Scouts & Scythes Manual 2.0

eyewire scytheSince the Scouts & Scythes Manual originally premiered, Eyewire has undergone several UI changes and added many new elements to what it is for a player to act as a Scout or Scythe. To that end, HQ proudly presents the most current version of that manual.

If you are NOT a Scout or Scythe, but would like to become one, you can request a sponsorship in chat. You can also fill out the form for open, non-sponsored promotions, which occur approximately every two months during our major competitions.


Table of Contents
Scouts & Scythes, Defined
Video Summaries
Eyewire’s Advanced Features
Cell Overview
The Toolbox
Scouts’ Log
Scouting 101
Inspect Mode
Which Cubes to Check
What to Report Overall
Other Tips
For Scythes: Reaping
Inspect Mode for Scythes
For Scythes: Scythe Complete
Going Scything
Fort Scythe: How To Reapgrow
Appendix: Profiles
Appendix: Hotkeys
Appendix: Missions

eyewire, scout, scythe, hero, neuroscience, AR, hologram, citizen science, science hero, superhero, Mystic

Scouts & Scythes, Defined

Welcome to the ranks, and congratulations! Your mission, should you choose to accept it, is to assist the Grim Reaper in finding parts of cells that need to be extended and mergers that must be banished.

What does this generally mean? If you are a Scout…

  • You can now choose any cube in a cell and inspect it. If there’s an error in the cube, you can flag the cube for review. This alerts Scythes or admins to check out the problem.
  • You receive 50 points for each cube flagged. Beware overzealous flagging! You don’t want to court the wrath of the Grim Reaper.
  • Your new chat color is turquoise.

If you are a Scythe…

  • You can still perform all the same tasks as a Scout.
  • When inspecting a cube, you can make changes to the consensus, either to remove mergers or to add missing segments. Submitting these changes is what we call “scything” or “reaping,” named for the fact that removing a merger makes it wither and die in the cell overview.
  • You receive 30 points for each cube that has been scythed with no changes. You receive 150 points per cube that has been submitted with correctional changes.
  • You receive 2500 points for SCing 50 cubes in a cell, when the cell itself is declared complete. You receive 5000 points for SCing 100 cubes.
  • Your new chat color is glowing turquoise.

Video Summaries

Many of your new tools and activities are given a general demonstration in the following videos. Some features and steps precede our current user interface, but you may still find it helpful to watch real-time examples of scouting or scything in action!

Eyewire’s Advanced Features

Let’s now take an in-depth look at what features on Eyewire you will all be using.

Cell Overview

The cell overview is the image of the cell that you see when you are not in a particular cube. When you are just playing normally, the overview doesn’t prove important, but now it’s your start point for everything else. You can also see something new at the bottom of your screen:

Screenshot from 2016-01-04 16:02:09

On the left, you have a dropdown menu that you can use to view different heatmaps on the cell.

  • None – What everyone sees in the overview
  • Created – Shows which branches have been created most recently
  • Low Weight – Shows which cubes haven’t been played enough
  • Scythe Vision – Shows where other people have flagged, made changes, or determined something is complete
Scythe Vision, the most commonly used heatmap. (Click to enlarge.)

To the right of the heatmap menu, meanwhile, you will see one way to select a specific cube. Type or paste a cube ID in the empty field, hit Enter or click “Jump,” and you will select the cube in question.

To select any cube directly from the overview, just left-click on it and you will see it highlighted with a box around it. Normally this box will be completely transparent, but if it shows green and red walls, that means the cube is at the edge of the data set. Note also that when you have a cube selected, the heat map menu and the Jump function will disappear from the bottom of your screen, and you will see something like this:

toolbarhighlights

Here you can see the cube ID, weight, number of Scythe Complete votes, parents, and children. This display is also interactive; you can click on the parents and children to highlight them. Green text indicates that those cubes are highlighted. In this example, Cube 644946’s 12 parents are currently highlighted. You will learn about cube weight and Scythe Complete votes later in this manual.

