Road band-aid (decay prevention)

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

Re: Road band-aid (decay prevention)

Postby Granger » Sat Jun 08, 2019 12:12 am

pppp wrote:Ye, it's certainly game breaking to have a paved image of Pikachu last longer than a few weeks, or God forbid if it happens to be some bot control paving.

Different problem domain. Use a pclaim and log in once every few weeks to refill curios, in case you're not willing to do that your modification of the world is IMHO clearly not worth preserving.
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Re: Road band-aid (decay prevention)

Postby pppp » Sat Jun 08, 2019 6:07 am

Granger wrote:
pppp wrote:Ye, it's certainly game breaking to have a paved image of Pikachu last longer than a few weeks, or God forbid if it happens to be some bot control paving.

Different problem domain. Use a pclaim and log in once every few weeks to refill curios, in case you're not willing to do that your modification of the world is IMHO clearly not worth preserving.

This is no-problem domain because the road itself will decay over time if not maintained.
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Re: Road band-aid (decay prevention)

Postby wonder-ass » Sat Jun 08, 2019 8:28 am

using the road should stop it from decaying tbh.
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Re: Road band-aid (decay prevention)

Postby pppp » Sat Jun 08, 2019 9:43 am

wonder-ass wrote:using the road should stop it from decaying tbh.

I am ok with that, even posted an idea along that lines, and there is more posts from different people along that line.
The thing is to get devs do anything about paving decay right now. If they implement usage counting it will be better but doing this properly this probably requires either loading every map on the travel path or just adding smaller buffer for delayed interactions that would be loaded instead of map. The former is problem in terms of server load, the latter is less server load and more dev load. That's why I ask for a band-aid solution quicker.
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Re: Road band-aid (decay prevention)

Postby Granger » Sat Jun 08, 2019 9:57 am

pppp wrote:doing this properly this probably requires ... loading every map on the travel path

As I understood loftar this already happens since the server checks for objects blocking the road.
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Re: Road band-aid (decay prevention)

Postby pppp » Sat Jun 08, 2019 10:19 am

Granger wrote:
pppp wrote:doing this properly this probably requires ... loading every map on the travel path

As I understood loftar this already happens since the server checks for objects blocking the road.

This can be coded in a way that does not require loading. For example check all roadblocks before unloading and store only a flag in a smaller buffer. There is no need to recheck blockage while map is not loaded because there will be no changes.
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Re: Road band-aid (decay prevention)

Postby Aceb » Sat Jun 08, 2019 12:05 pm

Then if it's so complicated just make an option on road sign "clear the road" which will make hearthling polish road sign
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which when done on start/end point of road will clean it entirely, doing it on sign somewhere in the middle, will clean section before and after targeted roadsign. Of course, two would be faster due to partial removal.
on the end, everyone would be... happy
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Re: Road band-aid (decay prevention)

Postby Granger » Sat Jun 08, 2019 2:24 pm

pppp wrote:
Granger wrote:
pppp wrote:doing this properly this probably requires ... loading every map on the travel path

As I understood loftar this already happens since the server checks for objects blocking the road.

This can be coded in a way that does not require loading. For example check all roadblocks before unloading and store only a flag in a smaller buffer. There is no need to recheck blockage while map is not loaded because there will be no changes.

Yea... but can, should and what's actually happening are at times different things.
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Re: Road band-aid (decay prevention)

Postby jorb » Fri Jul 12, 2019 9:10 pm

Will consider.
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