Server Downtime vs Criminals

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Server Downtime vs Criminals

Postby DDDsDD999 » Mon Sep 28, 2015 6:00 am

Problem: If someone has left a punishable scent and are outside during a server crash at an inconvenient time for the player, the character stays in the game world prey to any passerbies.

It's an alpha game, downtime is expected, and considering the multiple hours of downtime experienced a few days ago with that little "2 minute warning" which turned into a 10 second warning, this is a problem.

Solution: There should be an option in the account tab (or server status page on the home page) to allow your character to automatically hearth upon the server being booted back up (given that the character does not have redhanded, and it should still auto hearth after the duration is over) given that you have the criminal debuff. Possibly add a warmup time of a few minutes to make sure someone being chased during a crash doesn't hearth while the pursuers are logging in and loading the map.

Interested in any feedback.

Edit: People seem really confused. Literally just allow a checkmark that does this on the server status page if the server crashes for like >20 minutes.

While(!NotLoggedIn) { if (tryLogin()) { SelectCharacter(); AutoHearth(): } }
Last edited by DDDsDD999 on Mon Sep 28, 2015 9:03 pm, edited 1 time in total.
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Re: Server Downtime vs Criminals

Postby Granger » Mon Sep 28, 2015 7:07 am

Aehm... No?

While it may be inconvenient to not be able to heath/logoff when a criminal is just done criminalizing the solution is simple:
don't leave scents.

Server stability will improve with every crash (since Loftar dosn't just restart it but removes the bug causing it), so the problem will lessen over time.
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Re: Server Downtime vs Criminals

Postby Lunarius_Haberdash » Mon Sep 28, 2015 7:22 am

Granger wrote:Aehm... No?

While it may be inconvenient to not be able to heath/logoff when a criminal is just done criminalizing the solution is simple:
don't leave scents.

Server stability will improve with every crash (since Loftar dosn't just restart it but removes the bug causing it), so the problem will lessen over time.



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Re: Server Downtime vs Criminals

Postby CaptainMidget » Mon Sep 28, 2015 7:30 am

Why not have a system in place or a script that temporary places a person at their HF whilst they were logged off due to a server crash. It seems rather unfair for a developed character to be left in the open due to a crash and the person has to, say, go to work or sleep due to the server not being back up and then just being murdered because of the crash. When they log back in, instead of being at their HF they'll be placed back in the location from when the crash took place.
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Re: Server Downtime vs Criminals

Postby Avu » Mon Sep 28, 2015 7:49 am

I'm sure the server crashers would need an extra incentive to try.
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Re: Server Downtime vs Criminals

Postby DDDsDD999 » Mon Sep 28, 2015 2:08 pm

Granger wrote:While it may be inconvenient to not be able to heath/logoff when a criminal is just done criminalizing the solution is simple:
don't leave scents.

Scents last for a long period of time, people don't want to worry about some random 5 hour server downtime if they're outside and have work in the next hour. I don't get what you mean by "just done criminalizing." I explicitly stated that the red handed debuff would still prevent hearthing just as it always does.

"don't leave scents or else don't go outside if you have work in the next hour because random crash"

Granger wrote:Server stability will improve with every crash (since Loftar dosn't just restart it but removes the bug causing it), so the problem will lessen over time.

That's pretty shitty logic for an "Eternal Alpha" game.

Avu wrote:I'm sure the server crashers would need an extra incentive to try.

Not really sure what you mean by this. If someone wanted to crash the server to hearth, that's a pretty shitty way to do it. You can just press a - h - h. Guessing you're just doing the usual Avu thing.
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Re: Server Downtime vs Criminals

Postby g1real » Mon Sep 28, 2015 2:21 pm

Criminals complaining about unfairness, what is wrong with this world.
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Re: Server Downtime vs Criminals

Postby Tonkyhonk » Mon Sep 28, 2015 2:25 pm

g1real wrote:Criminals complaining about unfairness, what is wrong with this world.

do you mean, your group wont ever try to kill a criminal scum?
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Re: Server Downtime vs Criminals

Postby Avu » Mon Sep 28, 2015 2:30 pm

DDDsDD999 wrote:and it should still auto hearth after the duration is over)


Say you are being followed you have debuf on can't port you're as good as dead. Crash server hope loftar is not around. Hope rangers won't be on the second server is up ideally one hour. Free teleport. Win. Are you being dense or what?
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Re: Server Downtime vs Criminals

Postby DDDsDD999 » Mon Sep 28, 2015 2:36 pm

g1real wrote:Criminals complaining about unfairness, what is wrong with this world.

Epik nice ad hominem, stay on topic. If you've ever left a scent, you're criminal scum and prey to this as well.

Avu wrote:
DDDsDD999 wrote:and it should still auto hearth after the duration is over)


Say you are being followed you have debuf on can't port you're as good as dead. Crash server hope loftar is not around. Hope rangers won't be on the second server is up ideally one hour. Free teleport. Win. Are you being dense or what?

Unless I'm mistaken, redhanded debuff does not tick while the server is crashed. Unless I'm wrong, I don't see what you mean by this. Delaying the redhanded debuff by a server crash is 100% possible in this system, it changes literally nothing except the running the risk of getting screwed by a random server crash you had no part in.

Could just as easily write a script to accomplish this goal, it's just an auto-login + autohearth script, but I feel this should be implemented by the devs, not by faction's client modders that don't share it.
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