Game Development: Iced Bait

Announcements about major changes in Haven & Hearth.

Re: Game Development: Iced Bait

Postby shubla » Tue Nov 09, 2021 12:35 am

dafels wrote:
loftar wrote:
Massa wrote:What DOES [...] forcing their character in the world actually do?

It mainly avoids having to have the fairly broken summoning system.


legacy haven - no development for years, "REEEEEEE game is full of broken systems" , activity and pvp pretty much happening all through the world and much better player retention all through out lifespan of the 2-3 years of each world
haven v2 - constant development, 3D soyness, all of the features to appeal larpers and carebears, QoL, player count and pvp dies in half a year

hmm i wonder which game actually had better systems in place

Or maybe the world has changed. People have smaller attention spans and there are many more popular multiplayer games.
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Re: Game Development: Iced Bait

Postby SnuggleSnail » Tue Nov 09, 2021 12:42 am

mm yes perhaps a change in human nature and the countless competitors in the same genre as haven and hearth are the problem

Jalpha wrote:your issues seem client-side and there's nothing the Devs can do about that.


I think given Haven's complete reliance on third party clients to be playable putting a lot of effort into lessening the bad effects of crashes would be pretty reasonable. Lol, I can't count the number of times I've killed people soon after a random nothing update that breaks clients by dropping rose gold coins or some hat because of the retarded way resources are handled for seemingly no reason.

Even if you ignore the third party clients, I've killed a bunch of people because of first party fuckups like the opium crash that existed forever after being reported. https://discord.com/channels/2803622354 ... 2751772692 Oh, the way Bayron died last world because of Loftar, too. If even the bare minimum no-brainer very easy fix were put in place he would've lived through the first KO https://www.youtube.com/watch?v=6-xJlaVxA3M Not to mention the half dozen times every world a bunch of people get stuck at their desktop F5ing the front page because their outlawed characters are out in the world during a server crash. Sometimes for upwards of 8 hours viewtopic.php?f=39&t=71874&start=10#p890763

The Nvidia crash https://www.youtube.com/watch?v=LtZ-ZB0mh7Y
Its been like this for over half a year now. In bigger fights it's expected that nearly everybody will crash. It's /literally/ unplayable.

I get the pretty distinct impression from this that Loftar isn't working on the crash at all, since nobody has the ability to be in the situation to crash anymore:
loftar wrote:My request for more info on that still stands, by the way, lest people think it is no longer relevant.



Meanwhile, don't even see the problem:
loftar wrote:Also, I gotta admit I don't really see why crashing while knocked-out is a problem. When has logging back in ever taken a full minute? Power or Internet outages I can see, but crashing?



I get that all of the people still playing are just facebook moms because there's no reason for somebody interested in PVP to play this game - but it's honestly kinda cringe to me that anybody could be against this no-brainer stuff. Remove outlaw/red hand


Honestly seeing the Salem dev in their discord having long as fuck conversations with their playerbase about in-depth mechanics trying to fully understand how things work and how to make them better makes me sad when I see the comparison here. I get that it's unrealistic to maintain that kind of motivation for a decade plus, but jeez
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Re: Game Development: Iced Bait

Postby wonder-ass » Tue Nov 09, 2021 1:34 am

Its funny how easily this update would've gotten huge praise if it also had the function to tp none logged in characters.
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Re: Game Development: Iced Bait

Postby Massa » Tue Nov 09, 2021 1:43 am

loftar wrote:Also, I gotta admit I don't really see why crashing while knocked-out is a problem. When has logging back in ever taken a full minute? Power or Internet outages I can see, but crashing?

This was exceptionally tone deaf.

Loftar, of course your client crashing during combat and critical moments for any period of time is detrimental, especially if it's the norm for the entire world. You know this and you don't need it explained to you.

If you want to sell your game as a permadeath pvp survival sandbox why would you say something like this. This entire world there's been the nvidia crash, dude. Crashing during combat or having to frantically restart your client and reconnect is so insanely out of the question to just be like "lol so what" I'm confused as to what your angle is.

People happily sink months of time and effort to play this game, world after world, to the end goal of PvP and raiding. How on earth could you expect people to sink the time and effort Haven asks of them when you're waving off the idea of crashing in PvP combat as no big deal? It is the biggest deal. It WAS, for world 13, the dealbreaker. Pop frequently dips into double digits because of these crashes completely shitting on the main attraction since the very start. It's terrible optics to just dismiss it like this, however these recent updates (and yes, this update) have been great optics and very hopeful.

The massive outcry in this thread is because the biggest problem is being fucked by crashes and your strange resistance towards the great bandaid that would just be teleporting back knocked out hearthlings whether they're connected or not.

And yeah what wonder said dude this update would have been a home run with that small addition, and I'm personally very hopeful that there are many, many more to come, and hopefully, you guys will just add the option for knocked out characters.
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Re: Game Development: Iced Bait

Postby jorb » Tue Nov 09, 2021 8:20 am

complete reliance on third party clients to be playable


What is it that the default client so badly misses for it to be "playable"?

