Things you would like to see changed before the new world.

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Hrenli
Posts: 1169
Joined: Mon Mar 21, 2016 1:39 pm

Re: Things you would like to see changed before the new worl

Post by Hrenli »

Zepar72 wrote:Would it be possible to disable map rendering through walls? I'm talking about caves / mines.
Not impossible, but it's not trivial and more expensive. Client has to be sent only what character can see (or it will be hacked otherwise), which means much more granular world info between client and server. And all those culling view calculations would have be run on the server... over and over again for all active characters. Compare to "here are your 9 minimaps" protocol. That's just theoretical impracticalicies with it.
Too old to rock-n-roll, too young to die.
User avatar
2d0x
Posts: 782
Joined: Wed Dec 21, 2016 4:09 am
Location: Russia

Re: Things you would like to see changed before the new worl

Post by 2d0x »

Hrenli wrote:
Zepar72 wrote:Would it be possible to disable map rendering through walls? I'm talking about caves / mines.
Not impossible, but it's not trivial and more expensive...
The question is not the complexity of the implementation, but the need for such a function. There are several simple ways, but the most trivial is reducing the range of visibility :\
Excuse me, I don't speak English.
Zepar72
Posts: 226
Joined: Mon Jan 15, 2018 2:36 am

Re: Things you would like to see changed before the new worl

Post by Zepar72 »

2d0x wrote:
Hrenli wrote:
Zepar72 wrote:Would it be possible to disable map rendering through walls? I'm talking about caves / mines.
Not impossible, but it's not trivial and more expensive...
The question is not the complexity of the implementation, but the need for such a function. There are several simple ways, but the most trivial is reducing the range of visibility :\
That would work too, i guess. But that would become annoying on surface. So maybe reducing visibility range in caves to bare minimum? That wouldn't be strange, considering we're in . . dark caves.
User avatar
shubla
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Things you would like to see changed before the new worl

Post by shubla »

change devs
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Things you would like to see changed before the new worl

Post by Granger »

Zepar72 wrote:So maybe reducing visibility range in caves to bare minimum? That wouldn't be strange, considering we're in . . dark caves.
There have been some discussions about that: viewtopic.php?p=760070#p760070
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
Zepar72
Posts: 226
Joined: Mon Jan 15, 2018 2:36 am

Re: Things you would like to see changed before the new worl

Post by Zepar72 »

Granger wrote:
Zepar72 wrote:So maybe reducing visibility range in caves to bare minimum? That wouldn't be strange, considering we're in . . dark caves.
There have been some discussions about that: viewtopic.php?p=760070#p760070
Yeah, i know that one. My issue is more about minimap, so you don't see through walls using minimap. The darkness is another idea whatsoever, which would be cool too imo.
User avatar
2d0x
Posts: 782
Joined: Wed Dec 21, 2016 4:09 am
Location: Russia

Re: Things you would like to see changed before the new worl

Post by 2d0x »

Zepar72 wrote:That would work too, i guess. But that would become annoying on surface. So maybe reducing visibility range in caves to bare minimum? That wouldn't be strange, considering we're in . . dark caves.
Dynamic visibility range, depending on lighting (for example: day, morning and evening, torch at night, night, torch in the mine, mine), if we are talking about implementation; it is hardly advisable to take into account the landscape.
Last edited by 2d0x on Tue Jan 22, 2019 8:13 pm, edited 1 time in total.
Excuse me, I don't speak English.
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Things you would like to see changed before the new worl

Post by Granger »

I agree with the minimap to both arguments: it would be nice not having xray look via the minimaps for unexplored areas, but technically it would need removal minimaps and have the server deliver maps in smaller units. Would be a quite invasive change, which I would guess would also be way slower.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
MightySheep
Posts: 2535
Joined: Fri Jul 22, 2011 1:18 pm

Re: Things you would like to see changed before the new worl

Post by MightySheep »

I dont want to subscribe and get a shitty bicycle helmet agian, ive already got one, pls tell me thats gonna change?
User avatar
Ysh
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Things you would like to see changed before the new worl

Post by Ysh »

MightySheep wrote:I dont want to subscribe and get a shitty bicycle helmet agian, ive already got one, pls tell me thats gonna change?
You have power to change this yourself.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.

Return to “Critique & Ideas”