The Toolbox

Next, let’s bring up the Toolbox. You can do this by either hitting Shift in overview or clicking on the “cone” icon next to your settings icon in the lower right corner. When the Toolbox appears, you can move it around your screen using left-click + drag.

The Toolbox as shown for Scouts.
The Toolbox as shown for Scouts
The Toolbox as shown for Scythes.
The Toolbox as shown for Scythes

What are all the buttons?

The buttons on the left of the Toolbox perform particular actions on a selected cube. For Scouts, you have three buttons:

  • H = Highlight. This button will show the children or parents of the cube you have selected. (The three squares on the top always mean children, the one square on the bottom always means parents.)
  • F = Flag. This will change the color of the cube to yellow, calling attention to it.
  • I = Inspect. This button will bring you inside a cube so that you may inspect the consensus.

For Scythes, the Flag button is missing, and you have the following layout instead:

  • H = Highlight. This works the same as for Scouts.
  • S = Show me me. This button will show you all the cubes you have marked Scythe Complete on your current cell. You will see any cubes you’ve completed appear in bright fuchsia.
  • C = Complete. This button will mark the selected cube as Scythe Complete. If you use the children/parents buttons above and below, you will mark the selected cube and also ALL of its children or ALL of its parents.
  • U = Uncomplete. This button will uncomplete the selected cube. If you use the children/parents buttons above and below, you will uncomplete the selected cube and also ALL of its children or ALL of its parents.
  • I = Inspect. This works the same as for Scouts, but as you will see, once you are in Inspect mode, you have further tools available.

If the cube you are on has not been Scythe Completed by you, the “C” button will be highlighted in pink. If it has already been completed by you, the “U” button (Uncomplete) will be highlighted instead.

What is all this information on the other side?

On the other side of the Toolbox you have a bunch of text displayed. You can switch between seeing information about “Cube” and information about “Players.” Under “Cube” you will see:

  • ID = The ID of the cube you have selected.
  • Weight = Weight of the cube. This is the total weight of enfranchised players (weight 1) and disenfranchised players (weight 0.1) who have played the cube, plus weight added by Scythes (weight 3 for each scything) and/or weight added by admins (weight 1,000,000). Player enfranchisement/disenfranchisement is based on their 60-cube accuracy bars. One enfranchised player may not necessarily influence the consensus of a cube as strongly as another player, however, because consensus influence is based on all-time accuracy instead of 60 cubes. You should only look at cube weight for how much more the cube must be played before it will spawn or be unassignable (see below).
  • Children = Number of children the cube has.
  • Parents = Number of parents the cube has.
  • Votes = Number of players who have declared the cube Scythe Complete. (If it says 1,000,000/2 it means an admin has declared it complete.)
  • Status = Whether the cube is active, frozen (unable to grow or be played), or stashed (no longer recognized as part of a cell).
  • Assignable = Whether a cube would be assigned in play. A cube is unassignable if it’s at weight 4.0, two Scythe Complete votes, frozen, or stashed.
  • Traces = Number of players who have played and submitted the cube. This is not the same as weight.
  • Parent Task = ID of the cube that directly spawned the selected cube.
  • Child Tasks = ID(s) of any cube(s) that the selected cube has directly spawned.

Meanwhile, under “Players,” you will see a list of usernames. Colors indicate what the player did to the cube. They are listed in the following hierarchy:

  1. Purple = Declared complete. Admins and Scythes appear in the same shade of purple here, though on the overview Scythe Complete is paler.
  2. Red = Admin reaped.
  3. Blue = Scythe reaped.
  4. Orange = Scout flagged.
  5. White = Played and submitted.

If a player performs more than one type of action on the cube, they will be listed multiple times in different colors.

Scouts’ Log

With the overview and the Toolbox explored, you should now have some understanding of what you yourself might be doing when you perform your duties as a Scout or Scythe. But it is additionally your responsibility to make sure that all Scouts, Scythes, and admins are aware of what you’re doing, and you may likewise find yourself seeking someone else’s help to tackle a cube you’ve identified. For general discussion of these activities, you can use the Scouts channel in chat (type /gm scouts before whatever you want to say). However, each time you flag or reap a cube, this should be logged in the Scouts’ Log. In its current iteration, the Scouts’ Log was very generously designed by our player eldendaf, who shall have our eternal gratitude.

