CCS - XP Transfer From One Account to Another PDF Print E-mail
Written by Suzanna   
Thursday, 31 December 2009 13:15

Okay I guess I have to address this as visibly and as publicly as I can. Because the ever growing level of requests for this has become almost disturbing.

Every day I am greeted by more IMs than SL will allow me to retain while logged off, so while I log in I tend to go through my notecards and emails looking for stuff that people sent but I got no IM for.

And every day I am getting 3 - 10 requests from various people to get their XP transferred from one avatar to another.

There are multiple reasons why people are asking, some have been banned by Linden Labs, legitimately...and expect us to transfer their XP for them, others broke up with their SL girlfriend/boyfriend and are having issues there and want to hide from it, and still again, others have had their accounts "hacked" somehow and beg us to let them change their old avatars XP to a new avatar.

The unfortunate answer I have for you all in this case is that unless the situation is extremely individual and is a matter of life and death, the answer is going to be no, and I will explain why.

Approximately one year ago, a whole group of people were taken down by Linden Labs for credit card fraud, before I became aware of the true facts of the matter they came to me and said they got their accounts "hacked" and weren't responsible. And of course, me, being the trusting, gullible fool I am, I trusted them, and did 20 XP transfers, only to be pulled up short by Linden Labs themselves who told me I just reinstated multiple accounts that were supposed to have been permanently banned from SL for blatant credit card fraud.

Also of late it has come to our attention that there are groups of people "growing" avatars in sims where GM monitoring may be somewhat lax then attempting to sell the XP of these avatars to other players, or sell the avatars to other players for the Linden Dollar equivalent of $45.00 - $60.00 USD.

This puts us, the CCS administration, in a position where we cannot, really, accept all these stories of "my account got hacked" or "my girlfriend/boyfriend is stalking me" or whatever else. Because there are no ways to prove any of these things. We either take your word, and become dupes to people who were banned for legitimate reason, or get defrauded by fraud artists who are selling characters for money in violation of not just CCS Policy but the Second Life Terms of Service as well, or we simply say no...and thats the end of it.

So, with that said, I'm sorry, I realize that a lot of people feel invested in their characters and their experience and levels are important to them and I can completely understand why you would want to keep them, but we, as a service provider have been put in a position where we simply cannot concede to the demand for these transfers, especially given the ever growing nature of their frequency, simply due to the fraud and lies going on in the "underground" of the game where people are making shady deals in regards to selling pre-leveled characters or violating the Second Life Terms of Service and expecting us to allow them to retain their previous levels regardless of that.

As stated, this does not mean every answer is a no, if there is legitimate proof available (notecards of "conversations" are not proof), such as .pdf files of filed tickets with Linden Labs in regards to hacked accounts or abuse reports filed in reference to instances of harassment, we may be willing to concede a transfer on rare occasion.

But in simple words, we do not transfer XP from one character to another under any normal circumstances. And that has been our policy now for well over a year, and will continue to be the policy given the growing underground market in pre-leveled CCS characters.

Thanks all, now I'll get back to work on 1.0.1.

 
CCS v1.0.1 - Gamma Wave is Born! PDF Print E-mail
Written by Suzanna   
Tuesday, 15 December 2009 14:03

CCS v1.0.1:

Yes its true, its true, CCS v1.0.1 is currently in beta development and should within the next few weeks go live to the live play scenario, heres the low down on whats being done and what to expect.

Updated Information on New Additions(12/16/09@7:15AM):

  •  Melee and Ranged damage avoidance have now been split between two stats:

