We will obviously keep the most used scripts. Scripts that doesn't work, or are duplicates of will not be transferred, keep in mind there are scripts that are more than 10 years old that are still considered approved even if no one has used them for ages.I think the most important scripts to keep alive are the ones that massively aid in account management & war management.
To this I hope you prioritize a version of these:
- Resource Balancing script
- FarmGod or Ntoombs farm helpers.
- Mass Scavenging & Mass Scavenge unlock
- Fake/Nuke/Fang generator scripts (A good example here is Costache).
- Snipe Helper(s)
- Coord Grabber
There are around 450 approved scripts. There won't be an instant list of this, it is a massive job that will take months to finish. Everyone will be updated as soon as there's anything that has actually changed.Please provide the list of what scripts will be hosted by Inno.
We're not going to be approving any previously rejected scripts due to this, as the purpose is moving approved script to a different host.Please start considering and allowing scripts you deem too overpowered or give explinations as to why they aren't being approved and why they are too overpowered Tryng to make players play the game the way you want them to play the game and not the way the playerbase decides or comes up with never works. have seen many games die or loose more players because of this.
I Personally know people who wrtie scripts now who have stopped and don't put in the effort now because the criteria is too subjective and less black and white on what can be allowed.
we need more clarity on top of this so script makers stop wasting there time to be told nope too broken and nothing else explained.
This is not clear, have seen scripts that would be seen as ok via said rules of approval be not allowed.We will obviously keep the most used scripts. Scripts that doesn't work, or are duplicates of will not be transferred, keep in mind there are scripts that are more than 10 years old that are still considered approved even if no one has used them for ages.
There are around 450 approved scripts. There won't be an instant list of this, it is a massive job that will take months to finish. Everyone will be updated as soon as there's anything that has actually changed.
We're not going to be approving any previously rejected scripts due to this, as the purpose is moving approved script to a different host.
The rules as well as the rules for approval of the scripts is quite clear, it's recommended to read those first, preferably before writing the scripts.
We're actually specifically asking for feedback; that means good and bad alike.This is not clear, have seen scripts that would be seen as ok via said rules of approval be not allowed.
hense why multiple people i know who write scripts including costcache aren't going to anymore. clearly your wrong if multiple people who do it think this way. And then the explination as to why its not approved is inadequate to say the least. literally nothing explained as to why.
TBh your answer to the script rules are clear kind of shows everything can you guys not take feedback?, just decide ah we have rules already they must be perfect.
Asks for constructive feedback...produces thread for least productive change inno has made in a long while...sorry I can't provide any positive feedback regarding this change, except that instead of doing this move to implement to most popularly used scripts into the game itself like used to happen. So that the script becomes a feature, even if it's not the BEST version of the feature it would eliminate the use of the script.Please leave your (constructive) feedback for the script changes announced here below
We're actually specifically asking for feedback; that means good and bad alike.
But your feedback here is not really related to the topic that scripts will be moved to a different host.
And I'm sorry you feel that the answers to the rejection of scripts aren't clear, however after looking through a lot of both approved and rejected scripts, it's quite clear that some points in the approval rules, as well as the rules themselves are being neglected.
I personally think, as an example that rule 6.2 is very clear:
§6.2 Bots, tools, scripts and other means which provide automated actions or replicate and/or allow access to premium functionality are forbidden unless explicitly permitted.
Or this one from the approval rules:
Scripts can not send an attack on your behalf and may not be used to send troops automatically or with fewer clicks than usual
Yet, there are a multitude of rejected scripts that can't be approved due to these rules. And considering you mention overpowered scripts, this is also mentioned in the rules - in some cases we can't go into too much detail as we need to keep our systems safe and this can unfortunately lead to answers that might be seen as lacking.
Great point, depending on my needs I have 4 different ms time scripts I switch between based on my needs and pc I'm working off. Just as an example"We will be using this opportunity to weed out the non working scripts and will selectively remove any duplicated (or almost identical) scripts."
"We intend to actively poll the community to help us choose the best scripts to keep where there are multiple scripts performing the same thing as a part of this process."
Sometimes seemingly almost identical scripts differ in little things that some players are fundamentally important.
If you just moved all the working allowed scripts, that's fine. But if you start removing similar scripts, that's wrong. Are you going to hold a poll to find out which script to delete? And what if I needed the script that got the least votes in the poll and was deleted and no other? You don't have enough space for all working scripts? In that case why did you need to move them to your servers?
Great point, depending on my needs I have 4 different ms time scripts I switch between based on my needs and pc I'm working off. Just as an example
Asks for constructive feedback...produces thread for least productive change inno has made in a long while...sorry I can't provide any positive feedback regarding this change, except that instead of doing this move to implement to most popularly used scripts into the game itself like used to happen. So that the script becomes a feature, even if it's not the BEST version of the feature it would eliminate the use of the script.