Once you become a Scout, you receive automatic access to the Scouts’ Log and you should now see a new icon in the bottom right corner. It’s a circle with rotating arrows around it. Click this and a new panel will pop up that you can drag around just like the Toolbox. Please note that in order to guarantee that you can see and use the Scouts’ Log, you should be using Firefox or Chrome, the only browsers that Eyewire officially supports.

capture

Double-clicking the Scouts’ Log will change it to a vertical display with abbreviated buttons, if you would prefer something more compact.

capture1

What are these buttons for?

Each button will pop up a window for you on Eyewire with the following data.

  • Cell List = All cells that currently have entries.
  • Open Tasks = All entries.
  • Need Admin = Any entries requiring admin attention. Notifications will appear here when such entries exist.
  • Need Scythe = Any entries requiring a Scythe. Notifications will appear here when such entries exist.
  • Watch = Entries that should be checked to see if they’re okay now.
  • History = Shows you all your submitted tasks and your personal accuracy on each task. This is a great feature for identifying cubes that might need to be scythed, and it gives you lots of feedback to help you improve your overall accuracy.
  • Promotions = Provides the link to the sponsorship sheet, for when you want to sponsor a new Scout or Scythe yourself.
  • Cube Details = This button will only appear if you have a cube selected. It shows… cube details. (Shocker.)
  • New Entry = Clicking this will open a new entry for the cube you have selected.

How do I make an entry?

Whenever you have found a problem cube, you can click “New Entry” and the following screen will pop up.

Click to enlarge.
Click to enlarge.

Statuses you can give your entry:

  • Missing Nub = Cube is missing a segment that “nubs out” (finishes) within the cube.
  • Missing Branch = Cube is missing a segment that ought to touch a wall and spawn a new cube.
  • Merger = Cube has something that doesn’t belong, whether it touches a wall or not.
  • Watch = Cube looks okay, but keep an eye on this cube/area in case things grow strangely. Use when not 100% positive about the current consensus.
  • Need Scythe = Cube has multiple issues (maybe reaping in a missing branch added a merger by mistake) and needs a Scythe’s attention.
  • Need Admin = Cube has an issue that only an admin can handle by now. Use especially if the cube has already been reaped by an admin, because then only an admin will be able to do anything else.
  • Scythe Complete = Cube has received one Scythe Complete vote and it is important for another Scythe to give it their vote. (For more about this, see the section on Scythe Complete later.)
  • Good = Cube now contains everything that it should, and/or all mergers have been removed. If it needs to spawn, it has spawned successfully.
  • Note = Use when you want to just offer a comment without changing the actual status of the cube.

Once you have chosen the status, select whether you reaped the cube or not (if you’re a Scout, of course, you can’t do this), and if you think it’s necessary, add a comment explaining what’s up. For a brand new issue, a comment is strongly advised. The Scouts’ Log will automatically take a screenshot of what’s on your screen behind the log panel, whether you’re in the overview or inspecting a cube, so before you make the entry, be sure to have Eyewire already showing what you want to be seen. This screenshot will be saved along with the entry when you click “Submit.” You can draw on the screenshot to indicate certain things if you click “Annotate Image.” (Please be aware that for monitors with very, very high resolutions, you may have trouble submitting new entries because of a screenshot bug.)

How do I update an open task?

First, get yourself to the cube you want to attack. If you already have the Open Tasks list before you, clicking the cube number will take you to the applicable Cube Details. You can then click “Jump” to be brought to this cube in the overview. You can also use the Jump function at the bottom of your screen, or you may now see that cubes listed with a # before them in chat serve as a link.

Inspect the cube, do whatever you’re planning on doing there (more on this in Scouting 101 and the sections for Scythes), then go up to the log and click “New Entry.” You will see the same thing as if you were documenting a new problem; this lets you put a new status and commentary in for the cube.

