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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Villages and traveling
The decay system looks at the amount of time passed since last map load and processes accordingly? (I'm speculating here)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Villages and traveling
Sorry, i thought about them being on claim. So you didn't miss anything.
I already complained about that (viewtopic.php?p=547860#p547860):
The server should apply the decay hits the map should have taken over time when the map loads.
Else structures will not decay in unvisited wilderness (and bushes not repopulate with berries), which is bad mechanic.
I already complained about that (viewtopic.php?p=547860#p547860):
The server should apply the decay hits the map should have taken over time when the map loads.
Else structures will not decay in unvisited wilderness (and bushes not repopulate with berries), which is bad mechanic.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Villages and traveling
Loftar insists that this is not feasible.Granger wrote:The server should apply the decay hits the map should have taken over time when the map loads.
"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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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Villages and traveling
It completely breaks immersion that one can plant a little base in the wilderness and in case no one came by have it completely intact several months later, instead of finding some ruins. Also it fucks over casuals since bushes won't work for them.jorb wrote:Loftar insists that this is not feasible.Granger wrote:The server should apply the decay hits the map should have taken over time when the map loads.
This should be doable. Either he saves the map tiles as dedicated files, then the filesystem knows the save date.
Or he can setup a small DB with maparea-id =>unload_timestamp and query that on map tile load.
So i call bullshit on 'not feasible' (at least according to the translations LEO offers me), again.
Please try a bigger whip.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
- Posts: 7704
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- Location: Canada
Re: Villages and traveling
Is it potentially feasible to have a secondary system in place if the map has not been loaded in X days? As in, if a map isn't loaded for 30 days, all structures automatically take a decay hit? It's much more feasible than doing 20 bajillion RNG hits on the area that would have accumulated in that time.
One that note: Decay hits for berry bushes is a really painful system right now. It's so rare you can't make a feasible orchard that will ever regenerate berries. You're basically stuck harvesting what grows when you plant fresh ones.
Unless planted bushes don't use the same system for that.
One that note: Decay hits for berry bushes is a really painful system right now. It's so rare you can't make a feasible orchard that will ever regenerate berries. You're basically stuck harvesting what grows when you plant fresh ones.
Unless planted bushes don't use the same system for that.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Villages and traveling
Why a secondary system in case the original works nicely?Sevenless wrote:Is it potentially feasible to have a secondary system in place if the map has not been loaded in X days? As in, if a map isn't loaded for 30 days, all structures automatically take a decay hit? It's much more feasible than doing 20 bajillion RNG hits on the area that would have accumulated in that time.
I actually like the decay system, it adds some randomness into a deterministic world.
So you're not logged in long enough to keep the area active...One that note: Decay hits for berry bushes is a really painful system right now. It's so rare you can't make a feasible orchard that will ever regenerate berries.
That would be an option, then decay will most likely only work on unclaimed stuff in loaded areas. If that is so then it could be abolished completely since it has no real use anymore.Unless planted bushes don't use the same system for that.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Villages and traveling
Because it's completely impossible to use the decay system retroactively on unloaded areas like you want it to be? Decay hits being random is the problem. Because you need to apply thousands and thousands of decay hits to a region when it's first loading, anyone entering areas that hadn't been loaded in a while would cause massive server load.Why a secondary system in case the original works nicely
So if we can't do that system, and we want something that still decays un-used areas, we need to come up with a new way to do it that isn't server killing.
I play 8-10 hours a day, if that's not active enough I'm not going to be the only person having trouble with this system. I also have 2 moderately active people playing with me which log in 2-4 hours a day each.So you're not logged in long enough to keep the area active...
Berry bushes are really too slow in the current system.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Villages and traveling
Only at first glance, or when looked at it from a non-programmer perspective.Sevenless wrote:Because it's completely impossible to use the decay system retroactively on unloaded areas like you want it to be? Decay hits being random is the problem. Because you need to apply thousands and thousands of decay hits to a region when it's first loading, anyone entering areas that hadn't been loaded in a while would cause massive server load.
Possible solution: Run a background task that iterates with low priority through all areas
- (maybe) If never visited by hearthling before: ignore
- If inactive: load and apply accumulated decay, then unload
- Maybe while at it render a new map tile
With this you would not accumulate thousands and thousands of decay hits on an area, but only a low number of ingame days worth (my estimate) so on-demand load when you enter the area shouldn't have that much of a penalty. Would also lead to items dispersed by destroyed containers to vanish correctly, instead of all being on the ground when you enter the area after (example) some months.
So no, not completely impossible. IMHO.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Apillion
- Posts: 405
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Re: Villages and traveling
Would this not make for longer map loading when entering a area that was not visited in a long time?
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Villages and traveling
Apillion wrote:Would this not make for longer map loading when entering a area that was not visited in a long time?
Granger wrote:With this you would not accumulate thousands and thousands of decay hits on an area, but only a low number of ingame days worth (my estimate) so on-demand load when you enter the area shouldn't have that much of a penalty.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020