Keeping you Posted, #0

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #0

Postby overtyped » Tue Oct 07, 2014 2:51 am

Mernil wrote:
overtyped wrote:There seems to be some confusion. I will try to clarify it. I said since objects being seen in darkness are not server side at this moment, then making certain objects invisible now will just make everyone use a modded client to see those objects during night, so that they will have an advantage over those who can't see those invisible objects using the standard client.


Client data comes from server.
So unless the server specifically tells the client, there is a wolf at this very position, the client won't draw it.

I see now. I fixed my previous comment to make sense.
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Re: Keeping you Posted, #0

Postby Mernil » Tue Oct 07, 2014 3:02 am

It does make sense, though that's not how things work.

Actually, modded clients enhance players experience working around on data.
For instance ender's would add nightvision (which basically consists in removing a layer in client view).
Or it will add toolbars (which consists in adding shortcuts to actions).
Everything is client side, and doesn't concern data.

Now, when you see a boar moving, his moves are decided server side.
Or when you move and suddenly see a tree appear, it's because the server says so to the client.

Clients don't own any information. It's the server who sends information to the client.

So if tomorrow servers start saying, "there is no more iron ore in the whole world", you won't find any, whatever the client you use.
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Re: Keeping you Posted, #0

Postby LadyV » Tue Oct 07, 2014 6:55 am

I was thinking of the earlier talk about terrain leveling. I've played to many games with such mechanics and they are usually badly done. If you are planning to add this mechanic please add a grid we can snap to desired level so we know when to stop or where to add. Taking 6 hours to level a small piece of land is not fun. :)
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Re: Keeping you Posted, #0

Postby Sarge » Tue Oct 07, 2014 7:49 am

It looks great, I really love the style, and the sunrise is stunning. Stockpiling - booya! Does not have to be completely flat to 'pave' - booya!

Keep at it dudes, you're styling.
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Re: Keeping you Posted, #0

Postby APXEOLOG » Tue Oct 07, 2014 8:48 am

looks pretty sweety
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Re: Keeping you Posted, #0

Postby Lunarius_Haberdash » Tue Oct 07, 2014 8:49 am

Will we be able to level ground? Tell me we'll be able to level ground (Eventually).

Tell me it will be REQUIRED for certain types of building (Read: Houses).

Paving rolling terrain is awesome.

Building houses on.. Not so much.

Also, while I'm asking questions:

Is this being developed in a way that will successfully block a lot of the cheats that come out in specialty clients?

I'd really like to know that Nightvision is gone, that 'autodetection' of animals and plants are gone... That making walls and trees and etc invisible is gone. For everyone.

Right now playing with those off is a liability, a handicap... I'd love to see it become standard enforced gameplay.


Is this also when teleporting goes away for good? At long last?
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Re: Keeping you Posted, #0

Postby Amanda44 » Tue Oct 07, 2014 10:06 am

LadyV wrote:I was thinking of the earlier talk about terrain leveling. I've played to many games with such mechanics and they are usually badly done. If you are planning to add this mechanic please add a grid we can snap to desired level so we know when to stop or where to add. Taking 6 hours to level a small piece of land is not fun. :)


This ^^ - although sloping ground looks great, the idea of levelling as in Salem just fills me with dread.
The water and sunset look stunning and the overall style is softer and pretty but, I'm not too keen on the buildings, they look too harsh against the setting.

Stockpiles worry me slightly now also, I loved them at first but now that I see a few of them on screen it is clear that they don't hold many which means they will take up a lot of space, still preferable to signposts, but maybe increase the amount they can store?

It's lovely to see what you guys are up to though and thanks for keeping us posted. :)
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Re: Keeping you Posted, #0

Postby Lunarius_Haberdash » Tue Oct 07, 2014 10:53 am

Space is an important element in design, stockpiles should hold enough to be useful, little enough to make storage a concern.

Salem style levelling rocks.

Anything to discourage massive land alteration and encourage organic building.

In this era, man tended to adapt to nature, not the other way around.
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Re: Keeping you Posted, #0

Postby LadyV » Tue Oct 07, 2014 11:06 am

Lunarius_Haberdash wrote:In this era, man tended to adapt to nature, not the other way around.


Not really. They merely lacked the technology to further exploit nature so they had to use what was there. And if they had a large enough project they most certainly had no qualms of depleting a resource to achieve it.
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Re: Keeping you Posted, #0

Postby GrapefruitV » Tue Oct 07, 2014 11:12 am

jorb wrote:image

I see you're using 1 to lift. Me too!
Image
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