The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Denkar » Wed Apr 15, 2015 4:53 am

longfeather wrote:The issue with customizable house sizes in this manner would be the players who build houses that span over several map grids, with just enough room in the center for crop growth.

I wasn't even thinking of "planting crops inside a house", my idea was that you would need to both build closed off house-walls and also pave the floor (perhaps lay floorboards) so you wouldn't be able to grow anything inside. And even if you could, you wouldn't be able to do this either since you'd be limited by the rivers. But even if you somehow were capable of doing it, there are still plenty of solutions; just limit the maximum house size, or make the house walls more expensive than regular walls, or make them weaker so there's no incentive to building house-walls instead of regular walls. And yet, if someone despite all the disadvantages still wanted a mega-house, if they have enough resources, why not let them? You can already build gigantic claims and close them off with walls, why would this be any different?
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Re: The Ghost of Christmas Future, II

Postby Jackard » Wed Apr 15, 2015 4:57 am

borka wrote:Jackard tells us about KAG often ... ;)

not even that good but atm its the only pvp that satisfies me :(
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Re: The Ghost of Christmas Future, II

Postby VDZ » Wed Apr 15, 2015 6:28 am

Matheusmk wrote:There should be a torture skill, that make us able to torture players, like this: When we knock someone down, there should be a option to tie him up(Which would require you has a rope on your inventory), and then his character would start following the guy who tied him up(The tied guy wouldn't be able to do ANYTHING ofcourse, and if he forces the game to close, his character woudln't log out and it would stay following the guy who tied him up), so we could do whatever we want with that guy, like, hang him, put him on fire, make him drown, and a lot of other kinds of torture... And you could also add wolfs, so we could tame them, and make them kill the tied guy...


Then after you've finished torturing him, you ditch him in a basement, only stopping by every once in a while to feed him to keep him alive. As the character is not technically dead, the player can't inherit the LP and pclaim. Truly a fate worse than death.
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Re: The Ghost of Christmas Future, II

Postby LadyV » Wed Apr 15, 2015 7:04 am

Matheusmk wrote:It's not up to you to decide.



I never claimed it was. However I can express my disapproval of a poorly thought out idea. Humiliating other players and preventing them from playing by torture or slavery is only a game killer.
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Re: The Ghost of Christmas Future, II

Postby Granger » Wed Apr 15, 2015 8:11 am

loftar wrote:Well, probably the single greatest culprit is the fact that the smallest unit of map that the server deals with is 1000x1000 tiles, which means that even a house world of 4x4 tiles still takes 1 MB to store all the nil-tiles. I could, of course, optimize it by using more dynamic map sizes, but only at the cost of more computation in fetching tiles, so since storing 25 GB doesn't even enter into the realm of the problematic, it has seemed to me like a reasonable time-space tradeoff to do.

You could use power of two grid sizes for map tiles, with that the pointer arithmetric to get the offset of the tile becomes cheaper (since you can shift instead of base10 multiply/divide), this should outperform (or at least offset) the cost of fetching the grid size calculation.

Also - in case the map tiles are stored as individual files on disk - lz4 compression (or at least RLE to get rid of the voids) could boil down on-disk space, (de)compression is cheap compared to disk I/O.

jorb wrote:
Ninijutsu wrote:Is it a big deal whether there are pocket universes or not? What would be so great about not having them besides saving storage space on the server?


Removing the ugly interface between the two worlds, which is a predictable source of positional confusion, and other ugliness.

If a house is destroyed, for example, a player in it will need to be placed in a position in the world outside the house, a position which does not necessarily -- it's hard to guarantee -- have full integrity in terms of being a position the player could actually have walked to. Historically this has made houses and the like a constant source of various wall-jumps and other such exploits.

When destorying a house the code could first remove the house and then place the objects inside on the space prior cooupied by it.
Overlap could be ignored in case all objects (apart from players) are destroyed (so only invobjs are placed), players that overlap could run out of the other (like it works with doors currently). In case this sounds to harsh the objects destroyed could yield a part of their material (which imho should happen anyway when destroying objects).

Voila: no more wall jumps, plus the items from the house are accessible instead of spawning inside other objects around.

zacty wrote:I'm not saying that someone who only plays a couple hours a day and only has a couple hundred K LP should be able to beat a guy who plays all day and has many millions into combat skills [...]

I say that someone who only plays a couple of hours a day should have a chance to beat the nolifer.
There have been several suggestions to limit the advantage of skill differences (so more skill helps only up to a point, no more godmode on high skill deltas), this would be imho the way to go.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: The Ghost of Christmas Future, II

Postby Bob_the_Cat » Wed Apr 15, 2015 8:55 pm

Denkar wrote:If houses had keys, required rams (or high strength) to break and had drying times (easily breakable before they dry, so you can't trap someone with them) then walls would be much less of a necessity for 80% of the population.

You could even just remove the concept of houses altogether and instead of building houses you could build house-walls which would be built like palisades and when closed off would become what we know know as houses, therefore allowing for customizable house sizes while also getting rid of pocket worlds.


Worlds 5 and 6 until there was palibashers early world I didnt even make a wall. I just put a claim stake against the door to act as a lock, and it became a 1 way door. Locking houses would be pretty nice. It wont protect your base, but it does at least prevent your most important stuff from getting sacked every 2 seconds.
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Re: The Ghost of Christmas Future, II

Postby JTG2003 » Thu Apr 16, 2015 3:29 pm

Matheusmk wrote:There should be a torture skill, that make us able to torture players, like this: When we knock someone down, there should be a option to tie him up(Which would require you has a rope on your inventory), and then his character would start following the guy who tied him up(The tied guy wouldn't be able to do ANYTHING ofcourse, and if he forces the game to close, his character woudln't log out and it would stay following the guy who tied him up), so we could do whatever we want with that guy, like, hang him, put him on fire, make him drown, and a lot of other kinds of torture... And you could also add wolfs, so we could tame them, and make them kill the tied guy...


Disagree. A mechanic to prevent players from being able to play is an overall bad idea.
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Re: The Ghost of Christmas Future, II

Postby jtpitner » Thu Apr 16, 2015 4:59 pm

Any moment the update should happen everyone ready ? huh?
War does not determine who is right - only who is left.
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Re: The Ghost of Christmas Future, II

Postby Conflict » Thu Apr 16, 2015 5:58 pm

jtpitner wrote:Any moment the update should happen everyone ready ? huh?

Shut up, you! Stop teasing everyone.
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Re: The Ghost of Christmas Future, II

Postby KwonChiMin » Thu Apr 16, 2015 9:35 pm

jtpitner wrote:Any moment the update should happen everyone ready ? huh?

Its my birthday today. Please do it, jorbtar.
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