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-   -   Lag blocking entrances (https://www.graalians.com/forums/showthread.php?t=40792)

Saeed 08-16-2018 05:09 PM

Lag blocking entrances
 
There has always been players who intentionally lag blocks entrances in towers. This mostly happens in mod tower.
https://cdn.discordapp.com/attachmen...96/unknown.png
As you can see in the picture above there is this guy with the smiley head who frequently lag blocks (or however he does it ) the entrance to the flag room in mod tower. I assume his accounts gets banned for it however, this doesn't stop him from doing it over and over again on alt accounts. I'm sure some of the GP team became familiar with this guy. Today morning there was no admin online so we had to wait around 20 minutes not be able to access mod till AJ came online.
Therefore this is what I suggest to be implemented to stop these type of players who intentionally blocks the flag room entrance while they're un-hittable wither it's caused by lag or hack. Players who don't move inside the towers for several seconds should get a warning similar to the warning you get when you're inside a house. However, if the player don't respond to the warning he should get warped to the spawn room. (this shouldn't happen if the player is afk inside the spawn room) This would be a good fix if they block the entrances using lag. If not, I don't really know what to suggest to stop them from doing it.

Bryan* 08-16-2018 05:24 PM

Seen that moron plenty of times, hence why I PK at other forts nowadays. They really need to fix this issue with the NGS releasing.

Zorma Knight 08-16-2018 05:28 PM

^Or just bring back the wide stairs cuz it was helpful so that ppl can stop blocking ¯\_(ツ)_/¯

Saeed 08-16-2018 07:22 PM

From what I remember in box fort they won’t be able to block the flag room entrances since they’re wide and there is no stairs ir a narrow path like the current mod and swamp town. The fix I suggested is for the current towers. But, the problem with the new towers will be the few small paths (they don’t lead to the flag room but they will slow attackers down if they got-lag blocked) What I suggested isn’t really a perfect suggestion since it will have some down sides. It will depend on the time it takes for the player to get warped tho. Yet, it’s still not really a perfect fix.

Rusix 08-17-2018 01:42 AM

Not entirely lagging, I know what he is doing. It really has nothing to do with lag at all.

All he is doing is playing on an Android device, Once he finds a place he wants to remain and block he will swipe down at the top of his screen and pull down the notification tab and remain doing that for really however long he pleases or gets warped. There isn't really anything devs can do to fix this as they can't entirely stop what pulling down the notification bar does or atleast i assume not as this was a method people use to cheat in things like the snake event. But i'm for what Zorma Knight said, Making bigger entrances would make this extremely more difficult

Bryan* 08-17-2018 03:55 PM

Dusty or Fp4 (take a look)
 
1 Attachment(s)
Doesn’t matter how many times you ban this moron, he always comes back to lag block which prevents both attackers and defenders from getting to the flag room.

4-Lom 08-18-2018 04:00 AM

He's clearly doing the community a favor trying to make this fair for everyone by highlighting how stupidly broken it is (and has been forever). Just like they used to do at sardon's. Now the door is 3 tall instead of 1. Good on you, ya smiley faced noob.

Raeven 08-18-2018 04:20 AM

minimum requirement of 200 kills to enter

twilit 08-21-2018 12:37 AM

Not a bad idea.

Agonee 08-21-2018 12:48 AM

Quote:

Posted by Raeven (Post 816947)
minimum requirement of 200 kills to enter

Instead of kills maybe a 5-10hours requirement to enter towers, this would also lower a lot hackers.

Chuli Skotos 08-21-2018 12:56 AM

Quote:

Posted by Agonee (Post 817085)
Instead of kills maybe a 5-10hours requirement to enter towers, this would also lower a lot hackers.

This is what they had before. For castle tower you needed at least like 300 baddie kills I think? And Sardon needed like 700 or 1k pks. Something Like that. But you get the point. They had it before, they can always put it again.

Saeed 08-21-2018 01:26 AM

Just like how Fp4 made it a requirement for you to have an identified account to enter guilds. The same should apply to enter towers in addition to a minimum of 10 hours. It's probably a better idea than the one I suggested in the original post.

