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Players not blocking in narrow spaces was since baked into the default system, at least on iClassic. Graal existed for almost a decade without systematically doing anything about idling players blocking narrow spaces. I don't see how you would have come up with the same idea naturally, specifically because there is never a player count high enough on Graal the Adventure for it to be apparent. If iClassic hadn't recycled that feature, there would be significant problems at its current player counts. It was essential in scaling from dozens of players to thousands of players. I thought blocking in narrow spaces was bad enough of an issue with fewer than 100 players. It wasn't even the best implementation, but it certainly helped a lot. For a cleaner implementation, it shouldn't have required sending additional information over the network, which would prevent lag from being an issue. It was just convenient to tack onto other nonblocking states that needed to be communicated over the network. If I were to have implemented clientside hit detection, I would have used pretty much the same approach.
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I don't see how any of this is relevant as this feature was implemented within our movement system before iClassic even existed. The reason why this went so long without being addressed elsewhere on Graal is that (to my knowledge) every other server uses/used default functions for detecting wall/blocks, and the functionality of default movement went ages without being updated. When you consider that GtA has its own scripted conditions for determining whether a player should block, it shouldn't be surprising that this condition would be considered naturally.
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Competitive ranking was a new concept to Classic, but it certainly wasn't a new concept outside of Graal.
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My point entirely.
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I would counter that by pointing out that you removed all of the quests I added, never followed through with the quests that were ready for release once global milestones were reached (e.g. baddies), and wiped the server in its entirety.
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Every quest was removed, yours, mine, the one DC & Kevin added. There is no conspiracy here to undermine your efforts, it was a total server wipe and these have since been replaced by quests that numerous respectable community members have said are the best Graal has ever seen.
There were no unreleased quests which were near ready for release with baddies provided, there was a quest supposedly for Avalon which had a key/lock system and a neat leaf-on-water ride, but even with baddies would still have fallen somewhat short of being releasable. There are several assets such as graphics/ganis which were salvaged such as the Stone Turtles you mentioned, but other than that it is mostly empty shell levels.
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But what do you mean by visitors of the current server? You mean the people that popped in that one time when UN was down?
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13644 unique accounts have logged in since we began storing accounts within a database in 2010. This is probably not a lot compared to active servers but significant nonetheless.
There are 504 unique accounts that have at least 1 GC ticket.
Our first dungeon style quest was Zol's Toilet, which has been completed by 1023 unique accounts.
This has not required UN to go down either, for a couple of months throughout the previous summer we had between 10 - 25 players online with events hosted regularly while remaining un-listed. Is it really worth making snide comments over what are ultimately peripheral features when I have tried to give you reasonable credit?