If you believe the cube is under control now, without inspecting or providing more notes, you can go to its Cube Details and click “Set to Good.” When a cube becomes good, it will be archived and disappear from the available Open Tasks.

Here is an example of what Cube Details might look like after multiple updates:

Click to enlarge.
Click to enlarge.

On that note, let’s now examine how to use these features all together to check cell branches and identify problems.

Scouting 101

If you’re a Scythe, of course, you’re still welcome to read this section as a refresher. Anyway: so now you have all these fancy gadgets. What do you actually do with them?

To begin your search for problem areas of a cell, first select a cell. For a Level 1 cell, you shouldn’t worry about cubes with a weight lower than 3.0, and for a Level 2 cell, you shouldn’t worry about cubes with a weight lower than 2.0. So you can use the Low Weight heat map to see whether a cell is ripe for the picking.

This one looks pretty reasonable.
This one looks pretty reasonable.
  • Weight 0 = Red
  • Weight 1 = Light Blue
  • Weight 2 = Purple
  • Weight 3+ = Green

You can also use Scythe Vision to see whether the cell has been substantially examined already. Either way, once you have chosen your cell, leave Scythe Vision on… and begin! Choose any branch that is turquoise (normal) to examine. Branches marked in other colors have already been examined by other players.

Use these controls to move throughout the overview:

  • Left-click — selects a cube
  • Right-click — centers the cell where you click
  • Left-click + drag — rotates the cell
  • Right-click + drag — pans across the screen
  • Scroll — zooms in and out

Inspect Mode

If you want to inspect a cube, select it and then hit Enter or click the Inspect button on the Toolbox. Once in Inspect, you are viewing the consensus of what all players have traced. As a Scout, you cannot modify this consensus, but you still have a few buttons available at the bottom.

Clicking "Show" for Parent will render the parent cube's appearance in the 3D.
Clicking “Show” for Parent will render the parent cube’s appearance in the 3D.
Clicking "Show" for Children will render the child cubes' appearances in the 3D.
Clicking “Show” for Children will render the child cubes’ appearances in the 3D.

When you have the parent or the children shown, you can also jump directly in Inspect to one of those cubes.

In this case, we've opted to show the children...
In this case, we’ve opted to show the children…
When you click on the child segment that you want in the 3D, "This Cube" becomes a cube number. Clicking that cube number will jump to that cube.
When you click on the child segment that you want in the 3D, “This Cube” becomes a cube number. Clicking that cube number will jump to that child cube in this case.

Hitting the “Flag” button will both flag the cube and return you back to overview. You can also flag the cube in overview from the Toolbox. (Of course, if you’re a Scythe, you can do some other stuff, but we’ll get to that later.)

Which Cubes to Check

You don’t need to check every cube on a branch. When you select a branch there are certain cubes that you can target. And remember, if they’re low-weight then they don’t need attention yet.

Weight aside, let’s now take a look at a highlighted branch on the Spokes Neuron.

Screenshot from 2016-01-04 19:19:45

Four points here are worth checking. They have jagged ends and look like they might continue. You probably don’t need to examine the bulb-like structure between points 3 and 4, because that particular shape has smooth contours and ends tidily. As for point 1:

1

With a closer look you’ll notice that the end is not jagged. You’ll notice it ends in a rounded bulb; you can skip over it. If you’re still not sure, a quick in-cube check will confirm that this terminates properly. You don’t need to report this.

Point 2:

2

In the overview, the area looks jagged, and you can see that it’s a merger. In Inspect mode, you can see that the merger is part of the seed piece, thus caused by the AI. Report this as a merger in the Scouts’ Log, and flag it.

Point 3:

3

This is an area where it looks like a nub has been missed; it has a jagged end and seems to end rather abruptly. If you inspect the cube you can tell that there needs to be something added. It turns out that if you search for the absent segment, you will find this small orange branch that touches a wall, so this turned out to be a missing extension. Very important to catch and report!

Point 4:

4

This point is the end of the branch, so it’s good to check here in case it secretly needs to be extended. In some cases, such as this one, the branch actually ends. If you use Inspect here, however, you will see the branch does terminate smoothly, so you have nothing to report.

