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Shivian Balaris replied on July 13, 2009 23:57 to the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm:
A comment on the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm:
I have the same problem! – Shivian Balaris, on July 13, 2009 23:56
A comment on the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm:
I have the same problem! – Shivian Balaris, on July 13, 2009 23:55
A comment on the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm:
I have the same problem! – Shivian Balaris, on July 13, 2009 23:55
A comment on the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm:
No, you aren't! This sucks! – Shivian Balaris, on July 13, 2009 23:55
A comment on the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm:
I have the same problem! – Shivian Balaris, on July 13, 2009 23:55-
Shivian Balaris started following the problem "Can't get Facebook Page to work with Ping.FM" in Ping.fm.
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Shivian Balaris started following the question "Using ping to update Facebook Fan Page - FAIL!!" in Ping.fm.
Shivian Balaris replied on July 13, 2009 23:54 to the problem "Trouble adding Facebook Fan pages to service" in Ping.fm:
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Shivian Balaris started following the problem "Trouble adding Facebook Fan pages to service" in Ping.fm.
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Shivian Balaris started following the question "Facebook page integration still broken" in Ping.fm.
Shivian Balaris reported a problem in Ping.fm on July 13, 2009 14:28:
Facebook Pages, Greyed Out AnnoyanceI have tried to setup Facebook Pages for aproximatly 3 days now. I have gone so far as to fully uninstall the Ping.fm application entirely and reinstall it on Facebook. No such luck. I am trying to get it to work on this page http://facebook.com/shivianbalaris - it's already installed, and working, on my profile http://facebook.com/shivian - can it only be one or the other?
I get to the point where my page is listed in the list, with a greyed out check box (which means I need to "grant it permissions") but when I go to grant it permissions, it says it already has them.
PLEEEEEASE help.
Shivian Balaris shared an idea in Spymaster on June 10, 2009 22:39:
Raiding People's SafehousesI would love to have the ability to "alert the authorities" to someone's Safehouse (to call a raid on another player). So for instance, we might see:
John Smith, Spymaster
Level 14, High Risk
4 Safehouses [Spain, Russia, Unknown, Unknown] - [raid safehouse]
Clicking on the "raid safehouse" link brings up an option:
Raid Safehouse:
Spain - $300, 13 energy
Russia - $130, 7 energy
Unknown - $500, 20 energy
Unknown - $500, 20 energy
So you click on a given "raid" link for a house, and it commences a raid on that house for that player. Since it's a player initiated raid, rather then game / automatic, it maybe lasts longer. Hence a message like this would be DM'd to the player / victim:
@frankzappa has committed a successful raid on your Spain Safehouse. It won't be able to make income again for 3 hours.
Or maybe frank would get this message for a "failed" attempt instead:
Your raid failed, your intel must have been inaccurate.
[I suggested ideas about intel here]
Shivian Balaris shared an idea in Spymaster on June 10, 2009 22:33:
Buying IntelligenceI think someone else already mentioned this, but it'd be great to be able to purchase intelligence on a user (rather then to just know it automatically). So for instance, we might see (when typing someone's username into the box):
John Smith, Spymaster
[buy intelligence]
We aren't sure of his level, or his assets. So we click the "buy intelligence" link. We are presented with an option:
Buy Intelligence:
Premium - $200
Average - $150
Dicey - $100
By clicking on the link for various prices, we're charged then presented with information on the player (their level, number of safehouses, etc). Dicey is totally random (level will be accurate or up to 5 levels off in either direction, risk may be 1 level off (so saying low, rather then medium, and number / names of safehouses returned will be random). Premium is more expensive, but highly accurate (only 1 level off at most, risk is accurate, safehouses is accurate to within 1 safehouse, and all properly named).
So we buy some intelligence and we get...
John Smith, Spymaster
Level 14, High Risk
4 Safehouses [Spain, Russia, Unknown, Unknown]
$445,000 in liquid assets
Intelligence is 3 minutes old - [buy new intelligence]
Of course, information should be shared among our spy ring, so we might see that info, even if we never purchased information on him.
Further, after, say, 24 hours, the information disappears (under reason that it's likely so old that it's out of date... and also to save the servers from undue storage of information).
It would be additionally nice to see a list of people who my spymaster ring has attacked (as well as listing what intel we have on them, if any).
Of course, spending energy to execute an attack on someone directly will give you 100% accurate information on all of their assets, level, risk, etc. But you won't have that unless you attack them personally.
