Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Jul 16, 2008 9:21 pm 
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Joined: Fri Apr 30, 2004 8:48 pm
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Muktar wrote:
I am not sure about the new effect. Did he stop all named NPCs from being summoned? Or key ones?


No.

He made them go home shortly after getting summoned.


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PostPosted: Wed Jul 16, 2008 9:41 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Thanks.


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PostPosted: Thu Jul 17, 2008 2:34 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Regarding the high winds:

I've spent my free time the last couple days analyzing the weather on a disc-wide basis. I'd always assumed that Zarathustra had made some reasonable default weather choices when he generated the maps for all the wilderness outside the main continent. Turns out that almost all of the those zones have the default uninitialized weather pattern, which I must say is a pretty horrid setting as a default.

Anyway, I'm planning a disc-wide revamp of the weather so that it makes sense with the cosmology of how the sun varies in its arc across the disc. Obviously I will preserve the temperature in places where the map specifically says its snow or desert, but other places will see changes. Not sure when it will be done, but I'll start making changes to the outer oceans within the next day or two.


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PostPosted: Thu Jul 17, 2008 3:03 pm 
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Location: Under my covers... sleeping
Thanks for those changes D. That's certainly the better solution.

Perhaps we can also see a tweak to summon? It's irritating when a NPC you summon to charm walks away and cannot be resummoned until it repop. I vote one of two things. Either it works similarly to the dirt timer, in that it's not on the tick timer, or, they stay put for 2-6 ticks. This way, everyone's happy and you have enough time to charm/kill the NPC in question.

sleeper


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PostPosted: Thu Jul 17, 2008 3:30 pm 
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Pulse- rather than tick-based timers is almost always the better solution. I can only imagine there are some snitches in implementing it to everything, but if it is possible, it would be grand.


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PostPosted: Thu Jul 17, 2008 5:18 pm 
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Konge wrote:
Pulse- rather than tick-based timers is almost always the better solution. I can only imagine there are some snitches in implementing it to everything, but if it is possible, it would be grand.


Pulse based timer as I understand it put more load on the server than tick based timers, however there are a lot more things than happen on ticks than pulses. If you had everything on pulses I believe you'd see tick lag on every pulse, not positive about that part though.


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PostPosted: Thu Jul 17, 2008 9:26 pm 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Just make NPCs have a 2-tick timer before 'walking off.' At worst, you'd have one full tick, plenty of time to do what you need to do.

Edit: And thanks for the weather examination and rework.


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PostPosted: Sat Jul 19, 2008 7:13 am 
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Joined: Wed Jul 16, 2008 6:30 am
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Location: Behind You
Has anyone forgotten this is a game?

Transportable gate anchors are such a sheer convenience, a time-saving factor, why would anyone bother to remove it? Really? If you're angry about some players abusing it, delete them, curse them five levels, punish them. What [REDACTED] would really get their rocks off imprisoning other peoples' characters? If you don't like someone, actively go hunt and kill them. You're just kinda being worthless, boring cowards doing this whole gate to law NPCs thing.

Or, if someone's to shoot from the hip and remove this wonderful convenience ('fix' this 'bug'), those of us who aren't twinkish dicks and simply cherish our time, would probably like a replacement ability. I dunno... maybe about the time you remove the summonable named gate anchors. Sorcerors have ways around this, but everyone else, do you want them to have to spend hours of prep time to simply have this convenience back? Especially as a class with gate, being able to transport readily between levelling spot and resting area is a saving grace for classes having a total of ten hitpoints. There are great conveniences that are simply innocent, time saving things that help progress the fun of the game without making one feel like certain tasks are equal to self-mutilation with a rusty implement.

A conjurable, limit-1 gate anchor with a 24-48 hour timer or so would be solid.


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PostPosted: Sat Jul 19, 2008 7:16 am 
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Joined: Thu May 29, 2008 11:59 am
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Location: Pyrathia
I have a very valid question.

Who the [REDACTED] are you?

That is all.


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PostPosted: Sat Jul 19, 2008 7:19 am 
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Joined: Wed Jul 16, 2008 6:30 am
Posts: 48
Location: Behind You
Someone who hasn't played in a while, and is coming back now because the game is a whole lot different than it was when I last played, and is actually kind of newer and exciting. Almost like a new game, except with not nearly as many active players.

Beyond that, get your head out of your [REDACTED] and send a PM if you feel the need to be rude. This is the gameplay forum. Have a point if you'd like to post.

EDIT: Oh, yeah, and I didn't drudge up my ancient ID simply so I could avoid dealing with the natural OOC cliquish [REDACTED] as long as I could. A new game is a new game, hopefully for as long as I can make it that way.


Last edited by RoguesDoItFromBehind on Sat Jul 19, 2008 7:31 am, edited 2 times in total.

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