What to Report Overall

The earlier explanation of the Scouts’ Log tells you what kinds of things you CAN report, but obviously it offers no guidance as to what everyone else expects you to report. Here are the clearest expectations that HQ can provide:

  • Mergers — Always report, but if they don’t exit beyond the one cube, you don’t have to worry about them getting out of control. Runaway multi-cube mergers are a big problem, though!
  • Missing Branches — Always report, but as long as they are fully extended before the whole cell is declared complete, there is no emergency.
  • Missing Nubs — Always report, but as long as they have been added before the whole cell is declared complete, there is no emergency, and missing branches are higher priority.
  • Missing Dust — “Dust” is what we call the tiny, speckling pieces in a branch that just fill in the existing shape. While the main branch may seem to have some little “holes,” they don’t highly affect our data. Since it’s not imperative to the overall structure of the branch, you don’t need to report cubes with missing dust. (Admins might add it in, and so might Scythes, but dust on its own doesn’t merit Scouts’ Log entries.)

Other Tips

If you feel like you’ve absorbed everything so far, then congratulations, you’re ready to go scouting! But if you’re feeling a little uncertain, or if you would like a few pointers on scouting as effectively as possible, the advice below is based on experience with the Scouts’ Log to date.

  • For the screenshots that are added to the Scouts’ Log, it’s best if you can have them captured with the 3D positioned clearly and the 2D plane situated where the problem is. Try to illustrate EVERYTHING worth adding or removing, especially if it’s a very nubby or mergery segment. If you’re uncertain whether a single image will illustrate the problem, you can always ask a fellow player or admin for help with logging.
  • Because of vision differences, color settings, or preferences for using/not using Explore mode, it can sometimes be more helpful to not just describe segments in terms of color; you can also talk about shape, or the coordinates found through the /debug chat command.
  • Eyewire has players who speak many languages besides English. Even though we mostly use English in the Scouts’ Log, not everyone is at the same vocabulary level. Simpler terms make for smoother communication.
  • Beyond all that: don’t worry too much about elaborate descriptions. If you’ve taken a good screenshot, often you don’t need to describe anything!

Most importantly of all, we encourage Scouts to go about their activities with confidence and conversation. You may encounter a learning curve, but you were promoted because you showed us attentiveness and skill. You won’t make as many mistakes as you might expect, and no mistake you make is going to break Eyewire. Admins, Scythes, and your fellow Scouts will happily (and non-judgmentally) help you out.

For Scythes: Reaping

Awesome! You have joined the Order of the Scythe! Now, what can you reap? You certainly want to reap something.

Inspect Mode for Scythes

Let’s start with the basics again: here’s how you actually reap a cube in the first place. Once you’re inspecting a cube, you should see some different buttons at the bottom.

Screenshot from 2015-12-31 15:44:48

“D. Trace” will delete the existing trace from the cube, leaving only the seed segment(s). “D. Seed” will delete only the seed segment(s). Depending on the issue with the cube, you may find these buttons handy on your own. You may just as likely need to scroll through the cube as if you were tracing, adding or removing segments in the same way as usual.

Once you have made any desired changes, hit “Reap.” This will override the consensus with your work. You might still need to ask another Scythe for help if you are uncertain whether your reap solved the issue, or another Scythe may choose to re-reap the cube with something else if they think you were wrong. The most recent Scythe’s reap is the current consensus unless an admin chooses to override that in turn. Once an admin has reaped something, your reaps will have no effect; simultaneously, once a Scythe has reaped something, regular players will no longer affect it.

For Scythes: Scythe Complete

Potential activities for Scythes don’t stop at reaping. You can help out just as much by checking branches for completion. It’s only the combination of reaping and completing that allows admins to declare cells complete overall. Scythe Complete is how Scythes can assist in this full process!

When a cube is declared fully complete, this locks it from play and it is no longer assigned. Currently, admin completion requires only one admin; two Scythes, however, can also lock a cube.

