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Posts posted by Burn
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Not really looking to go down that route. There's been a "make stuff harder just for the sake of making it harder" thing going on for a long while, and not limited to any one person.
I live in a gray world, not black and white.
Learner has also provided assistance with scripts that help find map issues and such, which along with my own scripts have vastly improved map work. A lot of QoL improvements there in the past 2 and coming official release.
I saw a bug, I posted it. That's the only purpose here.
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5 hours ago, Learner said:Personally, I've never liked Ranging lock being an option, with or without auto-disable. You need to watch what your are doing, not just click on the mobs and expect the ranging lock to prevent you from attacking!
It's not a matter of that. You can still be watching what you're doing and still click wrong. Esp. if you're like me and have hand issues such as psoriatic arthritis. One wrong ache and suddenly I'm somewhere I don't want to be just because the creature's movement went slightly away from where I clicked for just a half second. On top of this game having just enough delay at times when the cursor switches to cause issues.
Regardless, the feature already exists, so no point in this post in the first place. I don't prescribe to the "screw the players" mentality that has made the game what it is(n't) today, I focus on QoL for those of us who dare keep playing after all this time.
5 hours ago, bluap said:Auto disable kicking in when someone else is under attach looks like a bug. The code does not check if the person fighting is you but could very easily do so.
Yes, this is what I was thinking.
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I saw there was an issue when ranging something that is in battle, but this is different.
If ranging lock is enabled, and someone else attacks something nearby (you're not involved), ranging lock disables when the "auto-disable when being attacked" is set.
reproduction example: Sitting afk at Naralik storage. Someone else nearby attacks a spider doing daily or such. I'm still afk not involved, but ranging lock disables.
Not exactly a bad scenario for it to disable, but just an example. This shouldn't be happening when you're not personally under attack or even involved in the "nearby" battle.
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Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO
Sixth tutorial completed, covering various light sources.
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Or it could happen today... and it has.
If you're bookmarking, change your URL to this. It may not be showing to all just now but should be in the next 24 hours.
The old URL will remain for a month or so.
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Maps will be moving.
I'm switching to a new website host, and have a new shorter domain name for use for EL stuffs.It will probably be a few days, but there may be a short time that the maps are unavailable for download. Grab 'em now if you for some wtf reason haven't already.
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<map file_name="./maps/startmap.elm" name="Isla Prima"> <boundary_def> <background>Forest02</background> <time_of_day_flags>0x007e</time_of_day_flags> <is_default>1</is_default> </boundary_def> <boundary_def> <background>Forest Night01</background> <time_of_day_flags>0x0f81</time_of_day_flags> <is_default>1</is_default> </boundary_def> <walk_boundary_def location="IP Docks"> <sound>Wood 2Foot</sound> <point1>12,11</point1> <point2>12,35</point2> <point3>35,35</point3> <point4>35,11</point4> </walk_boundary_def> </map>
This is how it is set up in mapsfx_c1.xml and mapsfx_c2.xml
Try setting it up like that instead, inside the appropriate c1 or c2 xml file.
file_name="./maps/guildmap_gwar.elm"
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That sounds like a whole lot of making running worse.
Forced stopping and sitting? May as well just not run at all. There is literally no circumstance where you could say forced stops of running somehow improves using it.
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Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO
BONUS VIDEO - The complete creation of the insides of a building from start to finish.
This takes a break from the tutorial series to show all the work that goes into creating the insides of a small house, including the work not covered in the tutorials yet such as def file markup. It not only shows how the work is done, but also the thought process as to what is inside this particular building and why.
New 1.9.6 content - This is the insides for one of the currently unenterable houses in SRM, so the final work will be part of the new additions coming in 1.9.6.
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The random enriched is more interesting.
Enrichment stone was only brought up because the randomization would require rewriting code to allow for random, not just a mix addition which just requires adding the mix parameters. And I'm not sure the time and effort would be put into rewriting the code for one mix at this point given the current status of updates.
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And no care was given. If you want to shut down discussion just because you disagree, that's your problem, and yours alone.
* YOU have taken it upon yourself to add safe areas.
