new players

General Stuff about Armagetron, That doesn't belong anywhere else...
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2020
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new players

Post by 2020 »

had a quick look at the member numbers

since tank program started up this version on 18th december 2003
it took two years before i joined at 658 on 29th december 2005
nearly a further year to reach 1000 members on 8th november 2006

another two years before reaching 2000 members on 16th january 2009
nearly a year and a half to reach 3000 members on 18th may 2010
and half a year to hit 4000 members on 12th december 2010

we are currently on 4140 today 31st december 2010 at 1.18pm

i was lucky
i found fortress within a couple of days of starting...
and back then the skill levels of players was pretty bloody basic...
hold the line
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sinewav
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Re: new players

Post by sinewav »

I wonder how much of a role authentication and authenticated Fortress has played in those numbers.
Word
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Re: new players

Post by Word »

We still don't have a new manual! :ghost:
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Phytotron
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Re: new players

Post by Phytotron »

2020 wrote:I found fortress within a couple of days of starting, and back then the skill levels of players was pretty bloody basic.
Not bloody surprising considering it had only been introduced a couple months earlier. What's more remarkable is that it hasn't changed but a smidgen since then.

sinewav wrote:I wonder how much of a role authentication and authenticated Fortress has played in those numbers.
Without a doubt, a large role. Look how membership accelerated after authentication was introduced. Even that said, obviously this forum's "member" count shouldn't be taken to mean much. The number of regular, active players—during any given period, or even tallied over the lifespan of this game—is surely below that.
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17na
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Re: new players

Post by 17na »

2020 wrote:back then the skill levels of players was pretty bloody basic...
Wish I had been there back then strategy isnt as much of the online mode as I would have though infact most of the people I see are annoyingly skilled triple binders and people who are jsut impossibly good doing ANYTHING to win.
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Desolate
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Re: new players

Post by Desolate »

Phytotron wrote:
2020 wrote:I found fortress within a couple of days of starting, and back then the skill levels of players was pretty bloody basic.
Not bloody surprising considering it had only been introduced a couple months earlier. What's more remarkable is that it hasn't changed but a smidgen since then.

Settings aren't everything, it has changed, skillwise, tacticwise, there was only a few major setting changes, and the rest was up to the players to develop new strategies, which they have. We all know you hate fortress.
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Titanoboa
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Re: new players

Post by Titanoboa »

Phytotron wrote:What's more remarkable is that it hasn't changed but a smidgen since then.
You're wrong, actually. That's like saying the skill level of football hasn't changed but a smidgen over the past 100 years. And, to someone who isn't all that interested, it might seem like it hasn't.

Your ignorance is understandable but not acceptable :D
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sinewav
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Re: new players

Post by sinewav »

:P Bring Back The WINZONE!
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Phytotron
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Re: new players

Post by Phytotron »

It's not about my hating fortress, or ignorance. It's basic objective observation. You guys are hunkered down and overly engrossed in it, amplifying and exaggerating any minor tweak (settings and tactics, etc.) into something a great deal more significant than it actually is.
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Desolate
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Re: new players

Post by Desolate »

In the same way, one could view your minor tweaks to rubber settings very few people understand extremely exaggerated by you in order to get your servers just right. You are extremely interested in getting the right settings for the server, and we are interested in doing the same for fortress. Why fix it if it ain't broke?
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Phytotron
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Re: new players

Post by Phytotron »

Grind at 3.549687, never at 3.8984756!!! OMG I died at 3.729345!!! (That's fortress players, by the way.) :P
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Re: new players

Post by Word »

Phytotron wrote:Grind at 3.549687, never at 3.8984756!!! OMG I died at 3.729345!!! (That's fortress players, by the way.) :P
i said that yesterday to someone so he stops telling someone how hard he should grind, can't remember who :?
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Desolate
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Re: new players

Post by Desolate »

cycle_rubber_minidistance 0.9689437 This is not quite the effect I wanted when hitting a wall, though a value over 1 turned really buggy and was much worse than this. Omg, could I try utilizing this with cycle_rubber_speed_decay to produce a 1^0 ratio against the wall?

That's you :) I didn't bother looking at actual settings.
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apparition
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Re: new players

Post by apparition »

"Ashi stop turning back into my def!"
Ashi turn back into my def and says, "drive on keeper"
"wtf lol drive on?"

That's fortress :D


In all seriousness though, the advancements and changes we fort players make may seem small or insignificant to rubber players and vice versa. Just like how a swimmer shaves his legs makes a small, noticeable difference on his swim time. Or a runner gets better shoes. Or a racecar buys new racecar tires. In the end, it's all about the love of the game. And the game... is fort. not rubber
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Phytotron
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Re: new players

Post by Phytotron »

apparition wrote:rubber players
What's that?
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