Quick update around the hitlist tax.
First, let me say thank you to everyone for your feedback both here and through Support. It has been a week now since this Tax was introduced and it has exposed a few things.
The lower level attacked/punched/hitlisted me. Why am I being taxed?
The following isn't anything new but more so a refresher for how "retaliation" works between accounts not within the same fight range. If a lower level player attacks a higher level player they are open to retaliation for upwards of 24 hours since the lower levels last aggressive action. However, this 24 hour window immediately closes if:
- You kill the lower level via fighting or punching OR
- You place the lower level on the hitlist (which is essentially a death sentence)
Given that this is how fight retaliation works it is also how this tax will work. Now on to the fun stuff.
If the lower level player has only been hitlisted 1 time in the last 24 hours, why I am being taxed on hits I placed more than 24 hours ago!?
This is where we've seen heard some criticism and was a deficiency in our initial rollout. Because the retaliation records are kept active for not just hitlist actions, but also fights and punches, we have been potentially including hits from more than 24 hours ago into the tax. We have aimed to correct this today by keeping track of "recent" hits placed against your opponent and using that for tax calculation where "recent" means the total number of hits you've placed against an opponent within the last 24 hours since your
first hit.
Example:
9:00 am - I place a Player A on the hitlist. Recent Hits = 1, tax free
10:00pm - I place another hit on Player A. Recent Hits = 2, tax free
(next day)
8:50 am - I place yet another hit on Player A. Recent Hits = 3 and I'll be taxed on this one
9:01 am - I place a hit on Player A again. Recent Hits = 1, tax free again
We hope this help alleviate some of the issues that have been raised, in particular the sticker shock of seeing such a high tax right our of the gate. As always please give us your feedback as you interact with these changes.
Click to expand...