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RubyRed
- Posts: 206
- Joined: Sat Apr 20, 2013 6:43 pm
Re: The Ghost of Christmas Future, II
Ya the plain to make the number static might help with load times and all as well. I could list the ones I think might stay, but a more fluid world is nice.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: The Ghost of Christmas Future, II
Not a big deal but it would be cool. Opening a door to a cabin/house/mansion without a screen transition (ie. the inside of the house is part of the same realm as the outside world, think project zomboid as an example perhaps).Ninijutsu wrote:Is it a big deal whether there are pocket universes or not? What would be so great about not having them besides saving storage space on the server?
I can see how there would be many issues they'd have to tackle before actually getting around to an entirely persistent world in one "realm" though. Such as what might happen with cellars; Would they work the same way but just lead down one level in to the mines? If there's a cavern below do you just create access in to and out from some random cave? Maybe the cellars themselves would still have to be their own pocket universe. Solutions for stuff like that would need to be figured out first.
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: The Ghost of Christmas Future, II
Removing the ugly interface between the two worlds, which is a predictable source of positional confusion, and other ugliness.Ninijutsu wrote:Is it a big deal whether there are pocket universes or not? What would be so great about not having them besides saving storage space on the server?
If a house is destroyed, for example, a player in it will need to be placed in a position in the world outside the house, a position which does not necessarily -- it's hard to guarantee -- have full integrity in terms of being a position the player could actually have walked to. Historically this has made houses and the like a constant source of various wall-jumps and other such exploits.
Saving space is not a thing at all. As loftar said we already use so little that it doesn't matter.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: The Ghost of Christmas Future, II
aw you're gonna get rid of funcabins 
Karede wrote: It takes a special kind of autism to play this game
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Oddity
- Posts: 1983
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- Location: BC, Canadia
Re: The Ghost of Christmas Future, II
What's a funcabin?bitza wrote:aw you're gonna get rid of funcabins
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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painhertz
- Posts: 6185
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- Location: Louisiana
Re: The Ghost of Christmas Future, II
Something I always wondered, is it Jah -orb or yah-orb?jorb wrote:Removing the ugly interface between the two worlds, which is a predictable source of positional confusion, and other ugliness.Ninijutsu wrote:Is it a big deal whether there are pocket universes or not? What would be so great about not having them besides saving storage space on the server?
If a house is destroyed, for example, a player in it will need to be placed in a position in the world outside the house, a position which does not necessarily -- it's hard to guarantee -- have full integrity in terms of being a position the player could actually have walked to. Historically this has made houses and the like a constant source of various wall-jumps and other such exploits.
Saving space is not a thing at all. As loftar said we already use so little that it doesn't matter.
And yeah, I could fit all of the haven files on my SSD, wouldn;t even need my data drive....
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: The Ghost of Christmas Future, II
just what jorb described there, you build a house right up against a wall, then everyone gets in the house and someone outside smashes it. when it's destroyed, the people inside will be thrown in random directions and some of them might end up over the wall. but the catch is, everyone in the house will also be ko'd. we used this a few times to hop over walls back in the Age of GoonsOddity wrote: What's a funcabin?
Karede wrote: It takes a special kind of autism to play this game
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: The Ghost of Christmas Future, II
yesNinijutsu wrote:Is it a big deal whether there are pocket universes or not?
they are buggy/exploitive and actively make haven a lesser game
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: The Ghost of Christmas Future, II
I think it's yorb, although I always pronounce it jorb.painhertz wrote:Something I always wondered, is it Jah -orb or yah-orb?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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txtrung0
- Posts: 86
- Joined: Fri Mar 09, 2012 7:19 am
Re: The Ghost of Christmas Future, II
For all the good mentioned (project zomboid style house, Wurmonline style mine)
Start making the world 3D guys. Even if it's fake (layered 2d) it'll still be good enough.
Start making the world 3D guys. Even if it's fake (layered 2d) it'll still be good enough.