HHP Drain for Scents Change

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

Re: HHP Drain for Scents Change

Postby NOOBY93 » Tue Jul 16, 2013 11:07 am

Arcanist wrote:That would be a million times better. One scent, per item, per perp, one tresspassing per claim per perp, one vandal per object per perp, one murder per victim per uhh, let's leave murder how it is.

How about
1 scent per... Container? And each item you steal adds like 5 charges to the scent. You'd need a WHOOOOLE lot of containers to make the server crash and I doubt it would ever happen
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Re: HHP Drain for Scents Change

Postby SuperNoob » Tue Jul 16, 2013 3:54 pm

per container you could steal up to 64 items and only leave 1 scent. so you take these 64 items and place them different places all over the world...person can easilly track your hearth and try to get vengance, but what of the people who like to track their items and get them back? can you imagine having your favorite pet rat/toad/rabbit stolen? 5 charges would never be enough to track it down if you only get 5 for each item taken and all items aren't in the same place...

if each item leaves a scent(the way it is now) but each item can only leave a scent once(the change) there is no way to spam scents, and there would then be no way to use this glitch to crash the server!

this is the optimal solution. it takes game mechanics back to the way they were(no silly HHP damage for every raider to cry about), but allows a way to control scent creation so it can't be used to crash the server.
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Re: HHP Drain for Scents Change

Postby NOOBY93 » Tue Jul 16, 2013 3:58 pm

SuperNoob wrote:per container you could steal up to 64 items and only leave 1 scent. so you take these 64 items and place them different places all over the world...person can easilly track your hearth and try to get vengance, but what of the people who like to track their items and get them back? can you imagine having your favorite pet rat/toad/rabbit stolen? 5 charges would never be enough to track it down if you only get 5 for each item taken and all items aren't in the same place...

if each item leaves a scent(the way it is now) but each item can only leave a scent once(the change) there is no way to spam scents, and there would then be no way to use this glitch to crash the server!

this is the optimal solution. it takes game mechanics back to the way they were(no silly HHP damage for every raider to cry about), but allows a way to control scent creation so it can't be used to crash the server.

There is way to spam scents that way, just dig tons of soil, put it in a container, take it out, dig more soil.
It doesn't really have to be 5 charges, just the normal theft-scent amount of charges per stolen item. Don't you think this is the optimal solution?
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Re: HHP Drain for Scents Change

Postby SuperNoob » Tue Jul 16, 2013 4:13 pm

NOOBY93 wrote:There is way to spam scents that way, just dig tons of soil, put it in a container, take it out, dig more soil.
It doesn't really have to be 5 charges, just the normal theft-scent amount of charges per stolen item. Don't you think this is the optimal solution?

can't really spam scents if you have to dig between each set of scents. the glitch was from rapidly taking things out of a container and putting them back in(shift + mouse wheel) and each item leaving lots of scents stacked on top of each other in rapid succession(ie spammed).
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Re: HHP Drain for Scents Change

Postby rye130 » Tue Jul 16, 2013 6:09 pm

It should be a scent left for every stolen item. That mechanic makes sense. The problem with the system is the HHP drain associated with these scents.
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Re: HHP Drain for Scents Change

Postby Sevenless » Wed Jul 17, 2013 12:31 am

rye130 wrote:It should be a scent left for every stolen item. That mechanic makes sense. The problem with the system is the HHP drain associated with these scents.


That's the point of the system. People were crashing the server by scrolling items in and out of cupboards to make millions of scents and overload the memory of the server.
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Re: HHP Drain for Scents Change

Postby SuperNoob » Wed Jul 17, 2013 9:09 am

Sevenless wrote:
rye130 wrote:It should be a scent left for every stolen item. That mechanic makes sense. The problem with the system is the HHP drain associated with these scents.


That's the point of the system. People were crashing the server by scrolling items in and out of cupboards to make millions of scents and overload the memory of the server.

which is why I was suggesting 1 scent per item and ONLY 1 scent no matter how many times that item is "stolen" from the container...maybe it could be 1 scent per item per location so if you steal something then someone steals it from you its still trackable.
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Re: HHP Drain for Scents Change

Postby Xcom » Wed Jul 17, 2013 2:18 pm

I suspect the reason we have the current system in is because the old object management server side is limited to not be easily tweaked to not spam new sent each time it goes in and out of a container. It might be because the item is recreated each time. I think its been stated by jorb and loftar that they are recoding the object handling server side. This exact problem is related to that.

Tweaking the object handling to handle sents be memorized by the server and not make new sents each time cant be done until the whole underlying system have been recoded. I think this will be thrown out next world when they have finished recoding those parts so till then we just have to deal with the hand we have been dealt.
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