Edit: In box fort you wasn't able to enter towers without having tag on? So why not do it to all towers this mean instead of scripting a code to disable unidentified accounts from entering towers, they can just disable players with no tag to enter towers since you have to be identified to get recruited into a tag anyways. In addition to the minimum hours suggestion I would say.

twilit 08-21-2018 01:47 AM

Quote:

Posted by Saeed (Post 817088)
Just like how Fp4 made it a requirement for you to have an identified account to enter guilds. The same should apply to enter towers in addition to a minimum of 10 hours. It's probably a better idea than the one I suggested in the original post.

Also not a bad idea.

Quote:

Edit: In box fort you wasn't able to enter towers without having tag on? So why not do it to all towers.
Bad idea. This rule used to exist at some towers before the rule was remove a long time ago. Guildless pkers should have equal rights to enter towers. It also helps to be allowed inside the tower to be able to ask to join that guild.

GOAT 08-21-2018 04:04 AM

PKng in towers and Towering is so lame especially in MoD. They should just make people respawn in the flag room at MoD. Like the first day Deadwood tower was released. At least until this NGS thing kicks off

BTW Things MoD PKrs have cried about:
1. horses
2. arrow spam
3. chat blockers
4. lag blockers
what else am i missing?

weak

Colin 08-21-2018 02:29 PM

Yes people complaining about people abusing lag/chat blocking to gain an unfair advantage or just to troll is weak

4-Lom 08-21-2018 07:33 PM

Yeah if they don't like it there's always other towers. Or that daycare center...

Saeed 08-21-2018 08:27 PM

Quote:

Posted by GOAT (Post 817094)
BTW Things MoD PKrs have cried about:
1. horses
2. arrow spam
3. chat blockers
4. lag blockers
what else am i missing?

weak

You can’t wear horses in mod. You can’t arrow spam. There is no chat blockers. Lag blockers exist in every tower that has a narrow flag room entrance or an entrance with narrowed stairs. I’m not a mod pk’er but the reason why mod gets the most complains is because of it’s poor design.

@Michael me personally don’t really care if you can’t enter a tower guildless but I understand that pk’ers wouldn’t really like that. However, since you couldn’t enter box fort without having tag on and the purpose of box fort is to test mechanics and new features. It’s safe to assume the developers original plan is to disable guildless players from entering towers. It will probably happen.
By the way I forgot what was Fp4 thread about something you’re not capable of doing if you’re not identified? Was it not being able to join guilds or not being able to enter towers?

GOAT 08-21-2018 10:04 PM

Quote:

Posted by 4-Lom (Post 817115)
Yeah if they don't like it there's always other towers. Or that daycare center...

The battle arena?



Quote:

Posted by Saeed (Post 817117)
You can’t wear horses in mod. You can’t arrow spam. There is no chat blockers.
Because? MoD PKrs cried about all those things?

I’m not a mod pk’er but the reason why mod gets the most complains is because of it’s poor design.
The reason it gets the most complains is because MoD PKrs just want to get up to the flag room and get their ez kills. Same thing as mob pkng.

As far as the design issue, being that is the only tower that was never owned by any 1k hat chasing guild I think it has a good design

@Michael me personally don’t really care if you can’t enter a tower guildless but I understand that pk’ers wouldn’t really like that. However, since you couldn’t enter box fort without having tag on and the purpose of box fort is to test mechanics and new features. It’s safe to assume the developers original plan is to disable guildless players from entering towers. It will probably happen.
By the way I forgot what was Fp4 thread about something you’re not capable of doing if you’re not identified? Was it not being able to join guilds or not being able to enter towers?

You can’t join guilds without being identified. You can still enter towers without being identified





@jarace
That was like the 4th time a certain fan tried to bait me into giving him my attention. I think my video of Mariah Carey’s “obsessed” was appropriate. He needs to understand that without his moderator title he goes back to being insignificant to me.

Thx
:blush:

Colin 08-21-2018 10:51 PM

Quote:

Posted by GOAT (Post 817119)
@jarace
That was like the 4th time a certain fan tried to bait me into giving him my attention.

