Villages, traveling and decay

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Villages and traveling

Postby Apillion » Thu Oct 01, 2015 7:39 am

Granger wrote:Possible solution: Run a background task that iterates with low priority through all areas

So this would in effect be a "bot" that loads maps and apply's decay .. it would solve problem only partly as the decay is still only applied randomly across the map meaning a area could have been loaded a 100 times before some objects gets its first decay hit as is proven to us by how slow berries grow..

i suggest a more accurate decay system where everything in a unloaded are that the bot checks should receive a decay hit but instead of having everything go boom at the same time make the amount of decay applied to each object random.

And like Sevenless said make a separate system for berries or even make it once player has interacted with a berries bush it migrates to the farming system where it grows in stages just like any other crop and to prevent unneeded server load if the berries have only been foraged at the end of its first cycle return it to the decay system, but if its been planted in a pclaim/vclaim or near a bee skip it stays in the farming system. This solves both issues regarding decay.


Edit:
Interesting how the topic shifted from traveling to decay. Maybe move this to critics and ideas and i will edit the first post to denote the shift in topic

As for my original question "Do Milestones Decay?"

I think sigh posts/Milestones should not receive any decay hits if its been used in the last x days seeing as you don't have a choice but to build it outside your claim to get from point A - B.
User avatar
Apillion
 
Posts: 405
Joined: Mon Dec 30, 2013 10:34 am

Re: Villages and traveling

Postby Granger » Thu Oct 01, 2015 6:51 pm

Apillion wrote:
Granger wrote:Possible solution: Run a background task that iterates with low priority through all areas

So this would in effect be a "bot" that loads maps and apply's decay .. it would solve problem only partly as the decay is still only applied randomly across the map meaning a area could have been loaded a 100 times before some objects gets its first decay hit as is proven to us by how slow berries grow..
Definition of decay hits so far was always: they're random.

i suggest a more accurate decay system where everything in a unloaded are that the bot checks should receive a decay hit but instead of having everything go boom at the same time make the amount of decay applied to each object random.
Think again please, since this would make your yet unclaimed base red or *poof* in case the bot visits your spot while you're offline, you would have to repair everything, instead just some objects.

And like Sevenless said make a separate system for berries or even make it once player has interacted with a berries bush it migrates to the farming system where it grows in stages just like any other crop and to prevent unneeded server load if the berries have only been foraged at the end of its first cycle return it to the decay system, but if its been planted in a pclaim/vclaim or near a bee skip it stays in the farming system. This solves both issues regarding decay.
Could be a solution, but would not remove old bases.


As for my original question "Do Milestones Decay?"

I think sigh posts/Milestones should not receive any decay hits if its been used in the last x days seeing as you don't have a choice but to build it outside your claim to get from point A - B.
Maybe, maybe they should be able to digest a good load of them before they decay.
Maybe they could stop to function before the *poof*, so you can maintain them instead of having to rebuild.

Edit:
Interesting how the topic shifted from traveling to decay. Maybe move this to critics and ideas and i will edit the first post to denote the shift in topic
Moving topic, please edit post.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Villages and traveling

Postby Kelody » Thu Oct 01, 2015 7:14 pm

Granger wrote:Possible solution: Run a background task that iterates with low priority through all areas

This could be simply a bot that slowly roves through the entire map once or twice a day. It doesn't even need to be on the same system. The decay system could be left as is, with each map loading for a few minutes decay hits would have a chance to react on each tile. It could even be a use for the incredibly fast dryads.
Kelody
 
Posts: 253
Joined: Wed Feb 05, 2014 8:38 pm

Re: Villages and traveling

Postby Apillion » Thu Oct 01, 2015 7:28 pm

Granger wrote:Think again please, since this would make your yet unclaimed base red or *poof* in case the bot visits your spot while you're offline, you would have to repair everything, instead just some objects.


Hmm i see what your saying...

Maybe just use a "bot" to load unvisited areas to apply decay and also add a method that checks everything that works with the same mechanic as the berries to migrate it back and forth from farming system or decay system?

Apillion wrote:And like Sevenless said make a separate system for berries or even make it once player has interacted with a berries bush it migrates to the farming system where it grows in stages just like any other crop and to prevent unneeded server load if the berries have only been foraged at the end of its first cycle return it to the decay system, but if its been planted in a pclaim/vclaim or near a bee skip it stays in the farming system. This solves both issues regarding decay.
Granger wrote:Could be a solution, but would not remove old bases.


I say this with bering in mind your idea of loading maps when players have not visited a area(BOT) so decay will be applied to old bases
User avatar
Apillion
 
Posts: 405
Joined: Mon Dec 30, 2013 10:34 am

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 92 guests