Bring them back

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

Bring them back

Postby shubla » Thu Dec 01, 2016 5:43 pm

romovs wrote:[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]

Bring back the old values.
This is important!
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Re: Bring them back

Postby Ysh » Thu Dec 01, 2016 5:45 pm

shubla wrote:
romovs wrote:[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]

Bring back the old values.
This is important!

For what purpose?
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Re: Bring them back

Postby shubla » Thu Dec 01, 2016 5:46 pm

Ysh wrote:
shubla wrote:
romovs wrote:[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]

Bring back the old values.
This is important!

For what purpose?

for purpose that is important because I like them
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Re: Bring them back

Postby Ysh » Thu Dec 01, 2016 5:47 pm

shubla wrote:
Ysh wrote:
shubla wrote:Bring back the old values.
This is important!

For what purpose?

for purpose that is important because I like them

Game decision is not make just for your like. Do you have some logic for how it is better to have it there for game?
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Re: Bring them back

Postby Kaios » Thu Dec 01, 2016 6:17 pm

shubla wrote:
romovs wrote:[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]

Bring back the old values.
This is important!


Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.
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Re: Bring them back

Postby Burinn » Thu Dec 01, 2016 6:19 pm

Kaios wrote:
shubla wrote:
romovs wrote:[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]

Bring back the old values.
This is important!


Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.


Agreed. Ditto on the fairness part, it was definitely pretty silly.
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Re: Bring them back

Postby loftar » Thu Dec 01, 2016 6:25 pm

Kaios wrote:Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.

The real intention was to make the interpolation more useful for certain cases in the push-out changeset, but well, no, I most definitely did not mind this side-effect.
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Re: Bring them back

Postby shubla » Thu Dec 01, 2016 7:13 pm

loftar wrote:
Kaios wrote:Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.

The real intention was to make the interpolation more useful for certain cases in the push-out changeset, but well, no, I most definitely did not mind this side-effect.

It also works for catching animals and stuff.
Not only chasing noobs.
Also you know where you clicked with vectors.
Without them I have no idea where i clicked ½ second ago.
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Re: Bring them back

Postby Burinn » Thu Dec 01, 2016 7:13 pm

shubla wrote:
loftar wrote:
Kaios wrote:Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.

The real intention was to make the interpolation more useful for certain cases in the push-out changeset, but well, no, I most definitely did not mind this side-effect.

It also works for catching animals and stuff.
Not only chasing noobs.
Also you know where you clicked with vectors.
Without them I have no idea where i clicked ½ second ago.


I think helping noobs out is a lot more important than catching animals, to be totally frank. As far as this changes externalities are concerned.
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Re: Bring them back

Postby loftar » Thu Dec 01, 2016 7:18 pm

shubla wrote:It also works for catching animals and stuff.

If you need help catching animals, then that help should not be ugly white lines and hints about the AI's disposition.

Either way, if you're truly arguing for this to come back, you can leave your hope at the door, because it isn't. Half the point was to make it so that a moving object doesn't necessarily have to have a conception of its ultimate destination, as that was getting in the way of some movement options.
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