All I did was point out that it’s completely logical for people to complain when someone is cheating to gain an unfair advantage, you have a delusional sense of importance if you think that’s me trying to bait for your attention.

My comment wasn’t directed to only you, you, 4-Lom & anyone else who shares your viewpoint.

Quote:

Posted by GOAT (Post 817119)
He needs to understand that without his moderator title he goes back to being insignificant to me.

Pretty much just calling yourself out for riding bandwagons because you care about how you’re perceived on these forums too much, we’re having a discussion about people abusing mechanics to gain an unfair advanatage, nothing about this is about you. Not everything is a you vs everyone else, not responding to you anymore unless it’s related to the topic.

Quote:

Posted by 4-Lom (Post 817115)
Yeah if they don't like it there's always other towers. Or that daycare center...

What happens when it’s at every tower? You can’t just ignore a problem and avoid it and pretend that’s a solution. What happens when NGS is fully released and guilds abuse this with alts? Should other competitive guilds just let them have the tower uncontested and let them gain free points because even though they’re cheating there’s “other towers”?? Ridiculous mindset.

Jimbo 08-22-2018 08:59 AM

Colin stop trying to get other people´s attention dude

4-Lom 08-22-2018 10:19 AM

Quote:

Posted by Colin (Post 817122)
What happens when it’s at every tower? You can’t just ignore a problem and avoid it and pretend that’s a solution. What happens when NGS is fully released and guilds abuse this with alts? Should other competitive guilds just let them have the tower uncontested and let them gain free points because even though they’re cheating there’s “other towers”?? Ridiculous mindset.

My point was it's not every tower, they just haven't gotten around to 'fixing' MoD.
PKers want to hit MoD up rather than these other areas simply because the space is cramped and small, leading to a higher target density. You won't get the same results without the potential to block entrances.

Sard's got an overhaul, now it's reasonable.

Snowtown got removed, for whatever reason.

York Fort (the best one around imho) was also removed.

Destiny, again, has no door issue. Three spaces wide.

Castle got removed, but it had no door issue.

Swamp could use a bigger door at the top, but there's ample room on the approach.

Box Fort... was... mechanically interesting, but not super competitive. Except that last 'ice skating' iteration which, again, had no door issue. Three wide.

Saeed 08-22-2018 10:35 AM

Quote:

Posted by 4-Lom (Post 817147)
My point was it's not every tower, they just haven't gotten around to 'fixing' MoD.
PKers want to hit MoD up rather than these other areas simply because the space is cramped and small, leading to a higher target density. You won't get the same results without the potential to block entrances.

Sard's got an overhaul, now it's reasonable.

Snowtown got removed, for whatever reason.

York Fort (the best one around imho) was also removed.

Destiny, again, has no door issue. Three spaces wide.

Castle got removed, but it had no door issue.

Swamp could use a bigger door at the top, but there's ample room on the approach.

Box Fort... was... mechanically interesting, but not super competitive. Except that last 'ice skating' iteration which, again, had no door issue. Three wide.

swamp tower suffers the same result as mod tower not sure how you don’t see that but I don’t really blame you since you never pk’ed or tower. The old deadwood tower used to have the exact same problem till they updated it. Yet, it’s not perfect in-terms of its design. So 4-lom and Goat logic is to leave mod tower and let those players lag block. Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .

Mashboyellis 08-22-2018 12:01 PM

Quote:

Posted by Saeed (Post 817149)
Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .

Not necessarily true, I led Savas and for the most part we homed MoD quite successfully to reach 1k. Hero's guilds (Hero, Rest in Peace and Villain) also homed MoD very well. Pretty sure others have done it as well. It is very possible, just requires a continuously active guild.
I think the design is fine, or would be with a few tweaks. We do not want all towers to be dead like Snow town used to be by changing their design to be anti-pk. MoD is meant to be busy, just how other towers are meant to be well protected. This is why the flag HP is different.