SnuggleSnail wrote:I get the pretty distinct impression from this that Loftar isn't working on the crash at all, since nobody has the ability to be in the situation to crash anymore:


TO BE FAIR... there isn't much to work on if there are no leads on what causes it. I tried just yesterday reproducing this by spamming npcs, rabbits, foxes, and some pretty thicc combat scenes, to no avail. I am thinking about trying to pull together some major Valhalla engagment during a livestream to see if we can catch it that way. We need a windows minidump of the program when it crashes to get anywhere.

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Re: Game Development: Iced Bait

Postby Vigilance » Tue Nov 09, 2021 12:07 pm

jorb wrote:TO BE FAIR... there isn't much to work on if there are no leads on what causes it. I tried just yesterday reproducing this by spamming npcs, rabbits, foxes, and some pretty thicc combat scenes, to no avail. I am thinking about trying to pull together some major Valhalla engagment during a livestream to see if we can catch it that way. We need a windows minidump of the program when it crashes to get anywhere.

i did some really obnoxiously heavy testing in Valhalla with my entire village's log-in keychains and we couldnt crash. i think you'd need some sort of emulated real environment, or numbers well exceeding 60~ hearthlings all simultaneously fighting. personally i absolutely do not think the nvidia crashes should persist in to next world or it will be a VERY, VERY, VERY dull one, with virtually no fighting of any kind outside entirely unchecked nab slaying.
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Re: Game Development: Iced Bait

Postby strpk0 » Tue Nov 09, 2021 12:44 pm

jorb wrote:
complete reliance on third party clients to be playable


What is it that the default client so badly misses for it to be "playable"?



Depends on the type of player involved (pvpers will want things that make pvp clearer/more reliable, farmers will want things that make farming easier in some way, etc, and understandably some of these things you guys would be against in a vanilla experience), but off the top of my head here are a few things that are, in a way, gamebreaking to the point where you can simply die to not having them handy.

1. A drink keybind (the current worst offender IMO)
Simple enough. You press it, it basically triggers your character to drink from their hotbarred/in your belt waterskins until cancelled by another action or your stamina filling up (what characters already do with some ingame activites that drain stamina, except a way to trigger it manually).
Why? Because having to dig through your inventory/belt and spend seconds figuring out what waterskins you can drink from vs just pressing the key can lead to a lot of mistakes and slowing down while being chased.
But in general, its also a convenience feature for certain other ingame situations. Also there's currently a kind of horrible quirk with how hotbars work where if you go into combat your 1-9 keys re-bind themselves to use combat moves, so even a diligent person that hotbarred their waterskins will instantly find themselves unable to drink using them. Its counter intuitive and IMO a giant newb death trap.

2. Bounding boxes
This one is in the same vein as toggling tile gridlines, which thankfully is now a thing in the default client. You toggle it, it draws a flat polygonal shape (usually built from connected lines, similar to gridlines on tiles) at the base of the object that represents its bounding box. Its a convenience tool for precision building, and also sometimes an useful thing in PVP to figure out where you can walk and where you can't.
Why? Because it has been included in every custom client since legacy, and in order to build pretty things its simply necessary, as the alternative is trial and error trying to place things down. As for the PVP aspect, certain trees/structures are notorious for having misleading hitboxes compared to their ingame model. I can't remember examples off the top of my head, but I've definitely seen visually smaller trees that have significantly bigger hitboxes than visually larger ones, etc.

3. "Flatworld"
You press it, the world toggles between a completely flat version of it vs not.
This one is understandably a bit debatable for a vanilla experience, but the gist of it is is that elevation can sometimes become visual noise when trying to move around in hilly terrain (and here I go again with this, but specially in PVP). Mountains are a nightmare without this feature.

4. Hiding trees
You toggle it, trees become hidden and instead are rendered as a flat polygonal shape that represents its hitbox (or similar minimal representation of it that still tells you "there's something here you can't walk through").
Why? Because visibility when running through forests can be bad to the point of being detrimental if you use a client without this feature, vs players that do have it. Again with the PVP thing, but it's flat out impossible to do PVP with trees blocking your vision constantly, and having to rotate your camera to try to see what's going on. As for newer players, it's the age old tale of dying to boars/players hiding behind trees, and overall it's just annoying in my experience to go through forests with so much visual obstruction (your trees are great, and I can understand being against something that takes away so much graphically from the game, but this is still very much an issue that needs addressing with the client, if not with the ugly ass coloured squares on the ground so many of us are used to, then with some other sort of compromise that fixes the problem, maybe rendering trees as stumps, or shorter versions of themselves? Maybe making the tree become increasingly transparent from its base to the top of the model?).

