 2008 (UTC)
- Actually, it does. At least manufacture does. A Syringe takes 10, AP=IP but IP!=AP.--Karekmaps?! 02:21, 3 January 2008 (UTC)
- Using a syringe takes 10 AP but only adds one IP hit. See Kevan's talk page (or the paste-up below) for clarification / confirmation. Syringe manufacture is the ONLY action that adds multiple IP hits. Swiers 16:23, 14 January 2008 (UTC)
From Talk:User:Kevan
IP hits vs AP use (again)
A recent discussion regarding a suggestion that might result in some actions that cost more than 1 AP tangentially touched on this issue.
Its my personal experience that, with the "You have [2-9] actions remaining" warining showing (the one you get when running low on IP hits) you can perform a revive (which costs 10AP) and the counter goes down by 1.
To me, this makes perfect sense, as a revive consumes no more server resources than any other single click action. Also, having a revive consume 10 IP hits means you could initiate a revive when you had 50AP but only 11 IP hits remaining (and hence no warning showing) and suddenly find yourself stuck outside, despite having 40 AP left after performing the revive. That clearly would not be a good thing.
However, this ONLY makes sense if it applies to ALL actions evenly. ?rise and zombie movement without lurching gait would be especially notable cases. If AP expenditure does equal IP hits for most actions, a zombie without ankle grab could log in, see they have 50AP (not knowing they have only 15 or fewer IP hits left) and stand up from a headshot only to find themselves unable to play the game, with no warning what-so-ever. This would be very unfair, given it is demonstrated to NOT be the case for revives. In fact, the simple issue of it costing 2 IP hits to move as a low level zombie may be part of what makes them unpopular; you get to spend more time playing the game for free if you do not ever play a low level zombie.
-Could you perhaps clarify what the mechanics of IP hit vs AP use are, and why? Thank you. Swiers 17:49, 12 January 2008 (UTC)
- It would also be nice to see something about this in the FAQ, as it comes up frequently on Talk:Suggestions.--Karekmaps?! 18:37, 12 January 2008 (UTC)
- The manufacture of needles is the only exception, originally introduced to stop everyone running a cheap 3-hits-per-day stockpiling alt. --Kevan 10:15, 14 January 2008 (UTC)
- Ah, thanks. I guess that's fair enough; its not like you'd be in unexpected danger if you manufactured a syringe and found yourself unable to play any more that day. No locked out zombie stand-ups or revivers = a good thing. Thanks! I've edited the IP hit page to clarify this, and put this conversation on its discussions page. Swiers 16:13, 14 January 2008 (UTC)
Borehamwood and Malton
Do they share a hit limit? Would I be able to get 160 hits per map or total?