I don't think we can blame the design for the lag blocking either. I have seen this account in particular create multiple accounts in a line to block wider entrances and pathways. In my opinion, the best way to go is to re-introduce needing a guild tag to enter towers, but only for players with less than a certain number of kills, let's say 300 for instance.

4-Lom 08-22-2018 01:31 PM

Quote:

Posted by Saeed (Post 817149)
swamp tower suffers the same result as mod tower not sure how you don’t see that but I don’t really blame you since you never pk’ed or tower. The old deadwood tower used to have the exact same problem till they updated it. Yet, it’s not perfect in-terms of its design. So 4-lom and Goat logic is to leave mod tower and let those players lag block. Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .



I swear some people just don't read or comprehend what others write.

Read it again, see if there's something I said you don't understand, ask questions if you need to, and DON'T TRY TO PUT YOUR WORDS IN MY MOUTH! :D Easy, right?

Saeed 08-22-2018 02:35 PM

Quote:

Posted by Mashboyellis (Post 817150)
Not necessarily true, I led Savas and for the most part we homed MoD quite successfully to reach 1k. Hero's guilds (Hero, Rest in Peace and Villain) also homed MoD very well. Pretty sure others have done it as well. It is very possible, just requires a continuously active guild.
I think the design is fine, or would be with a few tweaks. We do not want all towers to be dead like Snow town used to be by changing their design to be anti-pk. MoD is meant to be busy, just how other towers are meant to be well protected. This is why the flag HP is different.

It’s interesting how those two guilds prefered to home mod, it was probably fun tho and allowed you guys to get a lot of pk’s while gaining fort hours too. However, would you not agree that homing another tower is wiser? I imagine it being harder to double than usual since mod is pretty busy. It’s not just the players who block entrances that makes that suggest mod design isn’t great. It’s also the area next to the flag room entrance that turns into a riot sometimes. In addition to the tower entrance where you can just spam your sword landing multiple hits. I don’t mind the tower being busy but as you said there should be some tweaks to improve it.
Quote:

Posted by Mashboyellis (Post 817150)
I don't think we can blame the design for the lag blocking either. I have seen this account in particular create multiple accounts in a line to block wider entrances and pathways. In my opinion, the best way to go is to re-introduce needing a guild tag to enter towers, but only for players with less than a certain number of kills, let's say 300 for instance.

To be honest not sure why some players disagree with the idea of not being able to enter the towers guildless, I rarely see guildless players inside the towers. You can just set a random tag and pk, it’s not really a problem. However, I don’t think kills should be used as a requirement to be able enter towers. It will be very hard for new players to get the minimum kills required to enter a tower. I suggest to only enable players with +100h to enter towers just like how you need 100 hours to spar in the battle arena. In addition to require the players to set tag before entering towers.

Zetectic 08-22-2018 02:47 PM

i only read the title, so sry if you wrote this-v
what about a server sided time ticker that when you don't move or swing sword for 20 seconds, you get auto warped out of tower? (my logic: at least on the server side, the lagger will be gone = to all of our screen the person wouldn't be there)

Mashboyellis 08-22-2018 03:40 PM

Quote:

Posted by Saeed (Post 817154)
However, would you not agree that homing another tower is wiser? I imagine it being harder to double than usual since mod is pretty busy.

Is this really a bad thing? MoD Isn't meant to be a solid tower that you can take and hold for hours on end easily. It has always been difficult to defend, hence why lots of guilds who home other towers tend to try and double there. There needs to be a smaller, less defensive tower that smaller guilds have the opportunity to take, which is the role MoD plays here. For now, it seems useless, but when towering gets competitive again, MoD might be the only way smaller guilds can get hours/points through towering, because it's likely that all other towers will be taken.

Quote:

Posted by Saeed (Post 817154)
It’s also the area next to the flag room entrance that turns into a riot sometimes.

Again, I don't personally consider this a flaw in its design, I think it's intentional, to make it difficult to get into the flag room for both sides. But yes, I do agree making this area slightly bigger might stop some congestion/blocking that can cause lag and riots, but I'm sure this could easily be addressed without an overhaul of the whole tower.

