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

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.


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