Default Client Feature Requests

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

Re: Default Client Feature Requests

Postby linkfanpc » Sat Jan 23, 2021 5:36 am

ghandhikus wrote:
linkfanpc wrote:
Spawn protection from animals would be horrifically stupid.

Black screen definitely seems like an internet issue on your part.

Generally you can still move via minimap when that happens (used to be how i avoided it back when i used 200Kb/s internet)



I literally only heard the sounds of me being hit and there was no UI. So I don't know what you are talking about.

Edit: There is a reason why albion online has bubbles on every map move, but when abused it's gone. It's technical and gameplay reasons, you shouldn't just spawn in the middle of fight or get in the fight before you can even react

Edit2: literally a few hours later this happens https://youtu.be/Tlc9Mp6IgK0


Not to be that guy but when you're camped in the middle of the woods with no fence or house what do you expect?

Again, if there was no UI, that's an internet problem.
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Re: Default Client Feature Requests

Postby MagicManICT » Sat Jan 23, 2021 9:44 am

linkfanpc wrote:Again, if there was no UI, that's an internet problem.

No, it's a game problem. Show me another online game where the character is spawned into the world before the player has loaded the game, either the first time logging in or when transitioning to a new area. It's broken as hell. I don't know how many characters I've lost to wild animals because I crashed out in the middle of the forest. At least current mechanics aren't quite as lethal as they used to be in legacy.

I've been after this since I started playing nearly 11 years ago.
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Re: Default Client Feature Requests

Postby ghandhikus » Sat Jan 23, 2021 2:14 pm

Here's a good video in PvP from Albion Online where a guy is using transition bubble to his advantage, giving time for his alliance to camp and kill everybody who is not bubbled. Keep in mind you lose bubble if you re-enter the instance. As in, walking into map and going back. He used that to prevent them from going back to him by standing where his allies are.

https://www.youtube.com/watch?v=wutgPk53lXI
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Re: Default Client Feature Requests

Postby MagicManICT » Sat Jan 23, 2021 7:56 pm

ghandhikus wrote:Here's a good video in PvP from Albion Online where a guy is using transition bubble to his advantage, giving time for his alliance to camp and kill everybody who is not bubbled.

That sort of thing can be fixed, too, and fairly easily. One of them being what you mentioned. Another putting a timer on the player so they can't just immediately "jump out" of the area. Another being moving the "spawn point" when you do area transition. Another being a screen/client lock so that a player making such a transition cannot act or see until the server and client agree that the player is ready to be spawned into the world. I could keep going here.... I haven't played Albion, but I'm sure there's a simple fix for it that half or more of the "active on the forums" player base will throw a fit over, but will be overall much healthier for the game than the current status quo.

I played Everquest way back in the day. The PvP servers were full of zoning abuses as there were no "transition areas" like Warcraft and later games have. (Note, Blizzard may not have been the first to do this, just the first I played c.2004.) Several things were done to try to "fix" this in EQ, some having more effect than others.

Do note that, if things work out for jorb and loftar with the 'object controlled objects' and the housing changes, this probably won't even be an issue except when logging in to the game for the first time when opening the client. This is the only thing that fairly reasonably "fixes" the issue.
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Re: Default Client Feature Requests

Postby mvgulik » Sat Jan 23, 2021 8:31 pm

Image
(without the road-sign of course)
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Re: Default Client Feature Requests

Postby linkfanpc » Sat Jan 23, 2021 8:33 pm

mvgulik wrote:Image
(without the road-sign of course)


That actually has no good reason i can think of for not existing at least on login with a 30-60 minute cooldown.
Total misplay.
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Re: Default Client Feature Requests

Postby ghandhikus » Sat Jan 23, 2021 9:33 pm

mvgulik wrote:(without the road-sign of course)


You can do that too with shift click into doors/mineholes, but yeah teleporting via hearth back or that code thingy doesn't give you that eye. And honestly there should be some form of protection in some cases.
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Re: Default Client Feature Requests

Postby iamahh » Mon Jan 25, 2021 12:13 pm

autistic suggestion that won't happen: remove the yellow thing from mine support radius, it's cluttering a lot more than the original mod clients
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Re: Default Client Feature Requests

Postby shubla » Mon Jan 25, 2021 2:00 pm

If you shift right click ground with treeplanters pot, it should plant it in the middle?
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Re: Default Client Feature Requests

Postby ghandhikus » Tue Jan 26, 2021 12:15 pm

I've edited the main post, now I will put stuff in the thread up to the first post.
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