Quote:

Posted by Saeed (Post 817154)
To be honest not sure why some players disagree with the idea of not being able to enter the towers guildless, I rarely see guildless players inside the towers. You can just set a random tag and pk, it’s not really a problem. However, I don’t think kills should be used as a requirement to be able enter towers. It will be very hard for new players to get the minimum kills required to enter a tower. I suggest to only enable players with +100h to enter towers just like how you need 100 hours to spar in the battle arena. In addition to require the players to set tag before entering towers.

I think people dislike it because some lone wolves don't like to be attached to a guild.
In my opinion some sort of kills limit would work better than hours, it's much harder to get 100 hours than it is to get 200/300 kills. Players with lower kills could still enter through a guild tag though. They could just create a guild as well if worse comes to worst.

Thallen 08-22-2018 04:46 PM

I thought we already handled this… so why was it reverted? I complained about this years ago and Dusty or someone else made it so that it warps you to the tower's spawn if you're lag blocking after like 30 seconds or so, it quit working a long time ago and not sure why.

Crono 08-22-2018 05:52 PM

noob accounts without guild tags have no business in towers to begin with imo

Saeed 08-22-2018 06:04 PM

Quote:

Posted by Mashboyellis (Post 817157)
.
In my opinion some sort of kills limit would work better than hours, it's much harder to get 100 hours than it is to get 200/300 kills. Players with lower kills could still enter through a guild tag though. They could just create a guild as well if worse comes to worst.

My bad, I missed understood what you said, I thought you was saying a certain amount of kills should be a requirement in addition to having a guild tag on at the same time in-order to enter towers. In that case there shouldn’t be a problem if a certain amount of kills is required if a player doesn’t have a guild tag on. Maybe more than 300 kills. Then, those pk’ers who don’t like entering towers with a guild tag ok, they can take it off and still enter if they have the required amount of kills.
Even if the issue that is allowing players to lag block is fixed, that suggestion should still be implemented to unable hackers from entering towers too.

GOAT 08-22-2018 10:06 PM

Quote:

Posted by Saeed (Post 817149)
swamp tower suffers the same result as mod tower not sure how you don’t see that but I don’t really blame you since you never pk’ed or tower. The old deadwood tower used to have the exact same problem till they updated it. Yet, it’s not perfect in-terms of its design. So 4-lom and Goat logic is to leave mod tower and let those players lag block. Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .

I’m pretty sure that’s not what 4-loom is saying and all I did was pointed out that MoD PKrs complain too much. They make us real PKrs look bad.

As for the design thing. I guess it’s just a matter of opinion and what you consider the purpose of a tower. Do we agree to disagree?



Quote:

Posted by 4-Lom (Post 817152)
I swear some people just don't read or comprehend what others write.

Read it again, see if there's something I said you don't understand, ask questions if you need to, and DON'T TRY TO PUT YOUR WORDS IN MY MOUTH! :D Easy, right?

Judging by the fact that he posted after this post without quoting it I say you were right on the dot.
#JumpingOnThe4-loomBandwagon



@crono
U still have me on the ignored list? Somebody quote this

I have to disagree for the sole purpose that it keeps real noobs from exploring the server. I understand why some things need to be identified to keep players from cheating like getting slimes back in the day and transferring them to main accounts.

Damn it there goes QesGOAT with more history lessons @zetelectic

Agonee 08-23-2018 12:01 AM

Quote:

Posted by Mashboyellis (Post 817157)
I think people dislike it because some lone wolves don't like to be attached to a guild.
In my opinion some sort of kills limit would work better than hours, it's much harder to get 100 hours than it is to get 200/300 kills. Players with lower kills could still enter through a guild tag though. They could just create a guild as well if worse comes to worst.

Where do you get those kills? Either outside or in different towers.
If we would add a PK limit to every tower to avoid hackers it would end up meaning everyone would have to PK outside before being able to PK in a tower, that's why I think a hour limit would be the best since there's also no way to boost your hours but to idle for that amount of time, which I doubt random but dedicated hackers will do.

