You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Spawned from #111
Add time based unlocking to the server as an option. This is a place to talk about it's workings.
I think getting the feel of this correct will be tough. I struggle to find example numbers that keep the first place team from unlocking everything after like 4 puzzles but allows for the weaker teams to make any progress. I'd like to see some proposed numbers for how this would shake out, so we can solve some possible issues before they come up.
I think this can be partially mitigated by using both unlocking mechanisms together, but I'm also not exactly sure what that would look like either.
The text was updated successfully, but these errors were encountered:
Our consensus was that every non-meta puzzle should be unlocked for every team about halfway through the hunt. To prevent the first-place team from unlocking everything too early, we can unlock on average one puzzle per every puzzle solve. Assuming a 16-puzzle, 8-hour hunt, we could have:
Spawned from #111
Add time based unlocking to the server as an option. This is a place to talk about it's workings.
I think getting the feel of this correct will be tough. I struggle to find example numbers that keep the first place team from unlocking everything after like 4 puzzles but allows for the weaker teams to make any progress. I'd like to see some proposed numbers for how this would shake out, so we can solve some possible issues before they come up.
I think this can be partially mitigated by using both unlocking mechanisms together, but I'm also not exactly sure what that would look like either.
The text was updated successfully, but these errors were encountered: