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Saith | Wed 26-Apr-06 02:06 AM |
Member since 28th Feb 2005
144 posts
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#12991, "Crash and exp..."
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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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RE: Crash and exp...,
nepenthe,
26-Apr-06 07:27 AM, #1
RE: Crash and exp...,
silencedstatik,
26-Apr-06 08:52 PM, #2
If we had no crashes...,
Kamuela_,
26-Apr-06 09:44 PM, #3
RE: If we had no crashes...,
silencedstatik,
26-Apr-06 10:03 PM, #4
While in current CF this is the case.,
Eskelian,
27-Apr-06 11:15 PM, #10
RE: Crash and exp...,
Scorbus,
27-Apr-06 08:14 AM, #5
another idea:,
Aodh,
27-Apr-06 08:26 AM, #6
a third idea,
Marcus_,
27-Apr-06 09:22 AM, #7
That'd never work. nt,
Aodh,
27-Apr-06 03:20 PM, #8
How's the moose, Rocky? nt,
Phaistus,
27-Apr-06 05:40 PM, #9
Bullwinkle? Gosh, getting multikilled...,
Aodh,
28-Apr-06 08:20 AM, #11
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nepenthe | Wed 26-Apr-06 07:27 AM |
Member since 04th Mar 2003
3430 posts
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#12993, "RE: Crash and exp..."
In response to Reply #0
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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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Eskelian | Thu 27-Apr-06 11:15 PM |
Member since 04th Mar 2003
2023 posts
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#13002, "While in current CF this is the case."
In response to Reply #3
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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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Scorbus | Thu 27-Apr-06 08:14 AM |
Member since 04th Mar 2003
22 posts
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#12997, "RE: Crash and exp..."
In response to Reply #1
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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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Aodh | Thu 27-Apr-06 08:26 AM |
Member since 06th Jan 2005
352 posts
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#12998, "another idea:"
In response to Reply #5
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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
681 posts
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#12999, "a third idea"
In response to Reply #6
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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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Aodh | Thu 27-Apr-06 03:20 PM |
Member since 06th Jan 2005
352 posts
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#13000, "That'd never work. nt"
In response to Reply #7
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Phaistus | Thu 27-Apr-06 05:40 PM |
Member since 27th Aug 2003
186 posts
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#13001, "How's the moose, Rocky? nt"
In response to Reply #8
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