Saeed 08-23-2018 12:41 AM

Quote:

Posted by Agonee (Post 817171)
Where do you get those kills? Either outside or in different towers.
If we would add a PK limit to every tower to avoid hackers it would end up meaning everyone would have to PK outside before being able to PK in a tower, that's why I think a hour limit would be the best since there's also no way to boost your hours but to idle for that amount of time, which I doubt random but dedicated hackers will do.

I thought the same at the start but I believe he was saying one of those requirements should be met in-order to enter the tower and not both (from what I understood) either to have a guild tag on or a certain amount of kills. The purpose of the kills requirement wouldn’t be to stop hackers from entering towers but, to actually allow pkers to enter the tower without having a guild tag on.

4-Lom 08-23-2018 07:24 AM

Quote:

Posted by Crono (Post 817159)
noob accounts without guild tags have no business in towers to begin with imo

This would solve it. If you have some one on a tag lag blocking, then the guild is responsible for it and can get reported as such and dealt with.

Dusty 08-23-2018 06:26 PM

Fixed. Laggers are now kicked but in case that fails if you push a player for a few seconds in a fort you'll go through them.

Bryan* 08-23-2018 06:46 PM

Quote:

Posted by Dusty (Post 817200)
Fixed. Laggers are now kicked but in case that fails if you push a player for a few seconds in a fort you'll go through them.

Thank you. The smiley headed player is attempting to lag block but gets warped out. Good fixed

Saeed 08-23-2018 07:55 PM

Quote:

Posted by Dusty (Post 817200)
Fixed. Laggers are now kicked but in case that fails if you push a player for a few seconds in a fort you'll go through them.

That's really good, thank you.

Master Shredder 08-25-2018 08:50 AM

Quote:

Posted by Saeed (Post 817088)
Just like how Fp4 made it a requirement for you to have an identified account to enter guilds. The same should apply to enter towers in addition to a minimum of 10 hours. It's probably a better idea than the one I suggested in the original post.

js


Edit: In box fort you wasn't able to enter towers without having tag on? So why not do it to all towers this mean instead of scripting a code to disable unidentified accounts from entering towers, they can just disable players with no tag to enter towers since you have to be identified to get recruited into a tag anyways. In addition to the minimum hours suggestion I would say.

overworld Pk os still mostly gone you cannot deny tagless pkers entering the fortress if you ****ed the overworld

4-Lom 08-25-2018 01:01 PM

Quote:

Posted by Dusty (Post 817200)
Fixed. Laggers are now kicked but in case that fails if you push a player for a few seconds in a fort you'll go through them.

What a sensible solution! Good job!

Master Shredder 09-01-2018 06:38 AM

Doesn't work anymore
 
Quote:

Posted by Rusix (Post 816913)
Not entirely lagging, I know what he is doing. It really has nothing to do with lag at all.

All he is doing is playing on an Android device, Once he finds a place he wants to remain and block he will swipe down at the top of his screen and pull down the notification tab and remain doing that for really however long he pleases or gets warped. There isn't really anything devs can do to fix this as they can't entirely stop what pulling down the notification bar does or atleast i assume not as this was a method people use to cheat in things like the snake event. But i'm for what Zorma Knight said, Making bigger entrances would make this extremely more difficult

Google eventually fixed this. Pulling down the task bar in newer android versions no longer pauses the existing process being drawn over. It used to be that if anything would draw over other apps that app would pause its process since it doesnt occupy the main screen priority. Lol this was fun to do with older phones honestly but the obly way to fix this would be to update the android app to require Android Kitkat ( 4.4.4 ) or later to use the app/download from playstore


EDIT:Nevermind i was completely wrong lol graal does pause when being drawn over. Just tested this in nod but it seems to warp me automatically? I mean era doesnteven pause

deadowl 09-03-2018 04:57 PM

1 Attachment(s)
Quote:

Posted by Dusty (Post 817200)
Fixed. Laggers are now kicked but in case that fails if you push a player for a few seconds in a fort you'll go through them.

