this post was submitted on 05 Aug 2023
13 points (100.0% liked)
Canvas
2091 readers
1 users here now
Canvas — The Fediverse’s r/place
2024 Concluded!
Get a print!
- Check out the other items
- mastodon.world, lemmy.world, blahaj.zone, toot.community, toast.ooo, canvas 2024 stickers also available!
- Donate directly
Links
- fediverse.events
- GitLab / Source
- Matrix Space
- Discord Server (bridged to matrix)
Timelapses
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
To answer some of these:
A couple more ideas popped into my head:
it might be unpopular opinion, but the 2x cooldown for replacing previous pixels shouldnt even exist. you get into odd situations where greifers have advantage when your piece uses virgin pixels. but you can also use this 'feature' to cause more problems as a griefer if you are smart about it. find virgin pixels in the art space and place on those so you keep low CD but the repair crew gets double CD.
and then you have the issue where if you want to update your art, you get double cooldown for the new piece cus you are going over pixels.
overall CD should be the same regardless of what or where you are placing, it levels the playing field for everyone. this is not really a great solution to getting the canvas filled out when it can be used maliciously and repairing gets nerfed for it
Yeah, I'm starting to agree. I've found that it gets to a point where you essentially just cant keep up with the griefers if you are drawing over virgin pixels. I second the idea of making it the same cooldown for placing pixels for everybody. I don't think theres a way to structure it to always favor defenders. There will always be an edge case where the attackers will have the upperhand.
I'm also starting to think that being able to have multiple pixels queued can also put a defender at a disadvantage. When your actively placing pixels, you are always at 1 pixel with a cooldown, but someone could come along with 6 stored pixels, and just dump them consequtively in a spot giving them a permanent space advantage that you will never be able to recoup if the attackers keep at it.
coming from experience, your second point isnt really a big deal. you will almost always be a few pixels behind on a persistent grief, the extra 5 to start doesnt really change much