No. I have posted a suggestion for designating places that are already treated by players as safe areas to be marked as such.
* YOU have taken it upon yourself to determine what these safe areas are to be.
No. I have taken it upon myself to list the areas PLAYERS have been treating as safe areas for years now. Players made the list not me, with the exception of Zirakinbar which is new.
* Have YOU asked any of the mods who run invasions for a list of where they would not normally put hostile mobs?
It doesn't matter. If you have a tiny list of safe areas, then none of the other locations matter.
* Have YOU asked for player discussion as to what safe areas should be?
That would be the purpose of putting this on the forum instead of just sending a Facebook PM to radu. So far, you've been completely unhelpful, doing nothing but whining that it might slightly limit you in some way.
* No? Then why on earth are you surprised when people have a pop at you?
What I'm not surprised about is the biggest complaint being that moderators might be even remotely limited in any way... over places that are already not invaded because there's almost always people in them. Even coming from someone who claims they never "willingly go after AFKers".Now, Aislinn and I seem to have come to an agreement that inside storages and a safe house near outside storages is acceptable. That's literally all that's being discussed at this point. We managed to get that far. What part of that are you complaining about?
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What part of "suggestions" are you not understanding?
This isn't a change... yet. It's a suggestion. NAME OF THE FORUM.
We don't block talk just because you don't like it.Instead of talking about it, you're complaining that you can't do what you want.
Every suggestion is a possible change. Your post is "change is bad, so don't discuss suggestions".I gave a starting point. Not from "places of my choosing", but places people already have been using for years. You can't go in Nk house by storage and not see AFKers. Or the houses north of VotD storage. Or the EVTR tavern. Not my choices, but what the players use. You actually know this. The only one I actually "picked" is Zirakinbar, and that's because it's the newest storage. And I have a place opening for it in the next update. But overall, it's the players who chose these places. Over a course of many years.
It's already been whittled down, and now for some reason you're saying it can't be discusssed at all because it takes away an incredibly tiny portion of the overall maps and that for some reason pisses you off to no end. I see nothing of value coming from you other than that you fear change, especially if it makes even the tiniest dent into what mods might be able to do.
Every single update has added more places for you to invade than this tiny list of places.
And as such, I can't care. If no one gets to discuss things, start with you. -
Interesting use, falls in line with similar things already in-game like perk stones + token to get a RIG or whatever that does.
Sounds good, and balanced.
The random part might require extra coding, as mixes don't normally work with random results. If so, I'd suggest an alternative that the mix produces an Enrichment Stone.
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"All the official safety system in the world will never completely cover a simple typo. "
That's the argument to never allow invasions, period. Mods make mistakes and put the wrong (or no) cap on critters that are supposed to be capped on a regular basis, we don't stop capped invasions over it.
This is officializing the status quo, not changing anything. Many years of these places being used as AFK spots with no memorable "mistake" issues is more than enough testing to assume that any mistake would be that, a rare mistake, not the norm. Nobody's suggested "disciplining" anyone over a mistake. They should, of course, fix their mistake if they make one, but your response is just extremist reaction for the sake of being extremist.
We don't stop suggestions solely because "something might go wrong" that would be the exception rather than the norm.
This literally "puts some words" on places without actually changing anything because it is already the norm. I don't get why that's so hard of a concept to grasp.
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That's literally what I just said. Your DP Reading Room suggestion is actually MORE than what I said.
"1) What is "not a small number"? I gave one per storage, 2 in rare cases like VotD where the safe one could be confused. And Isla Prima. There aren't that many storages for this to be more than a small number. "
That is literally just inside storages and one nearby safe house (or a rare 2 where the safe one could be confused like VotD or Ida) for outside storages.
I've chopped the suggestion down to the previous post just above yours, so anything else is already not being discussed.
But you're starting to grasp the whole point... the overwhelming majority of places being suggested are ones that common sense has dictated not be invaded in the first place, there's even more than I suggested (like your DP reading room addition). The only real additions are like Zirak's storage wagon which I'll be opening in the next client update so it can't be a norm yet. (and yes, the sole purpose of that wagon getting an insides is for players at that storage to have a safe place to AFK, I took the time to make it for no other purpose.) This is literally just adding a "designated safe zone" tag to those places that are already treated like such by players.
