Unfortunately, that looks just as disorganized and full of duplicates as the other exported oldwiki, making it just as useless. Just bring the actual old wiki back already...realistically, the new wiki is never going to become a decent SC1 resource within a sensible timeframe. It never should have been gotten rid of in the first place, not without an equal or superior replacement already finished.
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Conversion between oldwiki syntax and MediaWiki syntax should have been trivial with regex
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If anyone wants to volunteer to reorganize the old wiki so that it's not just one large dump file, please do so. It'll be of great help.
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Unfortunately, that looks just as disorganized and full of duplicates as the other exported oldwiki, making it just as useless. Just bring the actual old wiki back already...realistically, the new wiki is never going to become a decent SC1 resource within a sensible timeframe. It never should have been gotten rid of in the first place, not without an equal or superior replacement already finished.
The old wiki isn't coming back, which is why I keep saying that. If you guys want those articles, copy them from the old wiki. I already started doing it with the first oldwiki.php page. It isn't that hard.
Currently Working On: My Overwatch addiction.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
The old wiki isn't coming back
Why not?
Please, I'm asking this over and over and nobody answers this simple question.
Because we've already put so much work into the new Wiki. It would be easier to just copy articles from oldwiki and oldwiki2 into the new one (as I already started doing with the oldwiki articles). Since we've had an upsurge of Wiki contributions, it would be detrimental to go back to the old one.
Currently Working On: My Overwatch addiction.
The new Wiki isn't pointless, it houses over 60 articles for SC2. Bringing back the old wiki for just SC1 articles is pointless, though, when they can be easily transferred to the current Wiki.
Currently Working On: My Overwatch addiction.
55 for a title enabler 1 day after I buy mine for 120
Are "average" prices going to be updated with actual values any time soon?
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The average prices are accurate, technically. The items have a minimum and a maximum price (the average is based on these numbers), as well as a modifier (which I greatly reduced on the signature and title enablers). People complained that they never see items with values lower than the average, and now they can. There's always been a gamble with buying items because cheaper prices eventually show up.
Currently Working On: My Overwatch addiction.
The average is 250 for the title enabler but the current value is 55; that range is really, really large (80% discount?). Maybe it would be more reasonable to have a +/- 25% or less variation.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yeah, but now they are stupidly low...
Man this sux. I give up.
I have no idea why it's that low, honestly. The modifier on it it like 25 (as in plus or minus 25 minerals). I'll look into that, though.
Currently Working On: My Overwatch addiction.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Can you actually modify the formula to generate the prices or can you only change modifier values?
'Cause seriously, my suggestion of making a check if it's within 25% range of the intended average isn't hard to code.
I suppose I could do it myself if I had access, even though I have almost no php knowledge. I can google the syntax/commands.
Something like this can't be difficult to implement:
Pseudocode:
currentPrice = floor(averagePrice * 0.75 + rand * 0.5 * averagePrice);
^ Guarantees a 25% range about the average price; "rand" is either a native randomizer or a call to a randomizing function returning any value between 0 and 1.
The current method of
minvalue = x;
maxvalue = y;
avgvalue = (x + y) / 2;
shopvalue = randInt(minvalue, maxvalue);
shopvalue += modifier;
is stupid.
(Bonus points for noticing TI-BASIC function calls)EDIT> Better yet, just get rid of the numeric literals.
currentPrice = floor(averagePrice * (1 - PERCENTRANGE) + rand * (2 * PERCENTRANGE) * averagePrice);
^ Where PERCENTRANGE is a constant representing the percentage in variation you want (25% = 0.25, etc.)
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It's ironic that I'm complaining that the prices are too low, and I'm sure most ppl are too.
This is why deflation is bad, kids.
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Okay so somehow the modifiers on the Signature and Title Enablers were -116 and -160 respectively. Unless the store's php code automatically changes these values, I have no idea how they could have been changed to negative modifiers like that. It should be back to a more reasonable amount closer to the average once this store cycle is over.
EDIT:
I changed some values around and removed all modifiers. I also changed the Avatar +5/+10 and PM +75/+150 so that buying the higher one is cheaper than 2 of the lower ones. Why no one caught that before is beyond me.
Post has been edited 1 time(s), last time on Oct 14 2010, 8:50 pm by DevliN.
Currently Working On: My Overwatch addiction.