Nyctophobia

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

Re: Nyctophobia

Postby MagicManICT » Mon Aug 19, 2019 7:36 pm

Granger wrote:There isn't one, unless you come up with a better way. Unless they're required to actually have light people will continue to use lighthacks.

People have come up with a better way that circumvents the use of lighthacks. Devs haven't shown any interest in implementing things in such a way, though.
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Re: Nyctophobia

Postby MooCow » Mon Aug 19, 2019 9:55 pm

Fostik wrote:Fear of darkness sound like bad way for implementation penalty for being in darkness.
I think that could be better buff light sources usage rather than debuff people who not using them.


I would like to point out that the only way to actually function in the dark parts of caves is to use a light hack. They are literally pitch black in the default client.

I do understand that lighting torches and fires isn't exactly fun, but there are ways to make is better (fires automatically light when a player with a torch/mining helmet walks by, fires are put out when nobody is around). Additionally, one of the controversial perks of cave hermit (study rate) could be switched to dark vision, which allows the player to function as they currently do.
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Re: Nyctophobia

Postby Fostik » Mon Aug 19, 2019 10:02 pm

Granger wrote:There isn't one, unless you come up with a better way. Unless they're required to actually have light people will continue to use lighthacks.


Just a quick search for my old posts. This is not a best idea, and doesnt match with game mechanics, but explains how light sources can be buffed. viewtopic.php?f=48&t=63304&p=803961

Speaking more about light and darkness in the game - it cant be fixed in any way with current game engine. It will be always easy to remove night filter, and make game bright as a day.
And i think this can be used by other way - by simply applying some positive effects in dark places for people who using light sources.
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Re: Nyctophobia

Postby jorb » Tue Aug 20, 2019 12:14 am

As a rare thing it could perhaps be fine. Thanks for the idea!
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Re: Nyctophobia

Postby MooCow » Tue Aug 20, 2019 12:38 am

jorb wrote:As a rare thing it could perhaps be fine. Thanks for the idea!


Don't forget to add some stuff to making lighting in caves easier!
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Re: Nyctophobia

Postby MagicManICT » Tue Aug 20, 2019 5:17 am

Fostik wrote:
Granger wrote:There isn't one, unless you come up with a better way. Unless they're required to actually have light people will continue to use lighthacks.


Just a quick search for my old posts. This is not a best idea

That and this together might not actually be a bad middle ground. I will say using the old default client before I knew any better sure did make caves atmospheric.


Speaking more about light and darkness in the game - it cant be fixed in any way with current game engine. It will be always easy to remove night filter, and make game bright as a day.
And i think this can be used by other way - by simply applying some positive effects in dark places for people who using light sources.

It can be and it is a server side fix. Granger messaged me about it asking what I was referring to, and I know the conversation came up before, but I don't recall where/when/what thread. It's a server side fix that limits the amount of game data sent to the player just like it does now. You only get a 51x51 (or thereabouts, forget exact dimensions) of draw data for the client to fill. There's no reason the server can't limit this to something like 11x11 with a torch, 31x11 with a mining helm (that actually has a candle attached), etc.
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Re: Nyctophobia

Postby MooCow » Tue Aug 20, 2019 7:36 am

MagicManICT wrote:There's no reason the server can't limit this to something like 11x11 with a torch, 31x11 with a mining helm (that actually has a candle attached), etc.


There is a reason. The server would have to calculate which tiles to send or not. It shouldn't be that hard, but it would be totally incompatible with the current system that sends huge chunks of game map at a time for stability reasons.
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Re: Nyctophobia

Postby xzo » Tue Aug 20, 2019 8:05 am

Headchef wrote:Also don't use stuff about bots and such as an argument because in reality script gets adapted once and shrug while the annoyance you bring to those who play fair is constant.

you are right about scrip and shrug, sadly

MagicManICT wrote: I will say using the old default client before I knew any better sure did make caves atmospheric.

100%


MagicManICT wrote: There's no reason the server can't limit this to something like 11x11 with a torch, 31x11 with a mining helm (that actually has a candle attached), etc.

I was thinking more of area effect, like bonfire, see example below

bonfire gives you buff when you are in it, lets say withinBonfireRange = true; (bonfire is just an example of pattern that can be reused to implement new mechanics )
when you are in cave inCave = true;
when in cave and torch is lit then withinSourceOfLightInCave = true;

therefore
if (inCave && !withinSourceOfLight){ // that means if you are in cave and source of light is not within range
doSomething(); // roll chance of dealing dmg, or stack up time spent like travel weariness, this could stack anyway when in cave ( very slowly ), and way faster when without source of light
}

jorb wrote:As a rare thing it could perhaps be fine. Thanks for the idea!

thanks for feedback on the idea!
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Re: Nyctophobia

Postby MagicManICT » Tue Aug 20, 2019 10:13 am

MooCow wrote:
MagicManICT wrote:There's no reason the server can't limit this to something like 11x11 with a torch, 31x11 with a mining helm (that actually has a candle attached), etc.


There is a reason. The server would have to calculate which tiles to send or not. It shouldn't be that hard, but it would be totally incompatible with the current system that sends huge chunks of game map at a time for stability reasons.

You're confusing the map portion with viewable area. The server already calculates which tiles to send or not for the viewable area. You don't get all the game data for the map section you're on. You only get that 51x51 or so viewable area (and I think 71x71 for minimap data). That it sends out 100x100 map sections at a time for mini-map purposes could easily be removed underground. (It wasn't sent to begin with. Only at the start of w8, I think it was, was it added.)
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Re: Nyctophobia

Postby pppp » Wed Aug 21, 2019 11:32 am

MagicManICT wrote:That it sends out 100x100 map sections at a time for mini-map purposes could easily be removed underground.

That might collide with in-game cartography.

Sending only some objects can be easily countered by clients caching them. In fact it is already being done but clients trust server to remove gobs from the buffer. It is just a matter of preserving gobs the server asks to remove.
IDK if server checks clicks for target being in player viewable range, so far it does not matter that much but with caching, at least some of current ease of control could be restored, while vanilla users will be screwed.

So +1 for darkness affecting player on the level of game mechanics, rather than on the level of client-server communication.
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