The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby borka » Thu Apr 16, 2015 9:51 pm

Happy Bday :D
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Re: The Ghost of Christmas Future, II

Postby Jackard » Thu Apr 16, 2015 11:49 pm

but when is Havens birthday?
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Re: The Ghost of Christmas Future, II

Postby painhertz » Fri Apr 17, 2015 3:29 am

6/6/1966
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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Re: The Ghost of Christmas Future, II

Postby loftar » Fri Apr 17, 2015 3:53 am

Granger wrote: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.

Well, yes, I know, but right now I just have no reason to care. :)

I actually even tried map compression at one time, but it made no measurable difference in performance, since the problem (to the extent it exists) isn't I/O bandwidth, but I/O latency. And given that, I can just as well save the processing power used for compression.

Granger wrote:When destorying a house the code could first remove the house and then place the objects inside on the space prior cooupied by it.

That is indeed how houses work these days. Jorb's point wasn't so much that there are any current sploits with houses as much as that the distinct transitions gives many opportunities for various weird interactions that may not be immediately obvious.

Jackard wrote:but when is Havens birthday?

I don't think there's any one obvious date, but I usually count Dec 7, since that's when we created the "loftar" and "jorb" accounts in the then-new account system. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: The Ghost of Christmas Future, II

Postby jtpitner » Fri Apr 17, 2015 5:07 am

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

Its my birthday today. Please do it, jorbtar.


Happy birthdday..
War does not determine who is right - only who is left.
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Re: The Ghost of Christmas Future, II

Postby sciro » Fri Apr 17, 2015 1:00 pm

jorb wrote:Here's some gameplay footage!

I want it all and i want it now
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Re: The Ghost of Christmas Future, II

Postby jtpitner » Fri Apr 17, 2015 5:30 pm

sciro wrote:
jorb wrote:Here's some gameplay footage!

I want it all and i want it now



A few months they say in December. ha we shall see yes taylor we shall....
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Re: The Ghost of Christmas Future, II

Postby haelmut » Fri Apr 17, 2015 6:32 pm

Hi.

I just had weird idea about gameplay and want to leave it here.

In Haven1 inheriting system and worshiping was broken or at least uninteresting imo. Whole game's pvp, raid mechanics is built somewhat around vengence,
but i dont think that its too "fair" that very advanced players actually can become just stronger every time they die and then just use that worshiping stuff
to get ancestors stats. Also its entirely not fair that only most high-hand players can afford it. Not mentioning that its only use of worshiping.

So how about to make some system that will give you bonuses for doing jobs and fighting fair while punish for being wild. Lets call it Karma, each village have various Karma Points (KP) that village can achieve when its members are working hard or fighting fair. And every person have total Ancestor Ptats (AP) that is changed only by Karma system and same achieved by working or fighting fair.

KP can be used for various village buffs like better harvests, better fishing, spirit protection, defensive curses, divine gifts, etc. And is invoked only by authorised village shaman. Main theme is quicker quality development and better number of harvests + protection.
AP can be used for invoking personal buffs that will influence only you OR you can invoke same number of combat stats temporary OR permanently paying all AP to born new character with part of real ancestor stats.

I see in in 2 cases: pvp and raid. Like events that must be judged by Karma after it hapends.

Main idea is:
1. Force elders to manage village population and put restrict on creating shitton alts and bots. Coz the smaller population you have = the better gain in case you got raided by overpowered people.
2. Force people to respect hermits and farmers. Maybe a very dedicated farmer\shaman hermit will be able to protect himself with puting defensive curses or spirit guardins on his place that will create too much pain\effort\drawback to raid him.
3. Force high-hand players to group and work on points of single village in endless competition. Either with hard-farming or picking fair fights.
4. Put some fairness to hermits life.

PVPExamples:
1. 1000uc kills ~0uc = 1000uc - 500AP, 0uc +500AP. - depending on how much total AP farmer have after death he can inherit part of stats of killed farmer or use it one time to temporary gain 500 uc on his offspring if his total count of AP is 500.
2. 1000uc kills 900uc = 1000uc + ~10AP, 900uc + 100AP.
3. 1000uc kills 1000uc = killer +100AP, victim +200AP.
Raids:
1. Strong village raids weak village = Strong gets huge penalty on village KP and debuffs (bad harvests etc) if village KP goes lower than 0, coz gods are angry.
2. Strong village raids Strong village = KP of raided village is lowered and KP of attackers village is raised.
3. Weak village raids Strong = Huge bonuses for weak, small minus for strong.

Additional KP and AP can be gathered while doing any work for village or self. Maybe you can grow and eat something to get AP or donate pies to village warehouse im sure L&J can invent it better than me. But it must be enough for hermit to reward himself with small to moderate buffs for small but constant ingame working.

So this way strong villages will have to keep strong KP production if they want to raid random newbs and dont fall of quility competition. And everyone will have some motivation to fight and play in general. And the person that was working hard and playing fair, managing AP wisely will be able to stay in game whatever and feel some fairness.

I understand that main weakness is that people will just split villages for random raiding and farming but im sure L&J can counterplay this somehow if they will implement something like this.

Its just a very raw and i guess old idea and i just want to leave it here. Peace.
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Re: The Ghost of Christmas Future, II

Postby yaruo22 » Fri Apr 17, 2015 8:40 pm

I bet w7 is gonna over 2years...
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Re: The Ghost of Christmas Future, II

Postby sabinati » Fri Apr 17, 2015 10:40 pm

loftar wrote:Dec 7


a date which will live in infamy
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