Rollback/revert snekkja clunkiness

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Re: Rollback/revert snekkja clunkiness

Postby loftar » Mon Sep 12, 2022 12:49 am

SnuggleSnail wrote:but that I don't agree it's fixing anything.

What do I know, but what I do know is that I've stopped receiving reports about those problems, at least.
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Re: Rollback/revert snekkja clunkiness

Postby SnuggleSnail » Mon Sep 12, 2022 1:02 am

I think there is a tendency for when people who are in a bad mood from getting sieged for 3 weeks straight, or dying, or being forced to login by their friends at 3am because they need help to get very complain-y. When bad things happen to big villages, irrespective of if that bad thing is reasonable or not, there will be a lot of those people in a bad mood ready to latch onto any random thing as an excuse for their situation, then all 30 of them message you guys being very upset and hyperbolic over something nearly random. I've been on both sides of it many times.

What harm does a naked alt encased in rams /actually/ do? It could be done RN with walls, or towers nobody has the strength to bash, or strongboxes, or caves&claims on certain angles, or you could just use troll eyes. Heck, building 5 rams right now is more resource expensive than building a village and a charter just to bot spawn a new alt every 5 minutes to replace the dead one. It /really/ didn't matter, they were just upset.

I think you guys will hear a lot less complaints about realms/siege this world than any previous, not because they're mechanically in a better state, but because lol 5 days siege and realms will be less mandatory so people will be less upset.
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Re: Rollback/revert snekkja clunkiness

Postby telum12 » Mon Sep 12, 2022 1:19 am

loftar wrote:Also, while I'd like to emphasize that I do agree that it makes the ships worse, I feel that the reactions against it are a bit over the top. It's not that hard to work with it


In a vacuum, it's not that hard to work with. The problem is more so a cumulative irritation. Every time you get clipped on something, you have to spam-click in a direction at different angles to un-stuck yourself. It happens one time? Fine. Happens again? All good, minor annoyance. Happens for the 300th time a month into the world? I'm gonna start getting very frustrated about this mechanic, especially if it was meant to "fix" something that is an edge-case that has nothing to do with the things I'm doing.

In theory, this change makes sense. It solves the specific version of the bug you were aiming to fix, and it kind of makes sense that ships can't turn and clip into objects. However, it makes the game more frustrating to play, for many more people and to a greater degree than the existence of some funny bounding-box-covering-other-gobs-bug ever could.

I think the majority of players would much rather see less elegant band-aid fixes for the bugs in question rather than the more elegant, less enjoyable solution.

(Also: What snail said.)
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Re: Rollback/revert snekkja clunkiness

Postby WowGain » Mon Sep 12, 2022 2:16 am

Every time I get even within the same zipcode as a tree thats spawned near the edge of a river I have to clench my asshole and hope that my hitbox doesnt just decide to glue itself to the fucking tree until i literally climb out, chop it down, and remove the stump
if I was being chased by another snek in that situation I'd literally be dead for no fault of my own besides a hitbox deciding to fuck me sideways
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Re: Rollback/revert snekkja clunkiness

Postby MightySheep » Mon Sep 12, 2022 6:37 am

just seen this thread, I dunno how the answer to any problem is making ship mobility just worse and more clunky. Im no programmer but thats just baffling to me

you couldnt just tweak hitboxes or make it so the problem like warflag / ram has a bigger hitbox that only applies to ships? idk how we arrive at fucking up the mobility when its a problem of objects overlapping
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Re: Rollback/revert snekkja clunkiness

Postby Kaios » Mon Sep 12, 2022 11:04 am

Vigilance wrote:It's one of those things that such a small fringe of people did it that you're actively kneecapping basically everyone that has the misfortune of using a boat, nowadays, while having experienced them before. It just genuinely feels terrible now to control. I'm being assured its not just my American ping. There were a great many stopgap measures I'm sure you guys could've taken instead of just blanket-screwing boats.


lol not sure how anyone can find that surprising any more, pretty much every annoying mechanic change like that has happened because of a minority of the player base
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Re: Rollback/revert snekkja clunkiness

Postby lordgrunt » Mon Sep 12, 2022 12:52 pm

In addition to getting stuck, those changes also affected ship travel via roads. Making functional road for knarr/snek is nearly impossible now, doable only of landscape allows it.
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Re: Rollback/revert snekkja clunkiness

Postby terechgracz » Mon Sep 12, 2022 2:34 pm

loftar wrote:You have a better idea for how to prevent you guys from rotating your knarrs onto stuff like war flags to make them unassailable? It wasn't a change I particularly wanted to make, but we clearly can't have nice things.


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Re: Rollback/revert snekkja clunkiness

Postby eliminator » Mon Sep 12, 2022 3:15 pm

loftar wrote:You have a better idea for how to prevent you guys from rotating your knarrs onto stuff like war flags to make them unassailable? It wasn't a change I particularly wanted to make, but we clearly can't have nice things.

Flag generates odeeper around itself for the duration and any vehicle takes periodic damage when placed nearby
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Re: Rollback/revert snekkja clunkiness

Postby irongete » Mon Sep 12, 2022 3:16 pm

loftar wrote:You have a better idea for how to prevent you guys from rotating your knarrs onto stuff like war flags to make them unassailable? It wasn't a change I particularly wanted to make, but we clearly can't have nice things.


Make them to behave like now only on a certain things like those war flags and not on everything.
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