Go
back to previous topic |
Forum Name |
Gameplay |
Topic subject | Crash and exp... |
Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=12991 |
12991, Crash and exp...
Posted by Saith on Wed 31-Dec-69 07:00 PM
EQ, pits, corpses. They all keep through crashes.
Is there a way to keep EXP through a crash also? Now I know EXP isn't as important as those other things as far as obtainability goes. (is that even a word?)
But having 20% or more of your EXP just *whooshed* away isn't very nice. Especially when you only get to group and travel once ever blue moon.
I hate to be a negative nancy, but it stinks!
|
12993, RE: Crash and exp...
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
The only way to reliably do that would be to make characters save every time they get XP, and that would be much more of a kick in the gonads to our hard drive than I think is warranted.
|
12994, RE: Crash and exp...
Posted by silencedstatik on Wed 31-Dec-69 07:00 PM
Think we could just do away with crashes period? :P
|
12995, If we had no crashes...
Posted by Kamuela_ on Wed 31-Dec-69 07:00 PM
There could be infinite item buildup, infinite mob buildup in certain areas, merchants with no money, tons of limited items below or above max, among many other problems, which cause some player discomfort, and a lot of system overload serverside. The occasional crash is good for the game.
|
12996, RE: If we had no crashes...
Posted by silencedstatik on Wed 31-Dec-69 07:00 PM
c 'detect joke' Kamuela
In other words, it was a joke.
|
13002, While in current CF this is the case.
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
This isn't really true. I mean, it IS possible to reset that sort of stuff without restarting the machine or program.
Its just simply a lot easier that way, since that layer of redundancy is A) No small feat in a decade old C program and B) sorta overkill.
|
12997, RE: Crash and exp...
Posted by Scorbus on Wed 31-Dec-69 07:00 PM
What if you made it so if you earn 700+ exp for a kill that you save? That way not every char is saving every second.
Just an idea.
|
12998, another idea:
Posted by Aodh on Wed 31-Dec-69 07:00 PM
What if it saved you after a certain amount of xp? What if it saved you after every 1,000 or 2,000 xp, or after you gain another 10% or 20% of your "tnl"? Or some combination thereof...
|
12999, a third idea
Posted by Marcus_ on Wed 31-Dec-69 07:00 PM
You should build a bayesian network that identifies critical events of a character by correlating the difference between last autosave and the crash-time pfile dump with crashtime chatter on irc and the forums hence creating an AI that quite soon could replace manual- and automatic saves altogether, and within a near future it could render the login process obsolete by predicting login times so the player just has to be connected and CF sends the mud window when it decides that the player wants to play.
|
13000, That'd never work. nt
Posted by Aodh on Wed 31-Dec-69 07:00 PM
.
|
13001, How's the moose, Rocky? nt
Posted by Phaistus on Wed 31-Dec-69 07:00 PM
nt
|
13003, Bullwinkle? Gosh, getting multikilled...
Posted by Aodh on Wed 31-Dec-69 07:00 PM
by some weakly rp'ed guy who chases *so* quickly, it's nearly... inhuman.
but Bullwinkle is still such a newbie, you know. :D
|