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Credit System

QuackDuck

Programmer
Joined
Jun 6, 2017
Messages
1,111
Points
1,010,101,065
Age
23
Location
United Kingdom
Probably one of the last updates this system will ever get:
The Credit System overhaul has been stopped for now; however as a replacement (this will last forever - even when the overhaul kicks in)
I've a system that rewards servers keeping a population of over 75% of the total playercount.

That means MERP needs 30/40 to get this system, and the other servers with 100 slots require 75/100 for this to work. Whenever you're in this mode, all deserved credits are multiplied by 1.5x for maintaining an active and engaging playerbase. This works great as it deters people from doing anything stupid with higher playercounts such as spawning in 12 helicopters because people asked them to.
Hope you enjoy this update.
 

Arminanimator

Just a concerned commie
Joined
Mar 15, 2017
Messages
227
Points
63
Age
22
You should totally give SCP-RP helicopters ya know? With our 12 feet high skyboxes? What could possibly go wrong?!?

 

Vault

MIA
Joined
Oct 9, 2017
Messages
35
Points
28
Location
Texas, USA
no I'm looking into SCPS later on, GMC is a pain in the ass and its causing major issues I'd rather not add to that right now.

then tell your gamemaker team to stop being idiots and grow some brain cells
I've seen how GMC works, I know your pain XD
 

QuackDuck

Programmer
Joined
Jun 6, 2017
Messages
1,111
Points
1,010,101,065
Age
23
Location
United Kingdom
I've seen how GMC works, I know your pain XD
Yeah it's mostly their ridiculous firewall. It lets NOTHING in, and surprisingly hardly ANYTHING out. So sending information is like trying to escape out of a maximum security prison its ridiculous.
 

QuackDuck

Programmer
Joined
Jun 6, 2017
Messages
1,111
Points
1,010,101,065
Age
23
Location
United Kingdom
It's been a while, but credits have been fixed. That means all your credit income should resume to normal. Sadly, even our database that puts credits on hold wasn't being updated so for the past 1 month all credits that you may have worked for have no logs and we sadly can't restore those. However as a sorry I have increased credits to be almost doubled. (Thursday - Saturday). On Saturday I will not remove the credit doubling, I will however be removing the ability to "transfer" credits. On saturday you may not transfer packages to other people bought with credits either.

I feel like this is a fair trade off. It enables you to earn rewards at a much increased speed but removes the ability to transfer the credits to other people so the economoney doesn't break. I hope you all understand and have a great weekend that's almost near!


Essentially I was doing some nerd things and I was mid rework of the API that manages all credits. Because of this I also upgraded the security on this to stop people hacking the system (not gaining, hacking). I forgot to update the credit system to meet the new API criteria and because it couldn't meet our new higher security standards I made it was refusing to accept it.

love u nerds
 

QuackDuck

Programmer
Joined
Jun 6, 2017
Messages
1,111
Points
1,010,101,065
Age
23
Location
United Kingdom
The system is old, we know it. So I've taken the liberty to update it to new security standards and such.

Additionally I made a post a while back about changing and becoming more transparent. I have done this in the latest update. Staff will start seeing something like this (https://api.quackduck.xyz/u/2018-07-13_19-33-44.mp4) This menu will show EVERY claimed case, every so often while on duty.

This HOWEVER does not show when you are being suspect of gaining the system, nor will it alert you that we're aware of you being AFK on duty. The system will just take away / penalise you behind the scenes.

Hopefully this update clears a lot of concerns on how credits work.

(also the command /yeeeet will not give you shit loads of credits, additionally credits will not come in large doses).
Credits will appear probably in the decimal places in a production enviornment.
 
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