Game Development: Sniffing Glue

Announcements about major changes in Haven & Hearth.

Re: Game Development: Sniffing Glue

Postby Jackard » Sun Mar 14, 2010 1:00 am

sir dont you take away my crossroads before adding mounts and better vehicles

>:|
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Re: Game Development: Sniffing Glue

Postby Seizure » Sun Mar 14, 2010 1:01 am

Haha, missed that. My bad.

And what Jack said. Dont take it away without having a replacement first...
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Re: Game Development: Sniffing Glue

Postby Potjeh » Sun Mar 14, 2010 1:03 am

I can see the system where you have to walk from one post to the other working. Just remember the path, and if anything is built on it the connection must be recreated.
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Re: Game Development: Sniffing Glue

Postby Avu » Sun Mar 14, 2010 1:03 am

Unfortunately, the general flaws of the travel system ensure that it is almost always possible to still get out (with a crossroads sign) and reconnect the path. (As you said, re-invitation and subsequent travel to external villages would be one method. Hird-summoning is obviously another, and the list goes on.)


If you made a check that would fail in adding the sign if teleportation was used in the time since you gathered the sign you wouldn't be able to reconnect signs you would have to open gates. It can't get simpler than that. Get sign assign sign teleport variable to zero, if you ever teleport with that sign in your inventory set it to 1. When you do the check at the target signpost where you want to connect the sign if it's 0 you can connect if it's 1 it fails and destroys the sign. Or you can even destroy all intravillage signs on teleport same effect.
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Re: Game Development: Sniffing Glue

Postby MightyAgrippa » Sun Mar 14, 2010 1:07 am

Potjeh wrote:I can see the system where you have to walk from one post to the other working. Just remember the path, and if anything is built on it the connection must be recreated.


Heh, excuse me while I cripple your travel network with a few tiles of unclaimed fence in the middle of nowhere.
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Re: Game Development: Sniffing Glue

Postby Avu » Sun Mar 14, 2010 1:09 am

Agrippa this obviously should only be done for intravillage travel.
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Re: Game Development: Sniffing Glue

Postby loftar » Sun Mar 14, 2010 1:12 am

Avu wrote:If you made a check that would fail in adding the sign if teleportation was used in the time since you gathered the sign you wouldn't be able to reconnect signs you would have to open gates.

If only it were that simple. Even if teleportation were nerfed in the connection of crossroads, one could still e.g. just keep a battering ram on ready alert inside the wall if the outer crossroads post were destroyed, quickly break the wall, reconnect the path, and rebuild the wall. Or some other ingenious solution that I haven't yet thought of. As long as one keeps fixing the symptoms rather than the root causes, those situations will keep appearing.

In that case, Potjeh's suggestion seems more workable, since any failure of the path would be directly related to the root cause of the breakage. (It is not immediately obvious how the path between two widely separated destinations could be saved in a resource-sparse way, but that should be fixable in one way or another. As for MightAgrippa's point-in-case, it could probably be almost universally solved by a bit of pathfinding on the way.) Unfortunately, it doesn't fix the rest of the travel system problems.
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Re: Game Development: Sniffing Glue

Postby Potjeh » Sun Mar 14, 2010 1:14 am

MightyAgrippa wrote:
Potjeh wrote:I can see the system where you have to walk from one post to the other working. Just remember the path, and if anything is built on it the connection must be recreated.


Heh, excuse me while I cripple your travel network with a few tiles of unclaimed fence in the middle of nowhere.

I'm talking just intra-village travel here. Obviously it doesn't work for inter-village, for that I think the marching thing was on the right track.
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Postby Ferinex » Sun Mar 14, 2010 1:19 am

Something relatively simple that would make travel less annoying is a snap-to-grid feature for users. ie when it's turned on, no matter where you click on a tile, you travel to the center of it instead of the pixel you clicked. This would make staying on roads a hell of a lot easier.

Also you could have a feature where you place waypoints along a road so that you click one waypoint and your character automatically walks to the next one and the next one and so on until you stop him or he runs into something. Maybe limit the distance between each waypoint or something.

edit: looks like potjeh said pretty much the same thing
i guess they never miss huh
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Re: Game Development: Sniffing Glue

Postby Avu » Sun Mar 14, 2010 1:24 am

As long as one keeps fixing the symptoms rather than the root causes, those situations will keep appearing.


But many times fixing the root breaks more than just the apparent symptoms that's because most things in the game are part of a system and it's not always obvious exactly what that system is. That is why many of your updates create more problems than they fix. Things are too interconnected. This should mean focusing on one issue discussing it internally then discussing it with the playerbase because many times we do things you never consider and then working on a large update that considers as many of the parts of the system as posible without breaking other systems as well. For example todays update was good but it introduce a new problem of making people immune to summonings if they are prepared for it. It also gives more power to the griefers that just palisade gates. This update should have contained wall scaling to address the summoning issue as well as easily destroyable construction on your own claim/village claim and both have been suggested before.
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