Ok so for one, I have seen Rules Fabricated and invoked that aren't even apart of the tribalwars rule set so for one you saying you have rules and they are clear is pointless. because this is tottaly not true ive seen otherwise for scripts ive asked people to make
if you want ill get you proof of this too being told things can't be allowed because of rules you don't even have written on your rules page.
Also, if you guys are updating how scripts are going to work in regards to where they are being hosted etc, wouldn't that mean you also would be maybe updating your rules in future regarding scripts i mean if you think about it logically and what would happen moving forward that seems plausable right? so i think my questions and feedback in regards to the rules is very prevelent here.
I was wondering; Will this or will this not impact King_enea's botting? Or is that unaffected by these changes?
"We will be using this opportunity to weed out the non working scripts and will selectively remove any duplicated (or almost identical) scripts."
"We intend to actively poll the community to help us choose the best scripts to keep where there are multiple scripts performing the same thing as a part of this process."
Sometimes seemingly almost identical scripts differ in little things that some players are fundamentally important.
If you just moved all the working allowed scripts, that's fine. But if you start removing similar scripts, that's wrong. Are you going to hold a poll to find out which script to delete? And what if I needed the script that got the least votes in the poll and was deleted and no other? You don't have enough space for all working scripts? In that case why did you need to move them to your servers?
Great point, depending on my needs I have 4 different ms time scripts I switch between based on my needs and pc I'm working off. Just as an example
I agree any script thats similar with slight differences like these matter massively to people all should be included and braught over.
Personally I am a big fan of Innogames hosting the scripts. However for the execution of the transition and the day to day afterwards I have some thoughts in no specific order:
1. I like the idea of removing redundant/outdated scripts. However as others pointed out some scripts may seem identical at first but still have one or two features that the other one doesn't. In this case both scripts are used by the community and both should be kept. The idea of voting on it seems fine for this if instead of only keeping one script of each type maybe keep the top few.
2. Assuming the idea of not having multiple scripts do the same thing will be continued after the transition there are some other issues.
The first is with new scripts that try to replace or build on some older scripts. These scripts will be quite similar to the then existing scripts especially at the beginning when the scripts are still in the early stages without too many other features added. How will this issue be adressed?
If this issue is ignored I could see fewer scripts be written in areas that could need improvements but contain popular scripts.
3. The second issue is script complexity.
One thing to keep in mind as the script moderation team is that with this change scripts in the future will become more powerful by necessity since features that in the past could be found in 2-3 scripts now have to be bundled into one script to avoid having multiple similar scripts. If going through with this the team needs to be willing to allow these more powerful scripts and give motivated scripters the opportunity to create them.
4. Some of the current scripts are quite old and had years to perfect features/UI with live testing. With the horrendous testing enviroment scripters are given most scripters rely on truly testing their scripts once approved (in the past I tested my scripts after being approved as private but now we are only able to test while publicly approved) and while some bugs require fixes that necessitate having a script update approved most can be fixed on the fly since they only required changing logic which was allowed without an script update request. How will this be handled in the future? The change to allow logic fixes without an update approval was probably to lower the burden on the script moderation team.
Maybe allowing trusted (idk how to determine this) scripters to access and change their own scripts or implementing a streamlined process where scripters can create pull requests for their own scripts.
5. Dear god please give us an acceptable testing environment. If you don't want multiple similar scripts the existing scripts need to be complex and powerful which requires testing. Starting with multiple villages, some Premium Points, Account Manager and Premium Account with an higher speed can't be that hard to keep open (maybe with monthly or weekly wipes). The idea that you have to play for days just to get to the point where you can activate Account Manager just to get nobled on the beta server is a joke. Every dev at Innogames would quit within a week if they had to test their changes in these conditions. You are only pushing people to illegally test their scripts on live severs.
6. Some scripts currently require SDKs/libaries or otherwise calls to external webservers. These will probably also need to be hosted on the Innogames servers or removed entirely. Any plans on how to tackle this issue?
7. When hosting the scripts in one central place it should not be to hard to keep track of the number of times a script is used. Tracking and displaying this publicly could yield valuable information for players on which scripts they should use or try. This could also be used to phase out older scripts when a newer one comes along with more usage. (Maybe keep track of the total uses and the uses in the past month)
With Inno games hosting and controlling all scripts. Does Inno games ever plan to put scripts behind a paywall?
Has there been any thought on if or how to include other markets in the polls or at least announce the change there aswell?
For example the .de servers have been allowing .net scripts for a while now and I would assume a lot of players have been using scripts from here aswell (mostly because the scripts here are
allowed to be much more powerful than those on .de). Now since all of the scripts approved on .de are already hosted by InnoGames we didn't get the announcement about this change at all however the change on .net is still very important there.
Would be a shame if people got banned there after the migration is done just because they did not know that only scripts hosted by InnoGames are allowed.
And some additional information would be nice on how the polls are planned and if users from other servers that use .net scripts can participate.
Also any idea when can we expect the first polls on the scripts?