Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Announcements about major changes in Haven & Hearth.

Re: spawning isnt even the problem here

Postby loftar » Wed Aug 05, 2015 3:34 pm

Jackard wrote:lol. as if impeding movement was the sum of all interaction. think outside the box

To expand on that, one thing Jorb and I often quip about with regards to many theme-park MMORPGs is how they can be said to really be single-player or, at best, non-massive-multiplayer games with a glorified chat lobby, where you can see other players and speak with them, but not really interact with them in meaningful ways; how it's like being a ghost in a world of other ghosts, being able to derp around perfectly able to ignore the presence of others as long as you want to, and how the lack of player-to-player collision is the most obvious visible sign of this syndrome.

In that way, while player-to-player interaction is certainly not the sum of all interaction, it is an important point of principle for us.

Also, precisely because player-to-player collisions are not the sum of all interaction, removing it is only a small band-aid on a much larger problem. The more basic problem is that newly spawned characters are powerful tools, and their bounding box is not the end of that power. This is also why I consider "remove collisions" to be a mere extension of a "remove interaction" mentality.
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this was always a nerd game

Postby Jackard » Wed Aug 05, 2015 3:35 pm

TaurenShaman wrote:Thanks for making haven game only for nerds.

look i know what you mean but that's really not the best way to phrase it, lol
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Re: spawning isnt even the problem here

Postby Jackard » Wed Aug 05, 2015 3:44 pm

loftar wrote: how it's like being a ghost in a world of other ghosts, being able to derp around perfectly able to ignore the presence of others as long as you want to, and how the lack of player-to-player collision is the most obvious visible sign of this syndrome.

is mere blocking all the 'physicality' you were aiming for, mission accomplished? sure doesn't seem like an improvement! maybe you should work on that instead of limiting spawns
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Amanda44 » Wed Aug 05, 2015 3:51 pm

Jackard wrote:
Amanda44 wrote:There is no better game .... :)

http://www.playark.com/

Yeah it's on my wish-list on steam, I'll get it when I'm bored of H1Z1 .... which is nigh, lol.
Lets hope it holds my interest longer than the other games I've played do. :)
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aka a spawn ticket system

Postby Jackard » Wed Aug 05, 2015 3:52 pm

mvgulik wrote:You just can't have INSTANT ON DEMAND alts.

add babies ¦]
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Re: spawning isnt even the problem here

Postby loftar » Wed Aug 05, 2015 3:57 pm

Jackard wrote:is mere blocking all the 'physicality' you were aiming for, mission accomplished? sure doesn't seem like an improvement! maybe you should work on that instead of limiting spawns

That's not even a clever strawman. I'm sure you can do better than that.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Kaios » Wed Aug 05, 2015 4:00 pm

guys my push idea is good ok
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby loftar » Wed Aug 05, 2015 4:02 pm

Kaios wrote:guys my push idea is good ok

There is at least a case to be made that inactive players shouldn't be a immovable rocks until killed, sure. I don't think any solution to that problem would be a solution to all this, though, and the push idea as presented is probably not very well articulated, either. What happens if there's something behind the player being pushed? Is he then pushed through it, and how does that relate to walls, &c&c. Not saying there aren't solutions to this, but exploring them is not a one-forum-post trivial task, and a bit doubtfully worth undertaking if it only solves a small sub-problem anyway.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Xcom » Wed Aug 05, 2015 4:07 pm

Dryads should help spawn in your buddys. Chase them down and force them to help a friend spawn into the world.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Kaios » Wed Aug 05, 2015 4:09 pm

Kaios wrote:unless the direction you are pushing is blocked at which point they'd move a different way perhaps.


^ I did say what would/could happen.

And it's not only about resolving an issue, it's an interesting addition that would be beneficial to all players walking in to houses at the same time and getting trapped, getting blocked by an afker, getting surrounded in pvp, pushing your friends in to the water to drown them, etc.

As for preventing it from allowing a player to push through a wall, isn't that up to the programmer? :D
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