            Perception - Manages Ranged Damage Avoidance

            Finesse - Manages Melee Damage Avoidance

  • -LIFE and -STAMINA Damage are now partially resistible via the Intelligence stat, giving a nice defensive bonus to casters and healers.
And of course Willpower still manages overall resistance to status effects. This now expands character development to seven statistics, giving characters even more control over their defensive development.
  • Massive performance improvements facilitated by changes to communication usage, meters should become far less susceptible to slow downs under load.
  • More performance improvements in relation to the unification of all skill usage under one script versus four.
  • Intelligence will now affect damage amounts for caster and healer offensive skills, as well as increasing healing output for all archetypes.
  • Strength modifier has been given a bit more pay out for points invested in it.
  • Addition of three new status effect conditions which will allow for debuffing and damage reflection.
  • Anti-Camp system rewritten, the new system cannot be fooled in any way, if you're not conscious and at the keyboard it is going to get you, if you are, its not going to bother you much if at all.
  • Secondary Skill Bank has been returned to the dialog menu, so on top of your six hotkey skills you now have access to 3 more skills you can set on the main menu thats activated with the F2 key.
  • GM Call Button has been moved off the HUD, that button now queries player data. GM Call Button is available via the Main Menu.
  • Addition of Target/Defensive Target system to the HUD, this allows you to lock a target and have that target be the direct recipient of all hostile skills, defensive target will be the direct recipient of all beneficial skills.
  • Addition of new Tank archetype modality called Adamant; now as a tank takes damage, their damage modifier increases, so the more damage they take, the more dangerous they become.
  • Fix for damage based point generation, lowering required damage to generate one racial point.
  • In preparation for the next version of CCS, the CCS system now tracks your kills to the database. It will not become apparent as to why this is being done until a bit later, but for now, who you killed, when, what time, how many times you killed them, thats all being tracked by the system.
  • Particle effects given pre-load resolution, now all associated particle graphics should rez instantly for the user rather than just being gray squares unless they actually rez for your client.
  • Changed ranged damage base to 10 points per projectile.
  • Changed system ceiling to 2048m, now you can use a lot more of the vertical dimension in CCS sims.
  • New level up sounds and effects.
  • Global Mandatory Respec will occur with the release of CCS v1.0.1, and everyone will be respec'd under the 4 point per level rule, versus 6 points per level, racial bonuses have not changed and will not be affected. But you now will have less points to invest over the development of a character, so you will have to be smarter about how you place them and it will now be impossible for high level characters to stack four stats to 100 and two others to 50 or above. This will close the gap, heavily, between high level and low level players, making high level characters more vulnerable and making stat development more important.

This is just the stuff as it stands right now, theres been a ton of "under the hood" development as well, preparing for our eventual shift to the new system in 2010, and basically making the system ready to make that transition when we're ready to bring out the new system to the public.

As stated it should be a week to two weeks and then we should have a full public release ready, there may be additions to this list of improvements and feature additions as we develop through beta. But its coming and will soon be finalized and ready for you all to play.

 CCS Has an Investor!:

No I'm just joking, a bit tongue in cheek really and only a few people will get it. We do not have an investor, we are simply incorporating as an S-CORP under the name Gamma Wave Games, I have spent the last 4 years under a "Doing Business As" designation as "Ground Zero Games" but because of taxes and legal requirements, and because there is another gaming company that is LLC registered under that name, for 2010 I must incorporate what I do into an actual legitimate business entity and have taken the time to register the business under the new development house name Gamma Wave Games. So its official, we're now a legitimate entity....who knew all this would get so complicated eh?

So there you go, a whole bunch of news in a fairly readable format. Hope everyone has a great day and please, stay off mine and Melanie's backs for the next week or so while we try to finalize the new release okay?

Last Updated on Wednesday, 16 December 2009 05:44
 
CCS = Carducci Combat System? Hardly PDF Print E-mail
Written by Suzanna   
Monday, 07 December 2009 22:45

Edit to Add: Normally I wouldn't have even brought this up but since we've got a rash of CarducciNoobs showing up in CCS sims attempting to resell the Carducci Safe Zone Combat System to CCS players, (I guess its copy/transfer and that gives people the right to resell it? Who knows) so I figured I'd best address it. They're easy to tell apart, and the Carducci Safe Zone meter is about as complex as CCS Lite is or potentially less complex. So, as stated its not CCS and its easy to tell its not CCS, so if someone is trying to sell you CCS, don't buy it, cause its not CCS, its Carducci Crap Shit.

Hello all, its come to our attention that Lil Carducci, one of Second Life's most prolific designers of grief weapons and tools has come up with a combat system that he calls the Carducci Combat System...and, of course he's used the acronym CCS. I suppose we should be flattered, given Carducci's character he could have called it DonCarducci's Combat System and called it DCS, or any other system's acronym but he's chosen to attempt to muddy the water and confuse the Community Combat System's product with his own hamfistedly designed safe zone damage meter.

Regardless of that, this is just a reminder that no product designed by Lil Carducci is legal in a CCS sim environment, up to and including Carducci's "CCS". 

Its just a basic attempt to latch onto something thats bigger than he is and confuse the market. And is completely unsurprising from someone of Carducci's history and reputation on the Second Life grid.

Simple facts are, its not CCS, it will never be CCS, its just Carducci's Safe Zone Damage Meter. 

Jenny Carlos also has a simple LSL based combat system, she could have very easily called hers CCS as well, but she's actually got ethics so thusly she called it JCCS.

So anyways, don't buy it, and don't bring it into our community. To quote an old Black Ops Read Me notecard. "Carducci Guns Give you Aids". You can assume this extends to the Carducci Combat System as well.

I could not agree more really. And beyond this, unless the Carducci Combat System is based off our script base which got loose in 2007, I intend to ignore it from here, cause thats about all its worthy of, being ignored. Its a desperate attempt to make money on the popularity of my work and the gigantic size of our community and an attempt to stir up controversy and drama with the CCS Community because every product hes ever made for working on 4 years now has been banned in our communities. So...boo hoo Lil, I really don't care about your combat system. And I'll send all the retards wearing it back to wherever they came from when I see them.

Discuss this post in the forums!

