Game Development: Whack-a-Mole

Announcements about major changes in Haven & Hearth.

Re: Game Development: Whack-a-Mole

Postby isdel » Thu Feb 16, 2017 9:07 pm

twincannon wrote:will giv many sheks 4 pushout collisions

Is anyone taking bets on pushout creating at least one walljump bug?
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Re: Game Development: Whack-a-Mole

Postby dvsmasta » Thu Feb 16, 2017 10:44 pm

The major difference in default vs custom clients is the number of keyboard shortcuts and quality of life improvements. Some of those have made their way to default client in last 2 worlds. Many commonly used ones do not.
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Re: Game Development: Whack-a-Mole

Postby Astarisk » Thu Feb 16, 2017 10:48 pm

Granger wrote:
DDDsDD999 wrote:
Granger wrote:FIGHT THE CUSTOM CLIENTS XD IT'S NOT LIKE IT'S IN THE Q&A OR ANYTHING

Great, quality suggestion. Exactly what I expected from Granger. Keep it up, bud.

I get where you're coming from, and can understand your view on this from a competetive standpoint.

Problem with your approach is that there are two kinds of players: the ones using a client somewhat near the official one and the ones that use something that renders what more and more looks like a skynet tactical map in their quest to gain the last possible advantage they can squeeze out of the data delivered by the server - which wouldn't be bad in case these two groups could never interact, but that isn't what's happening.


Competitively flat world isn't even really an ideal solution, as you are unable to tell how tall cliffs are, and since climbing time seems to be based on height this can be quite troublesome, especially on mountains. So it has its pro and cons.

Ideally, cliffs should have been fixed up so they are more identifiable, it just kills game momentum when you sit there and get stopped by a cliff you can't see. If this problem was fixed flat world wouldn't be needed really, as its the reason most people even bother to use it.
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Re: Game Development: Whack-a-Mole

Postby NOOBY93 » Thu Feb 16, 2017 11:00 pm

Granger wrote:
DDDsDD999 wrote:
Granger wrote:FIGHT THE CUSTOM CLIENTS XD IT'S NOT LIKE IT'S IN THE Q&A OR ANYTHING

Great, quality suggestion. Exactly what I expected from Granger. Keep it up, bud.

I get where you're coming from, and can understand your view on this from a competetive standpoint.

Problem with your approach is that there are two kinds of players: the ones using a client somewhat near the official one and the ones that use something that renders what more and more looks like a skynet tactical map in their quest to gain the last possible advantage they can squeeze out of the data delivered by the server - which wouldn't be bad in case these two groups could never interact, but that isn't what's happening.

The only reason some features look like skynet tactical map is because the client editors don't bother making it pretty. Some examples:

Hitboxes should be intuitive. They're not, thus the hitbox mod was born.

(in legacy) Walls obstructed too much view, so short walls (and cupboards etc.) were born

cliffs pop up out of nowhere unless you religiously watch the map like a dota player, thus the flat world mod was born.

Nobody wants to have to hover over items to see their quality (or over players to see their names) thus those mods were born.

Circles around party members exist because combat in default client is a disaster and you can't tell who's with you and who's not, also you can't really tell who's in your party or needs an invite

You can't really tell where you're shooting or where an enemy is shooting their bow, thus the draw-line-on-shooting mod was born.

All of these wouldn't exist if the devs fixed the nonsensical problems in the default client, for example made hitboxes intuitive, but they don't care much about that when all those problems can be fixed by client modders. I find that my ability to do basic tasks in the game is impaired by the base client being so shitty, so I use hitbox mod for sorting, and all the others I mentioned etc.
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Re: Game Development: Whack-a-Mole

Postby DDDsDD999 » Fri Feb 17, 2017 12:42 am

Granger wrote:
DDDsDD999 wrote:
Granger wrote:FIGHT THE CUSTOM CLIENTS XD IT'S NOT LIKE IT'S IN THE Q&A OR ANYTHING

Great, quality suggestion. Exactly what I expected from Granger. Keep it up, bud.

I get where you're coming from, and can understand your view on this from a competetive standpoint.

Problem with your approach is that there are two kinds of players: the ones using a client somewhat near the official one and the ones that use something that renders what more and more looks like a skynet tactical map in their quest to gain the last possible advantage they can squeeze out of the data delivered by the server - which wouldn't be bad in case these two groups could never interact, but that isn't what's happening.

...what. I meant that it's basically impossible for them to prevent custom clients, so arguing it is a near moot point.

Q&A wrote:I hear bots are a problem in this game, so why don't you ban them?
We get this question a lot, as well as the related question...
And, also, why don't you ban custom clients while you're at it?
... and the short answer to both those questions is that we can't. Bots and custom clients are both, in the philosophical fundamental of things, only means of generating server input, and as long as the server input they generate is technically legal, there is very little about it that stands out as being obvious and easy targets for anything resembling a "ban". Bots and custom clients are, in short, hard to impossible to meaningfully detect, and the means of detection can usually be circumvented.

It's a really good read tbh.
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Re: Game Development: Whack-a-Mole

Postby sMartins » Fri Feb 17, 2017 1:46 am

DDDsDD999 wrote:I meant that it's basically impossible for them to prevent custom clients

Nothing is impossible...it's just a waste of time, when they can improve and develop the game instead....
Btw, did you ever feel very unlucky with the RNG? Maybe it's already a thing, worse RNG events for costums clients users, who knows? :D
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Re: Game Development: Whack-a-Mole

Postby apoc254 » Fri Feb 17, 2017 2:02 am

is the bit of silliness the reason I cant plant anything in my planters pot now? I only have a clean out option... and haven't planted anything yet.
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Re: Game Development: Whack-a-Mole

Postby abt79 » Fri Feb 17, 2017 2:31 am

loftar wrote:
Lunarius_Haberdash wrote:Maybe I'm missing something, but that sounds like perfectly legitimate combat strategy there. "Wear your opponent down and then beat him when he's exhausted."

That's a legitimate argument, but with the way stamina works, it more or less becomes a purely boolean question of who started out with more of it. I know that's not entirely true and that drinking is still a relevant move and all, but it would arguably be nice, simply, if there were more dimensions to it. I'd generally not mind expanding on the "flight and pursuit" part of combat in general -- the same thing could arguably be said for hunting as well: it would be nice if it weren't simply a matter of who had the marginally higher speed.

I've considered such options as having speed slightly modified by the local slope of the terrain, or introducing some kind of pseudo-momentum into movement, so that navigating the terrain and maneuvering the character is more of a game, but I haven't really found any concrete idea that I feel happy about (and/or that can be somewhat quickly tested without major rewrites).


-Ability to drink out of buckets in your hands when moving
-Having buckets in both hands prevents you from using any attacks (or perhaps each equipped bucket severely inhibits effective AGI/UA)

boom. Instant advantage to fleeing nabs against even the largest hordes of attackers
Last edited by abt79 on Fri Feb 17, 2017 2:41 am, edited 1 time in total.
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Re: Game Development: Whack-a-Mole

Postby Ysh » Fri Feb 17, 2017 2:36 am

sMartins wrote:
DDDsDD999 wrote:I meant that it's basically impossible for them to prevent custom clients

Nothing is impossible


abt79 wrote:-Ability to drink out of buckets in your hands

You can do it already.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Whack-a-Mole

Postby abt79 » Fri Feb 17, 2017 2:41 am

Ysh wrote:
sMartins wrote:
DDDsDD999 wrote:I meant that it's basically impossible for them to prevent custom clients

Nothing is impossible


abt79 wrote:-Ability to drink out of buckets in your hands

You can do it already.

I mean when you're running
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