Game Development: UI Scaling

Announcements about major changes in Haven & Hearth.

Re: Game Development: UI Scaling

Postby Apocoreo » Thu Oct 15, 2020 9:04 pm

jorb wrote:
Zentetsuken wrote:you're wrong

Should we implement bot and scripting support as well? Wouldn't not doing so imply that we hate freedumb?


YES. YES YOU SHOULD. We have a player this world that is more powerful than any other, at least in reputation, due to botting. To balance this, either everyone should have bots or no one, and I get the sense you cannot stop people from botting. I don't even farm/hermit anymore because I personally find that particular job to be a boring chore. If I could run a bot and watch tv while keeping an eye on the screen for Golden Eagles I would find that much more delightful.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
User avatar
Apocoreo
 
Posts: 897
Joined: Wed Feb 02, 2011 4:33 pm

Re: Game Development: UI Scaling

Postby Ardennesss » Thu Oct 15, 2020 9:04 pm

jorb wrote:I think the general paradigm of providing a lean and aesthetic default client, with open source code, is fundamentally a pretty good compromise between what I want the game to be, and how you want to play it.
Ultimately the problem with this strategy is it permanently tethers the success of your game to the willingness of others to work for free developing playable versions of it.
User avatar
Ardennesss
 
Posts: 1148
Joined: Sun Oct 06, 2013 4:22 pm

Re: Game Development: UI Scaling

Postby jorb » Thu Oct 15, 2020 9:13 pm

abt79 wrote:eternal alpha, passion project, my unique and special vision, etc.


He says, waving away and causally dismissing all those things as meaningless.
"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
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: UI Scaling

Postby jorb » Thu Oct 15, 2020 9:15 pm

Ardennesss wrote:Ultimately the problem with this strategy is it permanently tethers the success of your game to the willingness of others to work for free developing playable versions of it.


No breaks on where this HIGH ENERGY train can go if we all pull together, then!
"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
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: UI Scaling

Postby Zentetsuken » Thu Oct 15, 2020 9:17 pm

jorb wrote:Should we implement bot and scripting support as well? Wouldn't not doing so imply that we hate freedumb?


I mean, ideally yes, you really should. You have to understand that an incredible amount of people don't think your game is enjoyable without them.
It's not even that you hate freedom, it's just a weird boomer principle thing, we've all heard you rant about it.

jorb wrote:Fundamentally: I don't think there's any legitimate reason to turn off graphics, draw bounding boxes, or movement vectors. I understand perfectly why you would, but it's wrong, and not how the game should be played.


There is 1 legitimate reason.

The vast majority of your playerbase wants it so badly that they literally refuse to play the game without it.

Do you understand that not a single player in the entire PVP meta has ever played the game "correctly" according to your standards?
Do you understand that it would literally be not only unenjoyable, but probably literally impossible to do group PVP using default client?
Do you understand that even creating a big beautiful larpy village with everything placed pixelperfectly, managing a large domestic animal farm, a large crop farm, or any large project of practically any kind is not just not fun, but in many circumstances so unfun that many consider it not possible with default client?

I'll just repeat, for the sake of really making the point -


There is 1 legitimate reason.

The vast majority of your playerbase wants it so badly that they literally refuse to play the game without it.


jorb wrote:There's not much difference in principle from using an aimbot or a visibility hack in a shooter.


What kind of boomer logic is this?
Gay marriage was legalized in your country about 10 years ago, do you think swedish lawmakers are drafting up the legalization for animal and corpse fucking as we speak? :lol:

The leap in logic you have made here is bizarre, jorb.
Haven is not an fps and choosing to not see a bunch of flavour objects and shadows so that you can actually play the game with more than 20fps is not a game breaking hack by any stretch of the unboomerized imagination.

jorb wrote:I think the general paradigm of providing a lean and aesthetic default client, with open source code, is fundamentally a pretty good compromise between what I want the game to be, and how you want to play it.


I think having open source code has been great, yes.
However, you are asking the community for ways to improve default client and you can clearly see that the game is at a tipping point in development and content where almost nobody is willing to play the game without a custom client.
It seems like less of a fair compromise when you consider that the maximum playability and enjoyment of the game is left to the burden of the player willing to make, code, edit, distribute, or gain access to non-default tools and clients.
It also seems a little bit backwards for men of such unshakable principle to be okay with people having things that they can logically equate to aimbotting without having any desire or effort to stop them or at the very least level the playing field for users who do not have access.
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY

♰ PROUD FORUM MODERATOR 02.01.2024 - 05.10.2024 ♰
User avatar
Zentetsuken
 
Posts: 2062
Joined: Sun Jun 20, 2010 4:07 pm
Location: Flavor Town

Re: Game Development: UI Scaling

Postby jorb » Thu Oct 15, 2020 9:19 pm

Zentetsuken wrote:Gay marriage was legalized in your country about 10 years ago, do you think swedish lawmakers are drafting up the legalization for animal and corpse fucking as we speak? :lol:


Yes, of course they are.

Do you really think liberalism stops anywhere?
"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
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: UI Scaling

Postby Oddity » Thu Oct 15, 2020 9:20 pm

insanechef wrote:How is the 50% thing for combat ? Does it make it better or it still just titanville?

what 50% thing?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
User avatar
Oddity
 
Posts: 1979
Joined: Sun Jun 20, 2010 12:04 am
Location: BC, Canadia

Re: Game Development: UI Scaling

Postby Apocoreo » Thu Oct 15, 2020 9:31 pm

jorb wrote:
abt79 wrote:eternal alpha, passion project, my unique and special vision, etc.


He says, waving away and causally dismissing all those things as meaningless.


It makes me feel defeated to see art with so much potential be confined to forever remain niche and incomplete. This game is like raw cookie dough, though unfinished, delicious, but that raw egg ain't good for you.

jorb wrote:There's not much difference in principle from using an aimbot or a visibility hack in a shooter.


Most games have a means to combat these hacks. It would appear we do not. Also many people find great pleasure in this game botting and fighting other with bots, so why not freely provide these advantages to all?
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
User avatar
Apocoreo
 
Posts: 897
Joined: Wed Feb 02, 2011 4:33 pm

Re: Game Development: UI Scaling

Postby jorb » Thu Oct 15, 2020 9:34 pm

Zentetsuken wrote:The leap in logic you have made here is bizarre, jorb.
Haven is not an fps and choosing to not see a bunch of flavour objects and shadows so that you can actually play the game with more than 20fps is not a game breaking hack by any stretch of the unboomerized imagination.


Bizaaaarre! Boooomer! Do I know you? Pipe the F down.

See, performance could perhaps be a somewhat legitimate reason to disable certain features, and turning off shadows or flavor objects *might* even be something I could consider for the default client. Turning down the straw density for fields is another one of those features that I at least sympathize with. You seem to think that my stance is entirely without nuance, but it is not. My stance is not that no custom client feature should ever be ported, and that the default client is in perfect shape, and leaves nothing further to be desired. This entire thread is about us working to improve it.
"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
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: UI Scaling

Postby jorb » Thu Oct 15, 2020 9:35 pm

Apocoreo wrote:Most games have a means to combat these hacks.


They do not, no. They have sound and furor to give the illusion that they do.
"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
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 4 guests