Last Updated on Tuesday, 08 December 2009 03:20
 
Its that time again - Break the Test Grid PDF Print E-mail
Written by Suzanna   
Tuesday, 08 December 2009 20:41

[2009/11/27 20:21]  Babbage Linden: (Saved Fri Nov 27 11:57:30 2009) Hello, I'm currently looking for residents to compare the performance of their regions when running on the main grid and a new version of the simulator that I'm testing on the beta grid. We would set up a copy of your region on the beta grid and then ideally you would be able to run events or other intensive activities on both copies of your region and compare the performance. Would you be able to help me out? Thanks, Babbage
[2009/11/27 20:26]  Suzanna Soyinka: Hello Babbage I believe we already have a copy of the primary Lost Angels sim on aditi as of this time and when it comes to performance related issues I'm always willing to help but I would like a small question answered in return in regards to it. After the 1.25 server release regionsay comms appear to have been throttled and have an extremely small buffer, this of course goes against the known resource allocation to communications in regards to channel comms, where it was previously believed regionsay comms were more or less unlimited, previous to 1.25 CCS itself had been operating on RegionSay heavily to not overwhelm communications on whisper/say/shout, and now it seems regionsay got capped. My question here is, none of this was ever communicated, there are never any server version patch notes, when I contacted Concierge they said there was no place to read the changes to server versions anywhere, and I found that to be a bit annoying. I do have a business based around LSL functionality, if the communications features of LSL change, that can impact me fairly heavily, so I'm just wondering why these changes aren't documented somewhere publicly.
[20:01]  Babbage Linden: (Saved Tue Dec 08 08:40:17 2009) Thank you for agreeing to help me test the performance of the new version of the simulator that I'm working on. Your region should now be running on aditi with the new software. Please log in to the Beta grid, compare the performance of your region there against the version running on the main grid using the statistics bar and let me know your results. I am particularly interested in comparisons of the simulators under load, so if you could run events or other intensive activities on both versions of your region and compare the performance I would be very grateful. You should be aware that there is a known issue with this version that can cause attached scripts to stop when entering the region and if you are making HTTP requests from your region you should be sure to check the X-SecondLife-Shard header and ignore any requests maked Testing to avoid the beta version of your region affecting your production system. Please let me know if you have any problems. I'm looking forward to seeing your results.

Once again Linden Labs is calling on us to help them test out a new server version with the ideas focused around peformance. So I'd like to get a date set up probably sometime between this weekend and next weekend where we can do a CoLA/CCS Community pile on at the aditi test grid CoLA and try to break it. Hopefully its because they have a version they think we can't break, which would be cool if they could.

So with that in mind, I'm thinking a December 12th Public@6:00PM SL Time Live Grid pile on for the live grid CoLA sim all CoLA/CCS members that are interested in creating some stress metrics for the live grid, then after an hour of killing the sim, we'll move to the Aditi Test Grid Lost Angels, and do the same there for around an hour.

You never know folks, they might have fixed something this time. Lets find out shall we?

RVSP in the following thread in the forums!

 
With Regret....[Chrysallis Labs] PDF Print E-mail
Written by Suzanna   
Monday, 30 November 2009 12:00

It is my unenviable duty to inform the community that due to multiple factors it has finally come to a situation where I have no choice but to suspend the API for the Chrysallis Labs development house.

The issues in regards to this suspension are as follows:

  • Slow compliance/half compliance with CCS system administrator concerns in regards to weapons development and enhancement structures.
  • Performance related issues in regards to comm structures in use with said weapons that were causing extreme inflation of CCS related combat system errors in heavy combat situations(which they were working on fixing)
  • Security concerns in regards to the weapons being HUD attachable while a primary version was hand attached thus doubling enhancement effects.(Which they were also fixing)
  • Irreconcilable differences in regards to non-CCS related alleged legal circumstances which are not legally addressable to the public by the CCS administrative team but have come to our attention.
It is with regret that we end this development license with Chrysallis, as it is with any developer we have to let go for variant reasons. And it is our wish that they continue to find success in the future and we thank them for the content they have shared with our community in their time with us.

It is our hope that they take our suggestion and finalize the fixes and maintenance on the weapons they have sold and and issue updates to them under Alena Sin's personal API license for those of you that have spent money on these weapons, to allow for a retention of some of the line under the fixes they were working on. But we have been given no guarantees or agreements in regards to what I believe, given the combined overall circumstances, were very generous offers and suggestions on our part in attempting to ensure this license revocation was as amicable and painless as possible for all parties involved, including the players.

Once again my apologies to anyone this affects, it is not our intention to deprive any one of weapons they've purchased and in almost all cases where an API license comes under question I literally bend over backwards attempting to ensure it can be retained, but this situation given the alleged accusations involved, leaves us little choice but to sever ties to this license in observance of our own business, professional and personal ethics.
 
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