08-22-2018
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(D19) & (Rek em)
Join Date: May 2015
Location: Germany
Posts: 945
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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. |
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08-22-2018
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Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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08-25-2018
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That shotgun guy 👌
Join Date: Jan 2016
Location: The United States of America
Posts: 334
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09-01-2018
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That shotgun guy 👌
Join Date: Jan 2016
Location: The United States of America
Posts: 334
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Doesn't work anymore
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 |
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09-03-2018
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Registered User
Join Date: Jul 2014
Posts: 780
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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: 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.
Last edited by deadowl; 09-03-2018 at 05:12 PM.
Reason: uPDATE
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09-09-2018
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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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.
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