Server Downtime vs Criminals

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Server Downtime vs Criminals

Postby DDDsDD999 » Mon Sep 28, 2015 8:57 pm

Tonkyhonk wrote:i just think letting them hearth back home is a bit too much to ask.

It's not that they couldn't do so already, all I'm asking for is a checkbox for scent leavers to hearth back upon server restart, possibly with a warm-up time.

This is entirely doable client-side with some scripts. No in-game mechanics are changed in the slightest. All you need is some scripting engine and to pop this in.

While(!NotLoggedIn) { if (tryLogin()) { SelectCharacter(); AutoHearth(): } }

I just don't like requiring scripting clients to play the game.

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Explanation for the crime system as a lot of people posting here don't seem to understand it:

Upon doing a punishable criminal action (anything except trespassing/assault), the offender is left with two debuffs: Redhanded and Criminal Scum.

The Redhanded debuff lasts 1 hour (think it varies by scent type, never tested) and prevents the offender from hearthing. Under the proposed idea, the character would still be unable to hearth if they are affected by this.

Criminal Scum lasts as long as you have scents out that can be picked up and tracked. These scents can last as long as 9 days, and consequently the buff can last as long as 9 days (might be +/- some time, it's tough to calculate exact times when accounting for server crashes so I didn't bother getting it exactly). This debuff prevents the character from leaving the game world. They can still hearth.
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Re: Server Downtime vs Criminals

Postby Tonkyhonk » Mon Sep 28, 2015 9:10 pm

thank you for clarification.
i guess micromanaging to completely log them out upon crash is asking more.

DDDsDD999 wrote:The Redhanded debuff lasts 1 hour (think it varies by scent type, never tested) and prevents the offender from hearthing. Under the proposed idea, the character would still be unable to hearth if they are affected by this.


im guessing this redhanded debuff appears when a char kills another char, right?
that makes me think of the worst case scenario though... since someone has warned some intentional bug-abuses to come.
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Re: Server Downtime vs Criminals

Postby rye130 » Tue Sep 29, 2015 2:32 am

Tonkyhonk wrote:im guessing this redhanded debuff appears when a char kills another char, right?
that makes me think of the worst case scenario though... since someone has warned some intentional bug-abuses to come.


Red-handed is for leaving any type of scent that was previously summonable. If you are redhanded and the server crashes, it obviously shouldn't port you home since you would not be able to do so under normal circumstances. Also, to clarify further some of the things said, the Redhanded debuff does not vary in length by scent type, though the Outlaw debuff does. I believe the Outlaw debuff remains as long as your scents remain.
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Re: Server Downtime vs Criminals

Postby Tonkyhonk » Tue Sep 29, 2015 6:18 am

hmm, i see, thanks. (i kinda thought "red" meant blood.)
so the potential victims would be just the players who refuse to use scripts, but all still have the risk of being stuck, should the server crashes within 1 hour. :(
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Re: Server Downtime vs Criminals

Postby DDDsDD999 » Tue Sep 29, 2015 6:22 am

Tonkyhonk wrote:hmm, i see, thanks. (i kinda thought "red" meant blood.)
so the potential victims would be just the players who refuse to use scripts, but all still have the risk of being stuck, should the server crashes within 1 hour. :(

Rather, you are unable to log out of the game world for upwards of a week because of the second crime debuff, "Outlaw" (I always called it criminal scum). You can hearth with this, it just requires you to run a script or to actually be at the computer, which if it's a long period of downtime may not be feasible due to work/school schedules.
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Re: Server Downtime vs Criminals

Postby CaptainMidget » Tue Sep 29, 2015 9:23 am

Ive been playing since W3 and now Im honestly somewhat deterred to keep playing due to this. If I defend a friend in combat, or my town, It'd mean I'd be leaving a scent. Now, due to timezones and the server crashes most times roughly around when I sleep and coming back up ~2-3 hours after I've gone to bed, If my character were to be outside he'd be easily murdered. I dont see how this is fair. Thats bullshit.
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