5. Differentiation between dangerous "deeper" ocean water tiles vs safe-to-sail-in tiles
I can't remember off the top of my head why this suggestion was dismissed before, I imagine it has something to do with the shader that draws the ocean tiles, but with a simple client mod you can alter the hue of the dangerous tiles to appear visibly darker and make them stand out from the safe tiles.
Why? Because the ingame warning when crossing into dangerous ocean tiles is honestly not enough. Both the fact that the "ding" sound that plays is the same that plays with any other system message (like a friend logging on, you toggling tracking, etc), and the fact that you can also simply miss the warning message on the bottom left. You only get a few seconds to react and correct the mistake you've made if on a rowboat or similar smaller boat, and the fact that you have to constantly look at your minimap to not die is IMO a bit of a newb trap and just kind of awkward/inconvenient/unintuitive regardless.

jorb wrote:I am thinking about trying to pull together some major Valhalla engagment during a livestream to see if we can catch it that way. We need a windows minidump of the program when it crashes to get anywhere.


Sounds like a great idea, I hope this happens and would be glad to participate. The crash bug is a squirrely bastard so maybe some other situations will be needed to trigger it than just regular valhalla (like simulating a village with kilns, structures, trees and whatnot). The challenge I see with this would be instructing people to apply the registry hack to enable minidumps, but I'm sure a lot of these PVP autists can figure it out.
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Re: Game Development: Iced Bait

Postby Akiracee » Tue Nov 09, 2021 4:31 pm

xyzzy57 wrote:I use the shift right click on seed and then drag method. I'm concerned this will no longer do what I want, but doubt this will have changed. (Has it?)


Sadly, after planting soooooo many crops one click at a time, I just realized this was possible. Very glad for this method + AOE seed planting.
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Re: Game Development: Iced Bait

Postby aselpina » Tue Nov 09, 2021 5:10 pm

Nvm my first comment, aoe planting works perfectly, minutes to get used. Good one!

Also i like the idea with ko window, will help newbies in case if they panic and get disoriented. Will be especially good if works in dcd/crash cases
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Re: Game Development: Iced Bait

Postby SnuggleSnail » Tue Nov 09, 2021 6:46 pm

jorb wrote:What is it that the default client so badly misses for it to be "playable"?


I would never login again if our client didn't have all of the stuff strpk0 mentioned, plus:
  • Better targeting controls (aggro nearest, click proximity for the aggro keybind since clicking the actual gob is hard)
  • Apexlog/Verdens map integration (or a comparable map inside the client)
  • Readable fonts
  • Text scaling (I used to literally use window magnifier to read stuff before we had our own client)
  • A map that work for combat (clicking kritters was nearly impossible because of broken click boxes last time I logged into vanilla)
  • A drastically more readable combat UI (words like dizzy or concerned don't deserve to be anywhere in the game, and opening indicators should just be stylized colors WITH NUMBERS for readability's sake)
  • Player alarms configurable alarms for animals, players of different colors, truffles, whales, etc
  • Un-fucked flower menus for everything with widget prediction (loftar said it was non-trivial for him with server access, but we managed it in a few hours with just client hacks which is another rly disappointing this for me TBH since it's honestly game ruining for anybody with > 200 MS)
  • Removed flower menu animations.........
  • Different sound effects for starving, getting sieged, or your friend logging in XD
  • The 20 different ways the client breaks the UI when you alt tab fixed (a lot of these have existed for years, and been fixed on public custom clients for years)
  • Better / more rebindable hotkeys (alt1-10 key belts is a 2002 tier control scheme, and worse than usual implementations because functionally 1-5 are dedicated combat keys you can't use for normal functions like lift, inspect, push)
  • Unfucked map that will actually save when you're logged into multiple characters
  • Remembering toggles (crime, swimming, etc)
  • Archery indicators
  • Honestly, probably like a million other things. Every time I login vanilla client I find a new thing to say "WTF that's not vanilla" about

Honestly, I don't think you guys are ever going to get vanilla to a state I would personally consider playable. The only reason to really improve vanilla, IMO, is for very new player retention before they get to the point they're searching for custom clients. I rly think the better solution here is for you guys to actively ask client makers to merge their shit into vanilla and have Loftar maintain it whenever they're not around as opposed to the inverse. Keep in mind that public custom clients ATM are in such a bad place I wouldn't PVP or even play on any of them, tho. There has been no functional/feature rich public client since Ardennes early world 11.

I would way rather loftar spend his time doing stuff that can't be done client side, or can only be done in hacky ways. Like unfucking flower menus, making snekkjas/knarrs not take 30+ seconds(on vanilla) to load in, making targeting client side, implementing client side resources in a way that hopefully doesn't constantly crash over nothing, removing all of the bullshit-no-reason-to-be-this-way occasions where you need to talk to the server 5 times for an action to occur when it could easily not even be a single round trip. Also, none of this should be worked on until nvidia crash is fixed...


jorb wrote:I am thinking about trying to pull together some major Valhalla engagment during a livestream to see if we can catch it that way. We need a windows minidump of the program when it crashes to get anywhere.


I would be down to wake up for this at like 4AM, even if it's outside of valhalla.
Last edited by SnuggleSnail on Tue Nov 09, 2021 7:00 pm, edited 1 time in total.
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