Hey Dusty, know if they reimplemented my custom movement system solution to this in the game engine movement system? I.e. if it was reimplemented in a similar manner, it would be the case where usually players can't block narrow spaces altogether, but where lag can defeat the measure. If so, I know how to prevent the issue altogether, but it would require some minor modifications to the movement system.

Update:
Okay, so I actually logged on, and played around until I found someone I could test it around with. Anyway, nope they didn't even implement my proof of concept (that or they tossed it after a while).

My original workaround was to see how far a player was from a pair of blocking tiles/objects horizontally and vertically and if both directions around a player were blocked (left+right or top+bottom, respectively, could be expanded to diagonals too.), set an attribute on that player "noblocking" that the movement system on other clients could check that attribute to see whether someone should be permitted to pass them. Of course that's not fool-proof because the client of the player that would be otherwise blocking controlled the attribute. Then another, more reliable way would be to just do the check for the player that's trying to move past the blocking player (i.e. check vertically and horizontally to the player's upcoming position independent of the presence of players, and if the same criteria is met just ignore players in the wall check). Another, though harder to maintain, solution would be to have NPCs that flagged tight passes as no blocking zones that the movement system checked.

Though don't know if they'd let good ol' Dusty anywhere near the movement system.

Update 2; Illustrative:
Attachment 26151

So basically my original solution which was the implemented solution before iClassic, was to mark a player as not blocking in this scenario based on the horizontal passing range not being enough for another player to get around, same would be true for vertical passing ranges, or the combination of both. Although in hindsight to making this graphic, a square area the size of the player would be used rather than a line.

The more reliable solution would be, after all wall checks excluding player checks, if the calculated position of your player would be this position without checking other players as walls, then ignore checking players as walls altogether. I'd opt to do this before pathfinding/side-movement motion altogether unless something comes up in testing where you'd want to recalculate side-movement for both scenarios.

Meanwhile, doesn't prevent blocking on diaganols unless you do that check independently, which I didn't in my original implementation.

deadowl 09-08-2018 04:15 AM

Thinking about this more, actually, probably want player's upcoming position plus a space equal to the corresponding blocking area of any potentially blocking player in any fully client-based solution.

4-Lom 09-08-2018 07:01 AM

Or... you could just put an npc zone where players can't block other players in doorways where this is an issue?

deadowl 09-09-2018 12:57 AM

Quote:

Posted by 4-Lom (Post 818073)
Or... you could just put an npc zone where players can't block other players in doorways where this is an issue?

Still would require a change to the movement system. Meanwhile, I'm writing a super-mini-game-engine in Javascript/HTML5 as a proof-of-concept.

4-Lom 09-09-2018 04:44 AM

what about that spot in front of the witch's house in swamp town? The surrounding area is all pk, and other players block passage... but there's a small set area that players can't kill each other and there's no blocking.

deadowl 09-09-2018 06:08 AM

Quote:

Posted by 4-Lom (Post 818103)
what about that spot in front of the witch's house in swamp town? The surrounding area is all pk, and other players block passage... but there's a small set area that players can't kill each other and there's no blocking.

That players don't block each other in no-pk levels has been built in the game engine since before I started playing. Problem being they're not set in any way that's mutually exclusive. Though yea, no-player-blocking and no-player-killing shouldn't necessarily be mutually exclusive.

4-Lom 09-09-2018 06:30 AM

no it's not a full level. It's an area inside a pk level where there's no pk and no blocking. its maybe 20 x 20 tiles.

Eugeen 09-09-2018 01:54 PM

Quote:

Posted by deadowl (Post 818098)
Still would require a change to the movement system. Meanwhile, I'm writing a super-mini-game-engine in Javascript/HTML5 as a proof-of-concept.

Creating seperate zones within levels that allow different things and even multiple rules at the same time has been possible for a long time already

Saeed 09-09-2018 02:02 PM

The problem has been fixed few weeks ago when Dusty posted. I didn’t see any lag blockers in the past, is it still happening?

Bryan* 10-10-2018 02:55 PM

Bump. There’s a player that’s still capable of lag blocking the entrance.

https://m.imgur.com/a/AFObwl1


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