lolandrikyuzva wrote:Limit to one client per Ip.
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Jackard
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Re: The Ghost of Christmas Future, II
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painhertz
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Re: The Ghost of Christmas Future, II
jorb wrote:It'll go down something like this. ^^Uephorias wrote:How can we expect the transition from the current World 7 HnH to Hafen when that is released? Will it be a sudden, "Okay, server restarting, Hafen is now live," or will it be more like the servers going down for a few days and an announcement a day ahead of time from when the Hafen goes live?
Jorb you romantic motherfucker you! Almost brought a tear to my eye. "Almost".
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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Felkin
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Re: The Ghost of Christmas Future, II
The thread is now so long that topics are being repeated over and over by people who havent read the last 100 pages... Bottom line about alts was that making it tedious to make them would harm regular players as well and that is basicaly the same idiocy as DRM - a weak defense against a minority that harms the majority, utter nonsence. Only way to stop alting is not to make it hard to make them, but rather eliminate the need for them overall, which is a huge design problem faced for ages now. Discuss that instead.
My thoughts are that there will ALWAYS be a need for them in a sandbox style game with progression. Unless... Well here is an idea that just popped : what if your character power was also based on how much the said character has overall progressed? Sort of like becoming generaly smarter makes you better at everything you pick up.
Example : Player A starts playing the game and collects and spends N learning points. His overall progression level has now risen by N and is now acting as a buffer to all his stats. If he were to increase his sewing by, say, 100 levels, he will now be producing at 100lvl soft/hard cap and have a +N modifier to everything he has made.
Player B starts the game and puts all his points into sewing. He now has 200 sewing, but N-X the overall progression level. His produce is soft/hard capped by 200, but now has a N-X modifier, instead of N.
This N could have any kind of effect, be it unlocking specific items to craft or adding a boost to the item. This would encourage to slowly make your character a jack of all trades, whilst firsty spending your points on what you need at the time. How does that sound for a solution? The modifiers should be made relevant at all stages of the game to the point of being vital in how much they give. A player who has spent more overall points on a character should be superior against an alt at everything. Possible problem I see is making long term characters much superior to new ones, even if they focus on one field to try and catch up quickly.
My thoughts are that there will ALWAYS be a need for them in a sandbox style game with progression. Unless... Well here is an idea that just popped : what if your character power was also based on how much the said character has overall progressed? Sort of like becoming generaly smarter makes you better at everything you pick up.
Example : Player A starts playing the game and collects and spends N learning points. His overall progression level has now risen by N and is now acting as a buffer to all his stats. If he were to increase his sewing by, say, 100 levels, he will now be producing at 100lvl soft/hard cap and have a +N modifier to everything he has made.
Player B starts the game and puts all his points into sewing. He now has 200 sewing, but N-X the overall progression level. His produce is soft/hard capped by 200, but now has a N-X modifier, instead of N.
This N could have any kind of effect, be it unlocking specific items to craft or adding a boost to the item. This would encourage to slowly make your character a jack of all trades, whilst firsty spending your points on what you need at the time. How does that sound for a solution? The modifiers should be made relevant at all stages of the game to the point of being vital in how much they give. A player who has spent more overall points on a character should be superior against an alt at everything. Possible problem I see is making long term characters much superior to new ones, even if they focus on one field to try and catch up quickly.
Last edited by Felkin on Wed Feb 11, 2015 7:53 pm, edited 3 times in total.
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TeckXKnight
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Re: The Ghost of Christmas Future, II
The same can be said for custom clients. If someone wants to rip any data that is being sent to a client out and use it to their own ends, they're going to do it. People have been doing this to games for decades now. The discussion shouldn't be what can be done to get rid of custom clients but rather how to minimize the benefits a custom client has over the default client.
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Kaios
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Re: The Ghost of Christmas Future, II
Yeah that's all well and good, all I'm saying is if we have such "experts" around here who can definitively say that there is absolutely, without a doubt, 110% chance that no way could they ever prevent a large portion of access to and modification of the client, how come they can't come up with even a half-ass attempt at a suggestion or solution to as you say, minimize the benefits? Do you think anyone who enjoys creating these clients or utilizing the advantages they offer would even bother? I don't.TeckXKnight wrote:The same can be said for custom clients. If someone wants to rip any data that is being sent to a client out and use it to their own ends, they're going to do it. People have been doing this to games for decades now. The discussion shouldn't be what can be done to get rid of custom clients but rather how to minimize the benefits a custom client has over the default client.
It's a bunch of bullshit if you ask me and I'm not even lumping Loftar in to this group for now either but his stance is just as much an issue as well.
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Karede
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Re: The Ghost of Christmas Future, II
I don't understand how you see blocking custom clients as anything but a huge waste of time and effort
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Felkin
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Re: The Ghost of Christmas Future, II
Agreed, a very interesting phenomenon has been that the majority of the player base used the same custom clients ( Enders) which had all the functionality you would need in a custom client to not be behind anyone who has tampered with the client even more. So in the end - everyone was on the same playing field, except for the new people who never bothered to check the forum.Karede wrote:I don't understand how you see blocking custom clients as anything but a huge waste of time and effort
My suggestion:
Game comes out with a bearable client.
A good custom client is made by the community for free.
The custom client is checked by loftar for any bs and then put instead of the main client.
All rejoice.
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LadyV
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Re: The Ghost of Christmas Future, II
@Felkin Alts are not the problem. Without alts Haven would get to tedious or boring. I quite like the ability to make someone new and just go explore the world to help recharge my desire. 
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Kaios
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Re: The Ghost of Christmas Future, II
I'm not really willing to take the time to explain what I've stated in countless arguments throughout this thread and probably several others. Just know this however, the way it is currently there are still those easily capable of maintaining some level of secrecy and holding back certain advantages. I don't understand how you DON'T see blocking custom clients as anything other than a huge waste of time and effort.Karede wrote:I don't understand how you see blocking custom clients as anything but a huge waste of time and effort
Oh man that's so funny I almost forgot to laugh! The majority of the player base that isn't part of any group with access to the better clients you mean to say.Felkin wrote: Agreed, a very interesting phenomenon has been that the majority of the player base used the same custom clients ( Enders) which had all the functionality you would need in a custom client to not be behind anyone who has tampered with he client even more. So in the end - everyone was on the same playing field, except for the new people who never bothered to check the forum.
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Felkin
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Re: The Ghost of Christmas Future, II
Alright, name me some realistic, game changing advantages said groups with secret clients have over all other players. Stuff that actualy affects the competition in an impactful way.Kaios wrote: Oh man that's so funny I almost forgot to laugh! The majority of the player base that isn't part of any group with access to the better clients you mean to say.