Game Development: Sniffing Glue

Announcements about major changes in Haven & Hearth.

Re: Game Development: Sniffing Glue

Postby Avu » Sun Mar 14, 2010 12:16 am

I meant intravillage travel obviously. I don't want any village travel gone. You do however hate intra village travel for some reason. And using helms deeps as an excuse to get rid of it is lame especially since there is simply no connection between the two issues NONE. What you should learn to do is some pathfinding that considers gates. A lot less helms deeps will happen if they have to build 14-20 gates. And helms deeps can be broken and have been broken before it just takes longer so your asymmetrical mumbojumbo is just that mumbo jumbo.
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Re: Game Development: Sniffing Glue

Postby Seizure » Sun Mar 14, 2010 12:31 am

Im just going to ignore that bit about intra-village movement because loftar cant figure out a way to fix it without hurting the entire village system in the process...

Just tell us, for once. What did you change on the battering rams?
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Re: Game Development: Sniffing Glue

Postby loftar » Sun Mar 14, 2010 12:33 am

Avu wrote:You do however hate intra village travel for some reason.

The reason is that it's used very little for the actual reason of convenient travel, and more to be able to have completely closed walls without any gates that only village members can get across, and similar topological breakage. That is also the connection to Helm's Deep, since the only reason (well, at least one very important reason) Helm's Deep really worked is because its users could get out of it thanks to a crossroads connection.

With regards to "actual" intra-village travel -- that is, intra-village travel that is truly used for the purpose of convenient travel -- I don't really know what to think about it. On the one hand, I understand the convenience argument, but on the other hand it's a bit lame to zap back and forth as if by magic. There should be a better way to achieve convenience, but until (and if) I can think of one, I don't mind its current incarnation.

Avu wrote:What you should learn to do is some pathfinding that considers gates.

Obviously, it's not as if I couldn't write a pathfinding algorithm that could do that; the problem is that it would be so resource-demanding that the server wouldn't be able to handle it (in volume and together with its other duties). If it were possible, it would be nice indeed, but I doubt it is practical.

Seizure wrote:Just tell us, for once. What did you change on the battering rams?

Thanks for reminding me. :) OP updated.
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Re: Game Development: Sniffing Glue

Postby GrimReaper » Sun Mar 14, 2010 12:41 am

Have you considered adding key rings so we can actually carry keys without worry of losing them. I believe this would make people use gates more often.
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Re: Game Development: Sniffing Glue

Postby loftar » Sun Mar 14, 2010 12:45 am

GrimReaper wrote:Have you considered adding key rings so we can actually carry keys without worry of losing them. I believe this would make people use gates more often.

Definitely, but as I have written in other threads, there are technical issues that are non-trivial. I'll take care of it sooner or later.
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Re: Game Development: Sniffing Glue

Postby MightyAgrippa » Sun Mar 14, 2010 12:47 am

Could you clarify what you mean by topology or which topology you mean if you're using the word in the mathematical sense? And what do you mean by "truly impenetrable" barriers?
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Re: Game Development: Sniffing Glue

Postby Avu » Sun Mar 14, 2010 12:48 am

You are wrong. Civilized people have always used intra village travel for convenience. And you know why people have to use one way crossroads to block village access so often? Because gate suck. More exactly keys suck. A large village can get to have 20 keys at once. Jackards solution of abstracting keys would go a long way to making gates usable and desirable. If you want normal means of convenient travel make carts larger (9 slots would be a start I mean if I can carry so much at once I'd not teleport 9 times like crazy) make them walk at least at normal speed on non roads and at sprint speed on roads.

since the only reason Helm's Deep really worked is because its users could get out of it thanks to a crossroads connection.


No. They could get out by getting invited back to Wv and could travel to village. I already explained this pay attention.

it's a bit lame to zap back and forth as if by magic


So are healing deers but we learned to live with it and good lame beats bad lame every time.

Obviously, it's not as if I couldn't write a pathfinding algorithm that could do that; the problem is that it would be so resource-demanding that the server wouldn't be able to handle it. If it were possible, it would be nice indeed, but I doubt it is practical.


Make it then that intravillage crossroads need the chief to start a connect at one crossroad and then walk to another crossroad. If he manages to do it without teleportation then it's a viable path and he can connect the two. Sure one can finish walls later but they would be screwed if the crossroad gets destroyed at some point and they cannot replicate the path.
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Re: Game Development: Sniffing Glue

Postby Seizure » Sun Mar 14, 2010 12:53 am

XD oooooops.
Last edited by Seizure on Sun Mar 14, 2010 12:58 am, edited 1 time in total.
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Re: Game Development: Sniffing Glue

Postby loftar » Sun Mar 14, 2010 12:55 am

Avu wrote:You are wrong. Civilized people have always used intra village travel for convenience.

Well, the issue of whether it, statistically, has been used mostly for "true" travel or mostly for breaking topology is unimportant; what matters is that it can be used and is used for breaking topology. Even if keys didn't suck (and I'm not denying that they do, mind you), it could still be used for that.

Avu wrote:
since the only reason Helm's Deep really worked is because its users could get out of it thanks to a crossroads connection.


No. They could get out by getting invited back to Wv and could travel to village. I already explained this pay attention.

Indeed, but as I explained, the problem isn't with crossroads per se, but with the travel system at large. The effect you are describing is, obviously, also part of the travel system. As I said, I only use crossroads as an example since they are the most symptomatic aspect of the flaws with the travel system.

Avu wrote:Make it then that intravillage crossroads need the chief to start a connect at one crossroad and then walk to another crossroad. If he manages to do it without teleportation then it's a viable path and he can connect the two. Sure one can finish walls later but they would be screwed if the crossroad gets destroyed at some point and they cannot replicate the path.

Unfortunately, the general flaws of the travel system ensure that it is almost always possible to still get out (with a crossroads sign) and reconnect the path. (As you said, re-invitation and subsequent travel to external villages would be one method. Hird-summoning is obviously another, and the list goes on.)
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Re: Game Development: Sniffing Glue

Postby loftar » Sun Mar 14, 2010 12:56 am

Seizure wrote:
Seizure wrote:Just tell us, for once. What did you change on the battering rams?

Hm? I updated the OP with the changes, didn't I?
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