And the last thing, is people can then share on twitter:
I have new #spymaster #intel on @johnsmith - wire $50 to account number 0048302821 and follow me, I'll DM it back to you
Allowing people to share information as they will, if they feel the source can be trusted, also helping out by seeing someone chose to post
Thanks for the #spymaster #intel you sold me on @johnsmith - worked like a charm
Helping to provide a sort of economy and buy / sell model on Spymaster for intel.
Shivian Balaris replied on June 10, 2009 22:10 to the idea "Buying / Increasing Defenses for Safehouse" in Spymaster:
Thanks for the response Mike and SpyMasterMikey! As to Mike's thoughts, I understand what the idea is for what "risk" entails in the game.
Hence, the idea isn't to prevent damage to me (as a spymaster) but to lower the "risk" level of a piece of property in question (so that it cranks out money more regularly). Perhaps just simple "guards" feature. For instance:
Spain Safehouse
Guards: 0 of 10
Risk Level: High
There house can't support / doesn't need more then 10 guards, but you want to reduce the risk... so you buy some guards for it...
Spain Safehouse
Guards: 6 of 10
Risk Level: Medium
Sounds awesome to me, and fairly simple too. Maybe if you do something else, like say, there's a facilities feature, it can increase the income of a property (if it can do more then why shouldn't it pay more?)
So for instance...
Spain Safehouse
Guards: 6 of 10
Facilities: 0 of 3
Risk Level: Medium
Pay per Hour: $1,000
Makes you go "hrm, I should up the facilities" so you buy some and get an increased income:
Spain Safehouse
Guards: 6 of 10
Facilities: 2 of 3
Risk Level: Medium
Pay per Hour: $1,500
Perhaps your Safehousehouse gets raided, so you get a direct message notification:
Your Spain Safehouse was raided, but not compromised. You lost 2 guards and 1 facility. However, you acquired $112 in assets from the raiding party members you killed.
Just some ideas to make Safehouses even more fun :-D
Shivian Balaris shared an idea in Spymaster on June 10, 2009 21:51:
Buying / Increasing Defenses for SafehouseI would love to be able to improve my safe houses. So perhaps when I buy equipment I can "move it to a safehouse" so that the SAFEHOUSE defense goes up (or the "risk" goes down). Also perhaps safehouse only defense (able to buy security cameras, secret agents in that given city, better security guards, etc).-
Shivian Balaris started following the idea "Track revenue of safe houses" in Spymaster.
A comment on the problem "1.3 is bigger then 1.17, except in Spymaster?" in Spymaster:
YAAAY!!! :-D RAWK!!! – Shivian Balaris, on June 08, 2009 20:46
Shivian Balaris replied on June 08, 2009 17:01 to the problem "1.3 is bigger then 1.17, except in Spymaster?" in Spymaster:
Mike, thank you very much for being open and honest about this problem from the perspective of iList.
However, two things remain in play that I don't feel are being acknowledged in your response above. I believe I might not be communicating well, so I'll attempt to re-explain my stance.
1) Most people do not KNOW about the problem until they discover it (often through trying to withdraw extreme amounts of money) - so no matter how much it's documented on Get Satisfaction it doesn't solve the problem that people won't learn about it until it's too late.
You should not cite the fact that we are referencing the problem on this site as a reason people should know not to trigger it. Perhaps a general announcement on the Swiss Bank page would be in order (likely in bright red, and bold, to call attention to this error / problem in the code).
2) We (the users) all realize that a 10% fee is deducted from any deposit. However, when we withdraw an incorrect amount of money (due to a system error), and then want to redeposit it (so that we aren't hanging out, vulnerable, with 1M in our pockets) we are charged the standard 10% fee.
Now, if Spymaster was properly displaying the money in our accounts, and a user chose to withdraw funds, and then wanted to redeposit it, they should be charged the same 10% fee as anyone else and no-one gets a refund.
HOWEVER, when the GAME is improperly displaying our account funds, and we merely are redepositing money to keep ourselves safe (and re-losing 10% of it), a refund is clearly in order. The money would NEVER have been withdrawn in the first place, nor had to be redeposited, had the game been displaying the proper amount.
I hope this potentially properly displays the problem at hand, and why refunds to those who report the error are both deserved and fair.
A comment on the problem "1.3 is bigger then 1.17, except in Spymaster?" in Spymaster:
Mike, still waiting on an ETA on when this will be fixed ,and when I'd receive my in-game refund for the money lost due to a system defect.
Thanks for creating Spymaster, it's amazingly fun! – Shivian Balaris, on June 04, 2009 12:51
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