Recent changes

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Re: Recent changes

Postby Potjeh » Wed Dec 28, 2011 3:25 pm

Next update village idol will require troll skull :lol:
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Re: Recent changes

Postby gradouble » Wed Dec 28, 2011 3:26 pm

TeckXKnight wrote:
gradouble wrote:- whenever someone with better combat stats / gear comes around me (well, everybody in a good village), no matter how careful i am now i have 99,99% of chance to be killed with this 10s for hearthing.

That's not even a valid argument. If someone wants to kill you, they're going to be running auto-aggro and they're going to aggro you before they're on screen. Once aggro'd you can't hearth or log out anyway.


Oh man i just don't even know what this auto-aggo shit is...
i'm getting bored of having to know every little trick griefers and bagousers do, just to stay alive. I'd like to play this game "fair".
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Re: Recent changes

Postby Tonkyhonk » Wed Dec 28, 2011 3:30 pm

Potjeh wrote:Next update village idol will require troll skull :lol:

oh a conspiracy!
so the real purpose of the fixes is to lose players to have less headaches for devs untill salem gets released? ;)
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Re: Recent changes

Postby TeckXKnight » Wed Dec 28, 2011 3:31 pm

ImAwesome wrote:I don't like the unkinned hearth idea, I usually atleast say hi when I see someone, but lots of folks take off running even when you try to kin them. does that mean I shouldn't be able to hearth when I want because some noob is scared of me? easy way to abuse that, put a bunch of alts around someone's walls.

That would be hilarious. I think you're right that 10 seconds is too long though. I think a more reasonable period would be within 2-3 seconds. This cockblocks auto-hearth/logout mods and allows the assailants to chase or the victim to flee and escape successfully.

The issue I think is that the update was intended for auto-hearthing versus opponents without auto-aggro. Now that both are public and integrated into popular clients this line of thought isn't necessary to continue. 10 Seconds was enough for a normal raider to find someone and manually initiate combat. Auto-Hearth vs. Auto-Aggro means you really actually only need 2 or 3 seconds to notice that you've engaged into combat and that act upon that.

Against individuals not using auto-hearth, this changes nothing except they need to pick a direction to run and stay out of a 50 tile radius for 2-3 seconds. The downside is that without auto-aggro, you'll never be able to see anyone using auto-hearth ever again so auto-aggro becomes mandatory for raiders.
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Re: Recent changes

Postby ImAwesome » Wed Dec 28, 2011 3:32 pm

TeckXKnight wrote:
samual82 wrote:you know, you could always make it so aggro does not stop you hearthing, but say, getting hit interrupts it, then the amount of time it takes is a balance issue

would make people invent interesting ways of distracting others, perhaps introduction of flash bombs? or some distraction combat move, like throwing sand? i dont know

The point of the fix was to prevent the recent modded ability to auto-hearth or auto-log out when someone is within 50 tiles of you. This is 25 tiles out of your normal field of view. The point was that combat could not be initiated in the first place. This mod was pesky enough that it would essentially prevent all combat forever. The fix was a delay on hearthing and logging out.

most folks keep thier maps zoomed all the way out, and when you're zoomed all the way out you can see everything in render distance + a bit more(usually just ground texture). you could see the person you're running away from for a moment I think before hearthing(I never used it so don't know), but the 'fix' to this takes that too far to the other side as even if you ran away from the person(instead of hearthing) they now have plenty of time to find you before you actually can hearth.
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Re: Recent changes

Postby TeckXKnight » Wed Dec 28, 2011 3:34 pm

gradouble wrote:Oh man i just don't even know what this auto-aggo shit is...
i'm getting bored of having to know every little trick griefers and bagousers do, just to stay alive. I'd like to play this game "fair".

It was the point of this update and yes, it is annoying. No one likes that it became a thing but it's integrated into the public clients just as auto-hearth is. These were, plain and simple, really shitty mods to have in the game and for anyone to use. Making them public was probably a good thing just so that the average player isn't at an impossible disadvantage but it also meant that something had to be done or the game would actually be unplayable.

Essentially, if you're within double max render distance of someone, they can automatically hearth/logout/aggro you. You'll never see them. This is absolute bullshit.
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Re: Recent changes

Postby TeckXKnight » Wed Dec 28, 2011 3:36 pm

ImAwesome wrote:most folks keep thier maps zoomed all the way out, and when you're zoomed all the way out you can see everything in render distance + a bit more(usually just ground texture). you could see the person you're running away from for a moment I think before hearthing(I never used it so don't know), but the 'fix' to this takes that too far to the other side as even if you ran away from the person(instead of hearthing) they now have plenty of time to find you before you actually can hearth.

Max Zoom shows max render distance + loaded map. You can't actually see anything on that map, including players, but the game has it cached and recognizes it to be technically within distance. I imagine this helps with loading features dynamically. This means that you can auto-port or auto-aggro before you're within field of view.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby mvgulik » Wed Dec 28, 2011 3:43 pm

burgingham wrote:simply make all authority objetcs to have no boundingx box/be walk through. I never understood why you don't simply do that.

Sound easy and effective ... makes me wonder wat else might be in play.
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Re: Recent changes

Postby Tonkyhonk » Wed Dec 28, 2011 3:44 pm

TeckXKnight wrote:Against individuals not using auto-hearth, this changes nothing except they need to pick a direction to run and stay out of a 50 tile radius for 2-3 seconds.

i dont think so, teck...
now even key alts can suffer from vulnarable 10 secs after logging out. with the combination of cr mat cost, you know how horrible it can be.
if we want to be safe, we cant log out while being outside walls for real life calls, like phone calls, using bathroom, dealing with family, and so forth. before, i could just log out for safety to deal with real life issues and log back in. now, if you do not want to be raped by some random raiders or even bears/boars, you always have to go inside secure areas only to log out.
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Re: Recent changes

Postby TeckXKnight » Wed Dec 28, 2011 3:56 pm

This is true. Now you can be screwed entirely by bad luck. To be entirely honest, I can't see for there to be a way where a scenario such as that can't happen for as long as the timer remains to any degree, may it be 2 seconds or 10 seconds. So until there is a better solution or JLo rescind this update for whatever reason, if you intend to be off for even a small amount of time then hearth first.

My original point was meant to be that there was no difference between a 10 second delay and a 2 second delay if you are actively attempting to escape raiders auto-aggro'd on you.
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