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I also don't have the mod chat to play gang up games like is happening here, so I'm not responding to you Raz. "Oh, no, he just said invasions instead of dangerous invaders which he obviously was meaning so gang up and attack him over that instead of using a little sense and understand he's talking about safety for players".
1) What is "not a small number"? I gave one per storage, 2 in rare cases like VotD where the safe one could be confused. And Isla Prima. There aren't that many storages for this to be more than a small number.
I just wrote to forget the rest, so I won't repeat it.
2) The areas would be marked "designated safe zone" or similar, getting the actual intent across.
Assume from this point my wording was "invasions that are DANGEROUS" as that was the whole intent, you can drop safe critters wherever you want.
Assume literally everything about this is player safety, and not "invisible rats" or any other safe drop that comes to mind.
Assume this would literally not change much of anything from how things have been assumed by players to be for many years now (otherwise no one would bother taking the time to go into the house at Naralik to AFK instead of just sit at outdoor storage for example), it's just making the status quo official.
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5 minutes ago, Aislinn said:You used the words "no-invasion" in your first post.
So your true complaint is there will be a small number of places you can't toss numbers after #invasion at?
Yes, I wasn't thinking about "invisible rats". Nor was I thinking of Targets, or Nenos, or Badas, or Invdrags, or Shy Rats. Or Unicorns. Or anything "capped at 1".My whole point was safety. All I got in return was complaints that you couldn't throw invaders in where people have for years now expected to be safe. So yes, I question the motives of these responses.
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This must be a gossipy banter in mod chat, since you're all coming here on the warpath with the exact same commentary.
Invisible rats, dragons capped at 1.... What part of the word "safe" is not being understood? Drop an entire damn bucket of invisible rats on the latest newbie on IP, I don't care.
We're talking safety here, and it keeps going off into rewording things that I did NOT say, and things like this that don't qualify as dangerous to an AFKer.
But let's simplify this, since that was actually just a side comment anyway, not the initial purpose of the post. I should have known the "oh no it's limiting a moderator" comment would raise hell.
So take that damn comment off.
Let's stick to solely having the safe locations. At or near storages.
And let's pretend the word "safe" is actually a common word that's easily understood.
Let's pretend I'm talking about the places that are already being used as AFK spots by people, and have been for years, like the Naralik storage house, and moderators use common sense and don't invade those. And by invade those, I mean in a dangerous manner.This would LITERALLY not change a single damn thing on the part of moderators unless they're assholes invading rooms that are regularly AFKed in, but would show good will towards players by having them marked instead of having to guess.
(And the whole point of suggestions is change, so not sure what your point was there.) -
"For all other small buildings in general like random houses"
Those are my exact words. All the random small houses like in Melinis or Ida city or such that are only possibly invaded via hidden invasion. Nobody said anything about huge damn caves that are regularly invaded and as such no one should feel safe in.
I'm not going to respond to people rewording what I wrote. I didn't take the time to make the damn mod invasions map just to restrict it.
These are common sense suggestions based on how the overwhelming majority of things are already done, just "making it official" so players won't have to question it. What is so difficult to grasp? This will change almost nothing, just making the current norm official.
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7 minutes ago, Aislinn said:I support "a handful" of official safe places (and having them marked on your maps) but in my opinion this suggestion is too extensive and restrictive. If that makes my motives Questionable™, so be it.
One location per storage, be it the inside storage or a location near the outside storage. And Isla Prima. And the building in the Ida cemetary that was moved there for this specific purpose in the first place.
I'm not understanding what the "restrictive" part is.
The added comment about checking before doing a hidden invasion? (Like peeking in the tree house next to Redeemer to ensure Aisy's not AFK there before dropping a bricker in there?) I'll need the restrictive part explained, since hidden invasions are rare, and checking first aids in ensuring you're dropping critters in the right place. -
Well... thanks for the perfect example of the reason this is needed? I couldn't have given a better reason myself.
