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SaithWed 26-Apr-06 02:06 AM
Member since 28th Feb 2005
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#12991, "Crash and exp..."


          

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!

"Then hunger proved more powerful than grief." - Count Ugolino and the Tower of Hunger

  

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Reply RE: Crash and exp..., nepenthe, 26-Apr-06 07:27 AM, #1
     Reply RE: Crash and exp..., silencedstatik, 26-Apr-06 08:52 PM, #2
     Reply If we had no crashes..., Kamuela_, 26-Apr-06 09:44 PM, #3
          Reply RE: If we had no crashes..., silencedstatik, 26-Apr-06 10:03 PM, #4
          Reply While in current CF this is the case., Eskelian, 27-Apr-06 11:15 PM, #10
     Reply RE: Crash and exp..., Scorbus, 27-Apr-06 08:14 AM, #5
          Reply another idea:, Aodh, 27-Apr-06 08:26 AM, #6
               Reply a third idea, Marcus_, 27-Apr-06 09:22 AM, #7
                    Reply That'd never work. nt, Aodh, 27-Apr-06 03:20 PM, #8
                         Reply How's the moose, Rocky? nt, Phaistus, 27-Apr-06 05:40 PM, #9
                              Reply Bullwinkle? Gosh, getting multikilled..., Aodh, 28-Apr-06 08:20 AM, #11

nepentheWed 26-Apr-06 07:27 AM
Member since 04th Mar 2003
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#12993, "RE: Crash and exp..."
In response to Reply #0


          

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.

  

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silencedstatikWed 26-Apr-06 08:52 PM
Member since 13th Aug 2005
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#12994, "RE: Crash and exp..."
In response to Reply #1
Edited on Wed 26-Apr-06 08:52 PM

  

          

Think we could just do away with crashes period?

  

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Kamuela_Wed 26-Apr-06 09:44 PM
Member since 18th Sep 2004
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#12995, "If we had no crashes..."
In response to Reply #2


          

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.

  

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silencedstatikWed 26-Apr-06 10:03 PM
Member since 13th Aug 2005
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#12996, "RE: If we had no crashes..."
In response to Reply #3


  

          

c 'detect joke' Kamuela

In other words, it was a joke.

  

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EskelianThu 27-Apr-06 11:15 PM
Member since 04th Mar 2003
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#13002, "While in current CF this is the case."
In response to Reply #3


          

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.

  

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ScorbusThu 27-Apr-06 08:14 AM
Member since 04th Mar 2003
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#12997, "RE: Crash and exp..."
In response to Reply #1


          

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.

  

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AodhThu 27-Apr-06 08:26 AM
Member since 06th Jan 2005
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#12998, "another idea:"
In response to Reply #5


          

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...

  

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Marcus_Thu 27-Apr-06 09:22 AM
Member since 04th Mar 2003
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#12999, "a third idea"
In response to Reply #6


          

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.

  

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AodhThu 27-Apr-06 03:20 PM
Member since 06th Jan 2005
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#13000, "That'd never work. nt"
In response to Reply #7


          

.

  

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PhaistusThu 27-Apr-06 05:40 PM
Member since 27th Aug 2003
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#13001, "How's the moose, Rocky? nt"
In response to Reply #8


          

nt

  

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AodhFri 28-Apr-06 08:20 AM
Member since 06th Jan 2005
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#13003, "Bullwinkle? Gosh, getting multikilled..."
In response to Reply #9


          

by some weakly rp'ed guy who chases *so* quickly, it's nearly... inhuman.

but Bullwinkle is still such a newbie, you know.

  

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