Rallypoints serverside not clientside

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Rallypoints serverside not clientside

Postby Xcom » Thu Apr 04, 2013 8:44 am

I'm sure people that use the Ender client have used the Shift+Click feacher to make rally points and walked around with it. As anyone that have used it have noticed there is a huge pause each time the player reaches an intersection (checkpoint). This happens because the client needs to receive information from the server that the player have reached the destination before sending the player to the next checkpoint. People with bigger pings have it even worse as the information is delayed even more and the pause is even bigger.

I love this feacher but honestly the buggering pauses at each intersection / checkpoint deters me from using this really nifty feacher. Adding the checks on the server wont make any difference lag-wise. Coding it however might be a bit of a hassle. I dono if anyone else uses this feacher but if loft would ever read this and at least think about it it would really be a nice addon to the server.

If this feacher ever was added client side pathfinders would just be the next step. I think the biggest deterrence from seeing a pathfinder on the custom clients is the fact that even having a pathfinder its not so useful with all the buggering pauses on each checkpoint.
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Re: Rallypoints serverside not clientside

Postby NOOBY93 » Thu Apr 04, 2013 3:58 pm

Xcom wrote:I'm sure people that use the Ender client have used the Shift+Click feacher to make rally points and walked around with it. As anyone that have used it have noticed there is a huge pause each time the player reaches an intersection (checkpoint). This happens because the client needs to receive information from the server that the player have reached the destination before sending the player to the next checkpoint. People with bigger pings have it even worse as the information is delayed even more and the pause is even bigger.

I love this feacher but honestly the buggering pauses at each intersection / checkpoint deters me from using this really nifty feacher. Adding the checks on the server wont make any difference lag-wise. Coding it however might be a bit of a hassle. I dono if anyone else uses this feacher but if loft would ever read this and at least think about it it would really be a nice addon to the server.

If this feacher ever was added client side pathfinders would just be the next step. I think the biggest deterrence from seeing a pathfinder on the custom clients is the fact that even having a pathfinder its not so useful with all the buggering pauses on each checkpoint.

Shift-click feature? Thanks!
Edit: Sweet to use as an anti-AFK tool while getting new chars peaceful.
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Re: Rallypoints serverside not clientside

Postby Xcom » Thu Apr 04, 2013 6:53 pm

You only make 1 set of rally points. The char doesn't actually patrolled the path forth and back like strategy games its more like does the layed out path ones. You go from A to B then C and stop and if you collide with objects before hitting C you stop.
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Re: Rallypoints serverside not clientside

Postby NOOBY93 » Thu Apr 04, 2013 7:06 pm

Xcom wrote:You only make 1 set of rally points. The char doesn't actually patrolled the path forth and back like strategy games its more like does the layed out path ones. You go from A to B then C and stop and if you collide with objects before hitting C you stop.

I know... But I actually spammed A and B and sometimes when I miss I get a C, and spammed and spammed and spammed and spammed it... That's how you counter AFK.
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Re: Rallypoints serverside not clientside

Postby Oddity » Fri Apr 12, 2013 1:19 am

NOOBY93 wrote:
Xcom wrote:You only make 1 set of rally points. The char doesn't actually patrolled the path forth and back like strategy games its more like does the layed out path ones. You go from A to B then C and stop and if you collide with objects before hitting C you stop.

I know... But I actually spammed A and B and sometimes when I miss I get a C, and spammed and spammed and spammed and spammed it... That's how you counter AFK.

Why not just use a custom client like Ender's and not have to deal with any AFK nonsense?
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Re: Rallypoints serverside not clientside

Postby NOOBY93 » Fri Apr 12, 2013 1:14 pm

Oddity wrote:
NOOBY93 wrote:
Xcom wrote:You only make 1 set of rally points. The char doesn't actually patrolled the path forth and back like strategy games its more like does the layed out path ones. You go from A to B then C and stop and if you collide with objects before hitting C you stop.

I know... But I actually spammed A and B and sometimes when I miss I get a C, and spammed and spammed and spammed and spammed it... That's how you counter AFK.

Why not just use a custom client like Ender's and not have to deal with any AFK nonsense?

I use ender's but I didn't know it counters AFK nonsense. If what you're saying is true, that's pretty awesome.
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Re: Rallypoints serverside not clientside

Postby sabinati » Fri Apr 12, 2013 5:11 pm

every custom client in the history of custom clients removes the afk timer
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Re: Rallypoints serverside not clientside

Postby Xcom » Sun Apr 28, 2013 1:32 pm

Besides using the rally system to avoid AFK timers (no idea why its worth mentioning). I think it would be a great addition to have automated serverside systems where players can send multiple points instead of a single one. This way it could be made possible to navigate through a set of points without delays.

The client could simply send an array of Coords to the server. There could be a limit of 10-20 points to avoid overload. The server would simply send the player to the next coord as soon as it reached the next one. The client already does this but with a double ping delay.

Making this small step would mean that pathfinders would be a practical second step.

The positive outcome would be enormous. Just imagine the next client update having a pathfinder in it.
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Re: Rallypoints serverside not clientside

Postby Xcom » Wed May 22, 2013 3:33 am

We have a way of getting proper hit-boxes in the game now. One step closer to pathfinding.

http://www.havenandhearth.com/forum/viewtopic.php?f=27&t=30936

Its all in Lofts hands now. With a rally system we will surely see a pathfinder developed sooner rather then later if it was implemented.
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Re: Rallypoints serverside not clientside

Postby Dill » Wed May 22, 2013 3:46 am

Xcom wrote:I'm sure people that use the Ender client have used the Shift+Click feacher to make rally points and walked around with it. As anyone that have used it have noticed there is a huge pause each time the player reaches an intersection (checkpoint). This happens because the client needs to receive information from the server that the player have reached the destination before sending the player to the next checkpoint. People with bigger pings have it even worse as the information is delayed even more and the pause is even bigger.

I love this feacher but honestly the buggering pauses at each intersection / checkpoint deters me from using this really nifty feacher. Adding the checks on the server wont make any difference lag-wise. Coding it however might be a bit of a hassle. I dono if anyone else uses this feacher but if loft would ever read this and at least think about it it would really be a nice addon to the server.

If this feacher ever was added client side pathfinders would just be the next step. I think the biggest deterrence from seeing a pathfinder on the custom clients is the fact that even having a pathfinder its not so useful with all the buggering pauses on each checkpoint.


Well said xcom! I was actually thinking this today myself.
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