If you intend to SC a branch, please check from parents to children, just as you would for scouting. Add your vote to individual cubes one-by-one, or use complete-parents to complete where you’ve already been. Use these functions repeatedly as you go. This way, the overview will show a trail of pinkish purple on “your” branch and it will signal that someone’s SCing there, minimizing redundant activity. Please do not claim a branch to SC by using the complete-children button. The SC color should only indicate a cube has already been checked and it’s definitely good. Only use complete-children when the branch is fully grown/nubbed/checked/fixed and the only non-SC’d stuff left is corner cubes.

+1 Scythe vote, +2 Scythe votes, +1 Admin vote

Here’s an example of what might happen when declaring a cube complete.

  1. Scythe #1 declares the cube complete.
  2. Scythe #2 declares the cube completeThe cube is now unplayable.
  3. Scythe #3 sees that the cube is only at weight 1, and has not finished growing. This Scythe uncompletes it. The cube is once again playable.
  4. Later, an admin comes by and sees that the cube has reached weight 3 and is complete. The admin declares the cube complete. The cube is no longer in play.

(Note: even when a cube is unplayable, it can still be flagged or scythed.)

Here’s another example of what a cell would look like in various states of completion:

As you can see, certain branches have been declared complete by one Scythe, others have been declared complete by two Scythes, and one branch was declared complete by an admin.

Bear in mind that a cube will not spawn any children if it is locked. Therefore, be careful not to fully Scythe Complete any cubes whose consensus is correct but which have not spawned, unless you know they are really the end of the branch. Otherwise the branch will be cut short by accident. It’s also good to avoid Scythe Completing cubes without high enough weight to reap.

Just to reiterate, don’t Scythe Complete something unless it’s really okay; if you have reaped a cube already, it’s not worth declaring Scythe Complete until you know the problem is gone, or if you can tell from either the overview or inspecting that a new problem hasn’t been created. But at the same time, remember that if you do make a mistake, another Scythe or an admin will look at what you’ve done and adjust it as necessary. Again, we haven’t promoted you for nothing!

Going Scything

You already know how to use the Scouts’ Log, for the most part. If you see any notifications there about open tasks, especially under “Need Scythe,” feel free to jump to those cubes and reap the necessary changes. Just make sure to update the log with any new statuses. Should you find that 3+ reaps by Scythes have not solved a problem, feel free to change the status to “Need Admin.”

If you are in a reap-happy mood, you can put your powers to use far beyond what others have already flagged. Just start SCing in general, and correct bad cubes as you go! Now that you don’t just need to flag what you find wrong, the moment that you see mergers or bald patches, you can inspect and reap them if required. You can leave low-weight cubes alone; go with 3.0 or higher for Level 1, and 2.0 or higher for Level 2. And again, whenever you see any cubes that look correct, you can give them your Scythe Complete vote.

Please make sure to log as needed whenever you reap something. Even if the problem goes away immediately, Scythe Completing and logging the cube as “Scythe Complete” will alert other Scythes to review the cube, make sure the problem hasn’t reappeared, and then ideally lock the cube from play by giving a second Scythe Complete vote. You may also not be completely sure of what you’re reaping, and thus you may want a second opinion on what you did. For the visually inclined, to understand the full scope of how reaping and Scythe Completing works as a process, have a look at the flow chart below. (Hat tip to @Nseraf and @baraitalo for their original version of this!)

Click to enlarge.
Click to enlarge.

Fort Scythe: How To Reapgrow

Because Scythes add a weight of 3 to any cube they reap, and because cubes spawn children at weight 3 (or merely weight 2 for level 2), this technically means that if a Scythe inspects and reaps a cube that previously had a weight of zero, they will cause the cube to spawn children even without being traced normally by anyone. Such an action is called reapgrowing. When you reapgrow, you receive your initial reaping points; then, like a trailblaze, you receive retro points to acknowledge that you reaped an entire trace from scratch.