Radu got pissed years ago when Acelon did indoor storage invasions. They've been deemed safe ever since.
P.S. Invis rats are safe by default, not sure why you brought them up.
If you check houses and such before you invade them, you also completely eliminate accidental invading the wrong place. "Wait, the invaders didn't appear here, I fucked up... I can #tp to where I just invaded and kill off my mistake."
I do question the motives of those who can't deem a handful of places in the game as safe for people. Forcing your final sentence is by default saying mods have questionable motives.
If you're not setting out to attack AFK players, then having some designated safe zones is hardly something to complain about, right?
Let's answer the real question here: How exactly is it harming you to have a handful of officially-designated safe places to AFK that people have already been using for that purpose for years, without you actually trying to attack AFKers?
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(For the most part, this is just putting an official touch on how things already are.)
Logging on to find yourself in the middle of an invasion area is not a good thing. Going into some random house or such is 99% safe but even that is subject to a rare hidden invasion.
To ensure a safe location to AFK or log off, I'm proposing officially designated safe locations.
These would be confirmable as being safe by compass click location info indicating (invasion safe). Location info change would occur in 1.9.6 client.
The general rule: Inside Storages, and the buildings closest to outside storages, are designated safe.
Safe Locations would be only on maps with Storages with a few added exceptions:
- Isla Prima is a newbie zone, it and its insides (including new insides coming in 1.9.6) are already designated no-invasion
- All Inside Storages are already designated no-invasion (be they in buildings, or caves like Iscalrith)
- Guild Maps are already no-invasion so are safe if you know the location of any
Outside Storages would have the nearest building(s) to them deemed as always safe:
In most cases, these are where people AFK on these maps anyway.
C1:
Morcraven Marsh - Battle Hall entrance area (room where Ilie NPC is)
Naralik - The house directly beside the storage NPC
Valley of the Dwarves - Either of the two houses north of storage beside the flower shop
Whitestone - House in Tirnwood Vale located at 358,383 that Henrik NPC is looking at (though all Tirnwood houses should be safe for newbies' sakes)
(*I'm considering adding a generic building closer to WS storage for this purpose in 1.9.6 should this designated safe spot idea be deemed good.)
C2:Emerald Valley Trade Route - The Tavern
Idaloran - either of the two nearest enterable houses just east of storage. (558,221 or 559, 243)
Idaloran (2) - as well, the undertaker's house inside the Ida cemetary fence as it is close to the underworld return spot
Irinveron - The Manu School just north of storage
Palon Vertas - The large house that the storage NPC is standing directly behind
Thelinor - the small building just a couple steps east of the storage NPC
Zirakinbar - (1.9.5) the crypt near the center of the map (with the fenced-in graveyard next to it)
(1.9.6) The wagon at storage, which will be enterable then
Arius - the Library building northeast of storage at 87,328
Additional notes for invasion mods:- For all other small buildings in general like random houses, invasion moderators should check them to ensure no one is (logged in) inside them before using them as a hidden invasion location. (A "use them only if not already in use" policy.)
This won't help those who logged off in there, but no one should be logged in and afk in a house only to be killed on a hidden invasion whim.
- If you aren't sure of a designated safe spot prior to invading, go to it and use the compass, it'll tell you (after 1.9.6 release)
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Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO
Tutorial #5, covering Particles. (bonus: at 13:50 and 19:23 in the video, you can see previews of two new places coming in 1.9.6. Idaloran chapel and... a new mini-city of some sort)
Designated Guaranteed Invasion-Safe Spots
in Suggestions - General, Misc.
Posted · Report reply
Everything except officially designating as safe all indoor storages (already done by radu when he got ticked over Ace's invading them years back) and the nearest indoor location to outdoor storages (pretty much the only actual addition, a very limited one at that) has already been removed from the discussion for those who have actually bothered attempting to read rather than getting pissy over any possible limitation on moderator actions.
It's only the moderators that keep bringing everything else back up after it's already been deemed dead. Get the hell over it.