User Setting: Hard Mode


#1

This idea is for the “90% is not enough” crowd: a User setting that changes your competed Node percentage from 90% of the Nodes on a Street to 100% … Streets don’t get marked as ‘complete’ until you run 100% of its Nodes.

This idea stems from the Node Hunter feature, because some people didn’t like that it limits the displayed Nodes to those attached to uncompleted Streets.

Click/tap the heart on this post to ‘vote’ for this feature.
Also, let me know if you have any questions about it, or ideas on how it would be better for you.


New: Node Hunter
#2

As you mentioned in the Node Hunter thread, I prefer to see any incomplete nodes and keep the completed at 90%, but pumping up the difficulty to 100% is an acceptable challenge for me, let’s do it!


#3

Intriguing
some complex? thoughts on this item

I am trying to run my city on this moment (being at 55%) and I am not thinking at the last 10% at this moment. I have noticed however that running is not 100% possible due to water, railways, forbidden area’s, buildings etc. I run/walk sometimes already strange places like soccer fields, atletics, fields, graveyards and even big stadiums (but that was easy while doing for instance the Amsterdam Marathon). There are also payed entrances like the Zoo and theatres, iceskating halls etc. So when i have finished my city in 2019/2020 I am going to look at the rest of the nodes and streets.
First I would like to flag out unrunnable nodes (don’t know at this moment how to do that)

So if you would like the scale to ‘harden’ I would recommend to introduce levels

level 1 would be as it is now: 90% of 90% of all objects in a 'city
then you should flags (per user!!!) nodes as: unrunnable/wrong, forbidden, paid
Then you could add levels so level2 would be 100% of all nodes of runnable objects
Level 3 could be 100% of alle runnable and paid objects etc.
The highest level would be including forbidden area’s
(you can run them sometimes because you can enter the area or come close to it or by special events like Monument day, open gardening day, open towerday etc.)

But maybe this would be to complex but more of a game then actually running :smile


#4

Level 9: the nuclear power plant …


#5

I agree with p.gomes, atm I love the node hunter feature because it’s highlight that an area of my city I thought was complete still has a lot of work to do. But it’s just as important for me to tackle untouched areas/roads too until I get to around 75% of my city.

The one issue that has never sat comfortable with me is that someone can ‘complete’ 100% of the city but effectively only run 90% of it.
In theory if every street had 10 nodes they wouldn’t need to bother with 1 in 10 of them.


#6

Blockquote, sorry forgot :slight_smile:


#7

I would like to only see the nodes that for uncompleted streets. However, for me it seems to show any uncompleted nodes, even if it is within a >90% nodes completed street. Do I have the 100% hard mode on without knowing it or am I otherwise mistaken?
Like p.gomes, first i want to get to all possible runnable streets and maybe after that, try and hit all the possible nodes. With all the water here that is considered a street I may have to pick up swimming as well :slight_smile:


#8

Strongly opposed until there is some sort of moderation feature where we can edit streets to remove bad nodes. I have carefully gotten all the accessible nodes on many streets and the remaining ones are inaccessible without trespassing, bushwhacking, swimming, jumping barbed wire fences, walking on highways, etc. And I am not afraid to do mild forms of trespassing :wink:

The 90% is necessary as long as the street database remains flawed. In the cases of inaccessible nodes I always mention them when flagging the street, but we need to be able to fix them (e.g. an option to flag individual nodes as inaccessible rather than flagging a street)! I know many of us would happily volunteer our time to clean the data in locations we are familiar with. OR this could be done automatically–if your database shows that 100% of nodes were covered by the users, then that street could be bumped up to 100% criteria (although if someone hit a node from bad GPS data this could still be an issue).

I don’t worry about ‘cheating’ by hitting 90%, ultimately the LifeMap proves whether users did the work to get all the odds and ends or not. If there is a ‘tie’ at 100% then the tiebreaker could be total nodes completed.


#9

Couldn’t have said it better


#10

I also agree with joejoezz. Some nodes are impossible to reach (ie. Swimming the Hudson river in NYC- LOL). The 90% threshold is not ideal, but gives a little flexibility. By the way, thanks for all that you do James.


#11

I would love the option to show the incomplete nodes for completed streets as well if it’s possible. I think maybe it started out that way and too many people didn’t like it, but I liked seeing them all and picking them up when/if I could. Especially now that my only incomplete streets are way on the edge of town or unsafe to walk during the day because of traffic, I often don’t have time to drive out to the incomplete streets! At least I can feel like I’m making progress by picking up the other incomplete nodes on completed streets! By the way James, I never did say THANK YOU for this great feature. I love it so much! It’s helped especially pick up those nodes of streets that aren’t actually there anymore!