Reapgrowing has pros and cons. The pros are that a single Scythe can grow out an entire branch (or an entire cell) all on their own, which speeds up Eyewire’s cell completion and gives that Scythe a sense of well-deserved pride in such an accomplishment. The cons are that if Scythes reapgrew every available cube all the time, regular players would quickly run out of cubes to trace normally. But because more completed cells are always better than less, and because Grim trusts his noble acolytes, there are special cells available to play entirely by reapgrowing. Such a cell is called a Fort Scythe.

A very purple Fort!

Basic instructions for reapgrowing:

1. Mention in chat which cell you intend to grow, to reduce redundant activity. If you plan to start with a specific branch, specifying it is all the better.

2. Grow branches from start to finish, beginning near the cell body and working out. Don’t use the “Start Playing” button to find fresh cubes, because it will throw you onto branches where other people are growing already.

3. Please periodically check the overview. Since it updates in real time, you can see if your branch is actively extending with someone else’s scythed cubes. Do not stay on a branch where someone else is actively reapgrowing. Ideally, it’s first come, first serve. You may not always be able to figure out who was first, but if it’s fuzzy or you just love, love, love the branch you’re on, please respectfully negotiate who will go and who will stay.

A Fort Scythe can be either a level 1 or a level 2 cell, so the scale of reaping retro points you receive there may vary. Either way, only Scythes or Scouts can view or choose these cells in the “change cell” menu. If you are a Scythe, reapgrow these cells to your heart’s content. There’s really no need to trace normally within them, because then you’ll only be giving the cubes weight 1, not weight 3, and Fort Scythes are about speedy and accurate cell growth. If you are a Scout, you can flag cubes here and join the Scythes in making sure there aren’t any mistakes, but please trace cubes yourself on other cells, although it’s not the end of the world if you forget this.

All Forts are considered “hands off” for admins until Scythes conclude that each cell is ready for an admin to give a final review. That means it’s up to Scythes to check the Fort branches after they’ve grown out, reaping or Scythe Completing as necessary. Don’t Scythe Complete as you reapgrow; as with any other cell, make sure you’re adding your votes only when you’re positive that the cube is okay, which often means waiting on a whole branch to grow for an entire picture. (Note also that in a Fort, your purple SC color will cover your Scythe blue for a change, not the other way around. This way, you can tell what’s just been reapgrown vs. what’s been both reapgrown and verified.)

Appendix: Profiles

New Scythes, you should notice that upon your promotion, your profile got some extra columns.

Screenshot from 2016-02-26 15:36:18

This player has received 53,043 Scythe points in total, and 85,553 Completed points. These points are earned by the cube. This means, for example, that if you reaped 4 cubes, and Scythe Completed 10 cubes, you would receive 4 Scythe points, and 10 Completed points. These points are separate from your regular game play points.

Scythe points are received instantly, but you will only receive Completed points once an admin confirms that your cube is complete. This may happen several ways. An admin can color over your cube with the dark admin complete purple; these cubes are totaled at the end of every day (midnight ET). Alternately, if an admin never colors over your cube, you will receive such Completed points when the cell is officially declared complete and taken down.

If an admin finds a cube that isn’t really done, they will “nuke” that cube. The cube will no longer be purple, and any Completed points for it will be nothing more than a memory.

(Scouts: you may notice that the column reading Scythe exists for you too. This is where all your flagged cubes are tallied.)

Appendix: Hotkeys

If you just can’t get enough of keyboard commands, you (Scythes especially) can use the following hotkeys to assist you in all the tasks detailed above.

Eyewire keyboard Shortcuts Image

Appendix: Special Missions

Over the years, we’ve noticed that Scouts & Scythes often love being sent on special missions. If you are the same way, keep your eye on the Scouts channel in chat! Admins may offer you unique opportunities to rack up your stats, help with cell prep, or insinuate yourself further into the Grim Reaper’s good graces. Mission types can include:

  • Partially growing new cells before their official launch, to rate their difficulty
  • Suggesting split points for large cells
  • Behind-the-scenes projects, usually offered by our chief neuroscientist Jinseop

You may likewise be recruited more often for beta testing of new features.

Sound like fun? We hope so.

FOR SCIENCE!

chestbumpreapers

Leave a Reply

Your email address will not be published.