The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.
User avatar
Yolan
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: The Ghost of Christmas Future, II

Post by Yolan »

Maybe the new road system offers interesting opportunities?

Am I right in understanding that you will be able to teleport from one side of a road to another? If you control both ends of the road (i.e. with walls and villages at each end), then do you not control the road?......


And if roads cannot pass over other roads....


Then this gives you the power to use roads to slice up maps, and control who can teleport with your sliced up area.

.....


Blood-letting geopolitical ramifications aside, enterprising people could build a central trunk road that feeds people into localized trade hubs. You could regulate who has access to the roads (as the links would be within villages/walls) in order to try and make things safer.
venatorvenator
Posts: 1066
Joined: Fri Mar 07, 2014 5:59 pm

Re: The Ghost of Christmas Future, II

Post by venatorvenator »

Yolan wrote:If you control both ends of the road (i.e. with walls and villages at each end), then do you not control the road?......
The only proper comment to that is "we'll have to wait and see". But at the moment I recall it was decided that anyone could block or destroy your road at any point and then ambush whoever fast-travels by it. That means you will have to wall off the entire road, not only its two ends.

I'm curious about how that will work out in the late game. It might happen that casual exploration becomes impossible since all major villages will have walled their roads everywhere on the map. Besides, since pc claims have to be somewhat squarey, the only way to claim an entire road would be to make huge pc claims. I have the feeling hermitting will be rather difficult in w8.
Xcom wrote:Most good things last only a short time
mvgulik
Posts: 4094
Joined: Fri May 21, 2010 2:29 am

Re: The Ghost of Christmas Future, II

Post by mvgulik »

World map:
If the active & public client modders put there heads together, I have no doubt they could add a raw map-dump feature in no time. ... After the client code is released that is, which might not be at the same time as HnH-2 goose live.
User avatar
MagicManICT
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: The Ghost of Christmas Future, II

Post by MagicManICT »

mvgulik wrote:World map:
If the active & public client modders put there heads together, I have no doubt they could add a raw map-dump feature in no time. ... After the client code is released that is, which might not be at the same time as HnH-2 goose live.
Not like it takes long to reverse engineer Java object code, even when using an obfuscator.

I figure someone will at least add that functionality into a custom client and get it out to their faction within a few days of launch. Whether it will be publicly available... see my last post.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
YarPirate
Posts: 31
Joined: Mon Jun 01, 2015 1:04 am

Re: The Ghost of Christmas Future, II

Post by YarPirate »

I'm not sure why they release the code like that? I find it's cheating that people use the Ctrl+N feature and things that hide objects so you can see behind them.... Takes away from how the game is what I consider the creators original purposes for gameplay.

Also any mapping feature that goes beyond making maps inside the game with cartography is also kinda lame.

They should take the minimap right out of the game, make it so when you take screenshots it hides any maps you've made and make it so that any alterations to the client kick make it so you cannot log in.
User avatar
borka
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: The Ghost of Christmas Future, II

Post by borka »

https://www.havenandhearth.com/portal/doc-src

How long did you play yet? Prolly after some time you'll find comfort functions good too ;)
MagicManICT wrote: Not like it takes long to reverse engineer Java object code, even when using an obfuscator.
YarPirate
Posts: 31
Joined: Mon Jun 01, 2015 1:04 am

Re: The Ghost of Christmas Future, II

Post by YarPirate »

If you were talking to me I've played off and on for 3 years now.

I would prefer if those functions didnt exist :p. Torches are useless and those "comfort functions" weren't intended by the creators as far as I know.
User avatar
VDZ
Posts: 2766
Joined: Sun Jul 17, 2011 2:27 am

Re: The Ghost of Christmas Future, II

Post by VDZ »

YarPirate wrote:I'm not sure why they release the code like that?
Because people are going to modify it either way. Might as well open it up entirely so everybody can mess with it.
YarPirate wrote:make it so when you take screenshots it hides any maps you've made
That function will be disabled almost immediately, plus there's the issue of alternate screenshot taking methods - windows' own printscreen functionality, various programs for taking screenshots, etc.
YarPirate wrote:and make it so that any alterations to the client kick make it so you cannot log in.
Very difficult to implement in practice, because

1) If it's as simple as kicking with no long-term consequences modders could just keep testing until they've found all the loopholes and go with that; and more importantly
2) You do not, in any circumstance, want to harm innocent players with this. Not when they happen to have a slightly corrupted download, not when their virus scanner does weird things with the game files, not if the player has issues with their HDD, not if the player has a virus modifying their files, not even if the player just straight up deleted/replaced game files, never. The problem gets ten times worse if long-term consequences (like banning) are attached to it to solve issue #1.

For every hour loftar would spend to implement this protection, modders would need only a minute, maybe a couple minutes at most to circumvent it. Trying to implement these kinds of protections is futile.
User avatar
LadyV
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am

Re: The Ghost of Christmas Future, II

Post by LadyV »

YarPirate wrote:I'm not sure why they release the code like that? I find it's cheating that people use the Ctrl+N feature and things that hide objects so you can see behind them.... Takes away from how the game is what I consider the creators original purposes for gameplay.

Also any mapping feature that goes beyond making maps inside the game with cartography is also kinda lame.

They should take the minimap right out of the game, make it so when you take screenshots it hides any maps you've made and make it so that any alterations to the client kick make it so you cannot log in.
Well seeing behind things is sort of necessary. We can not rotate things to symbolize changes of view at ground level and many foragables are hidden in dense growth. In that case its fair. In the case of a person hiding behind a tree, no.

Mapping does need work. I would love to see an feature where the game stored our map information once we created a paper map. Then we could always look at what we have explored in game. :) Yes its ripe for abuse but still if we explored it its fair.

As for the minimap its fine. Again like ctrl-n it represents a greater field of view than we see on our screen and is fair. If you were able to see first person view it would be in your field of vision.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: The Ghost of Christmas Future, II

Post by loftar »

YarPirate wrote:make it so that any alterations to the client kick make it so you cannot log in.
Please do tell me how the server is supposed to tell that the client has been modified. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike

Return to “Announcements”