Remove RNG from movement speed

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

Re: Remove RNG from movement speed

Postby bmjclark » Tue Apr 07, 2020 9:49 pm

The lowest "units" per second ive seen on 3rd speed is like 42 and the highest ive seen is 60. It's really quite a range in there. Shorter clicks tend to have more of a swing in them for some reason, long range clicks don't vary by as much. I really kind of struggle to understand why it's not just a constant speed.

It's probably relatively hard to reliably abuse but there does seem to be potential in there. Boshaw got a string of good clicks in when running away from me and went from a 1 tile lead to a 7 tile lead over the course of ~70 tiles.
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Re: Remove RNG from movement speed

Postby Mario_Demorez » Tue Apr 07, 2020 10:03 pm

Probably wouldn't be that hard to have a script that would click randomly after you click to move until you get top percentile velocity.

while(v <= ?) {
wdgmsg(whereyouclicked);
v = getPlayerVelocity();
}

Probably should add something to check if another input has been done from player.
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Re: Remove RNG from movement speed

Postby MagicManICT » Tue Apr 07, 2020 11:26 pm

bmjclark wrote:It's probably relatively hard to reliably abuse but there does seem to be potential in there

Definitely. Needs some science applied, though, like one click per second, 5-10 clicks per second, average after 10 seconds, average after a minute, that sort of thing.

I almost find it hilarious that the common wisdom was to not spam click due to network latency and server lags.
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Re: Remove RNG from movement speed

Postby Kozzacks » Wed Apr 08, 2020 1:06 am

I never knew this was a mechanic. Does it affect animal speeds as well? This might explain why I can't catch rabbit sometimes even with bunny slippers + hunter credo.
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Re: Remove RNG from movement speed

Postby Oddity » Wed Apr 08, 2020 1:32 am

Kozzacks wrote:I never knew this was a mechanic. Does it affect animal speeds as well? This might explain why I can't catch rabbit sometimes even with bunny slippers + hunter credo.

Animals have randomized movement speed, but I don't know about it changing when they start moving to a different spot
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Re: Remove RNG from movement speed

Postby loftar » Fri Apr 10, 2020 10:13 pm

Frankly, I'm not sure what you're talking about. There's no intention to have any RNG in the movement speed. Please elaborate.
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Re: Remove RNG from movement speed

Postby boshaw » Fri Apr 10, 2020 10:25 pm

loftar wrote:Frankly, I'm not sure what you're talking about. There's no intention to have any RNG in the movement speed. Please elaborate.

I sent you and Jorb a PM about it with examples. As noted a bit into the thread it seemed more like estimation issues rather than rng, sorry.
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Re: Remove RNG from movement speed

Postby Omnipotent » Mon Apr 13, 2020 8:21 am

Has there been any updates on this?

Still getting different (seemingly random) movement speeds.
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Re: Remove RNG from movement speed

Postby jorb » Mon Apr 13, 2020 8:24 am

Will look at this, but whatever the issue is, there is certainly no intentional randomness to it.
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Re: Remove RNG from movement speed

Postby loftar » Tue Apr 14, 2020 11:22 pm

I believe what you're looking at is the fact that time steps on the server are quantized, and movement must complete in a discrete number of timesteps. Given that constraint, there are basically two reasonable options to choose from:
  • Divide the whole movement evenly among the timesteps it will take; or
  • Use an exact movement delta for each step except the last one, which gets whatever remains of the requested movement.
I've chosen the first option, simply because that allows the client-side interpolation to more precisely model what actually happens server-side. I assumed that, for reasonably long movement requests, the difference in speed isn't so large that it would matter; it amounts to a few percent of difference, which perhaps in some scenarios might matter more than I thought. Indeed on short movement you would get greater variance, but that seems like a bit of a pathological case to me, and I wonder if that actually matters.

The behavior is not so firmly entrenched that I couldn't change to the second mode, but I do wonder if that couldn't yield undesirable unevenness in the interpolation or other unforeseen behavior. That might be less of a problem in these days of the new interpolation protocol format, but I'd have to try to find out.
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