Game Development: Dormant Doe

Announcements about major changes in Haven & Hearth.

Re: Game Development: Dormant Doe

Postby Mashadar » Sun Apr 13, 2025 7:57 pm

vatas wrote:Okay, I re-read the relevant message and apparently the main concern is "performance-bombing" a base so that the raiders can't operate there due to their clients being unable to render gazillion sleeping cows. Could be an actual problem.

Not really.
First, since the rendering rework the client can already render thousands of animals on screen at 60 fps.
Second, you can just add a few lines of code to hide animals if this ever were a real problem.
Third, no one is going to breed 100k animals in the hopes that it would crash some hypothetical attacker who tries to raid your village on default client on a 20 year old PC.
Fourth, if someone were to do it anyway, they would just needlessly sabotage their own village. You can turn off rendering of objects, but you cannot stop the server from sending you the object information when you move around.
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Re: Game Development: Dormant Doe

Postby vatas » Sun Apr 13, 2025 8:12 pm

Good points. You can't just flip the switch on the "performance bomb." If you can mitigate it to keep it up at all times - the attacker most likely also can do the same.
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Re: Game Development: Dormant Doe

Postby Potjeh » Sun Apr 13, 2025 9:03 pm

This is a great change, now you just need to make it so it doesn't take humongous herds for decent quality advancement. IMO you should squash the random range on stats so there's only three possible outcomes: no change, negative (current min roll) and positive (current max roll). The only downside is that loftar would probably hate it if animal quality only came in discrete steps.
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Re: Game Development: Dormant Doe

Postby Robertzon » Sun Apr 13, 2025 9:13 pm

Potjeh wrote:This is a great change, now you just need to make it so it doesn't take humongous herds for decent quality advancement. IMO you should squash the random range on stats so there's only three possible outcomes: no change, negative (current min roll) and positive (current max roll). The only downside is that loftar would probably hate it if animal quality only came in discrete steps.

they hate the game enough already so they might actually do it
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Re: Game Development: Dormant Doe

Postby SnuggleSnail » Sun Apr 13, 2025 9:14 pm

man who argued vehemently against breeding taking fewer animals like a year ago spends 1 week herding and decides animal breeding should take fewer animals
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Re: Game Development: Dormant Doe

Postby mushtop » Sun Apr 13, 2025 9:59 pm

Anyone noticed any starvation animal deaths on-plot since this was deployed? Just saw one earlier - went down to B1 where the animals are and saw a puff of smoke rise up from one of the female cows dying on chunk load - village mates confirmed no one slaughtered, seems like it died from starvation and no goats/sheep/cows hibernating yet but pigs and reindeer are. Not sure if it makes a difference but i lifted and carried the last trough containing swill away, not sure if that might have prevented some key event around it running out?

Also I noticed if i start to slaughter a hibernating pig but then stop then it wakes up and seems to stay awake... Not sure if intentional?

Anyone else seen animals starve on vclaim still having authority?

Edit: Could the issue be related to baby animals drawing milk out of mothers and accelerating their starvation enough that it kills them before hibernation kicks in? Maybe something like this that "catches up" when the chunk initially reloads before the dormancy check happens?
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Re: Game Development: Dormant Doe

Postby vatas » Mon Apr 14, 2025 5:25 am

mushtop wrote:Edit: Could the issue be related to baby animals drawing milk out of mothers and accelerating their starvation enough that it kills them before hibernation kicks in? Maybe something like this that "catches up" when the chunk initially reloads before the dormancy check happens?

Bit of a leap, but in 2019 Classic WoW they decided to emulate "spell batching" that was a thing in 2004 because people often only had dial-up.

Reason why it's relevant to this is that since actions were only processed in "batches" (similar to Haven presumably processing multiple different things at once when a chunk loads) this meant that if a batch contained both a killing blow to the tank and a heal that would save the tank, the tank would still die. Worst case scenario is that Paladin presses "Lay on Hands" which is a massive heal for all of Paladin's mana and the target still not only dies, but the cooldown and mana are spent. Other forms of "clutch healing" were also unviable as a result.

TLDR: the server processing "cow dies from starvation" before "cow should go dormant" would make sense imho.

(Another possible explanation is that livestock, that was alive before this patch, wasn't properly "grandfathered" into the new system.)
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Re: Game Development: Dormant Doe

Postby mushtop » Mon Apr 14, 2025 5:59 am

update: most animals seem to be going into hibernation as described now, only seen that one death so far out of maybe 60-100 unfed livestock. Hopefully that means it's at least just an edge case but still a bit scary WRT an alpha male being one of the unlucky victims - but so far it's only been a female which is less concerning.
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Re: Game Development: Dormant Doe

Postby Nightdawg » Mon Apr 14, 2025 8:41 am

mushtop wrote:but so far it's only been a female which is less concerning.


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Re: Game Development: Dormant Doe

Postby Massa » Tue Apr 15, 2025 12:52 pm

i cannot wait for animal sieges in world 17
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