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All posts created by Bob

Bob
Cancel is one potential problem we've been looking at. It doesn't look like all the broken offers/bids were cancelled before breaking, but it's possible that cancelling one thing broke another thing. That's a lot trickier to track, unfortunately.

On the positive side, we've actually found a few possible hints in the more extensive logs coming out of 11.2. Still might not be enough to find the problem, but it is pointing us toward additional logging to add, so it feels like we're getting closer.
Bob
I deleted a few recent posts, along with the responses to them, as this thread has clearly crossed into the realm of personal attacks. As such, I'm also closing this thread. Please keep things more civil in the related threads.
Bob
Though overall this has been a remarkably civil discussion (considering the level of disagreement), some posts in this thread (and a few other recent threads) have been veering occasionally toward personal attacks. This being a game of territorial control where politics can often win the day more effectively than combat, we fully expect many forum discussions to revolve around who can and cannot be trusted. Inevitably, that will lead to accusations regarding the actions and motives of other players or groups, and those discussions can get pretty heated. However, that's ultimately supposed to be part of the fun, and even forum wars should in many ways be fun for both sides, win or lose. That requires accepting that a certain amount of flak may come your way, but it also requires not posting statements that can be reasonably expected to be taken as unnecessarily unpleasant and/or personal attacks. Help us keep these forums from turning toxic, which together we've managed to do for quite some time.
Bob
Decius
On that note: would it make sense to allow a company which is in one or more feuds to expend a resource (influence?) to disrupt the connection of sanctioned targets to shrines over which force majeure is being projected?

Shrine locations will probably be pretty essential aspects of any attack or defense strategies. As such, I think any ability to unilaterally alter the shrines (other than your own) could be problematic. That said, if there were some ability to blockade the shrine as part of a battleplan, but then the other side could fight back against that blockade, that could become more of a wrinkle to deal with rather than a complete destruction of your original strategy. Worth thinking about when we get to working on it.

Decius
Also, should /stuck work when bluescreened? I had the chance to test that but didn't think to do so.

I'm not sure. The game may think you're technically too far away from any shrines to pick one, or it might think of you as falling and thus moving. Certainly worth a shot next time you find yourself in that situation.
Bob
Decius
If those times are from "gatherer finds node", and have to include the time spent mustering a group and traveling there, they are challenging. I'm thinking that having to have a quick response (meaning characters in the area) to finding a gusher might be a strong reason to harvest locally.

After finding the gusher location, you'd have an hour to deploy a harvesting kit at the location, giving you the option to return to your settlement to get a kit and muster your forces before placing it.
Bob
As a pretty rough outline, we plan to have Large Statues (no binding required) in scattered NPC hexes (should always be one within 5 hexes of any location), Wilderness Shrines (binding required) in scattered wilderness hexes (more common, perhaps generally within 3-4 hexes of any location, and Constructed Shrines (binding required) added by players as upgrade options at Holding or Settlement locations (probably the most common, but require binding and "permission"smile. Binding costs threads, so you can only bind to a certain number at once, and there's also a coin charge.

On death, you'll have a choice of waiting for another player to resurrect you, or resurrecting at a nearby shrine on your list. On login, if you've been logged out for more than a few minutes, we're also thinking of resurrecting you at the nearest shrine on your list, though we'd only really begun some conversations about that and hadn't worked through the details.

Shrine locations will probably favor defenders (who may very well have a shrine at the location being attacked), though there will be some delays caused by repeated use of a shrine during a PvP window to balance that out. Attackers will likely have to make their way back to the fight, so they won't want to attack targets too far from a usable shrine, which will make it harder to project force far away from your settlement or allies.
Bob
Caldeathe Baequiannia
Could the utility that checks for valid position at login simply trigger the "/stuck" routine without the timer?

We may be able to duplicate something like that. The tricky part is more that the original fix was implemented in a way that may not play well with additional functionality, but was easy to do. As such, incorporating the shrines may be more a matter of ripping out the old fix and putting in a more complicated one. If it will take too much work, we'd probably be better off finalizing the design of the long-term solution and working toward that in stages. On the other hand, if a quick investigation reveals an easy change that would make the current fix safer, then that's worth doing.
Bob
Tyncale
Thanks Bob. I think Midnight would want to know "how quickly" they could transport these spoils to safety. smile Any ideas how long would it take to deplete such a gusher?

According to the preliminary design, the amount of time a gusher operates is dependent on several factors, but would typically be around 30-90 minutes, assuming it's not destroyed by mobs. After it's drained, there would be an additional 4 hours available to remove any remaining results. It's a very preliminary design, so take those more as guidelines.

As for transport times, that will just depend on how heavy the results are and whether or not mules or other mechanisms are the chosen transport method.
Bob
HowardWdW
When experiencing a blue screen event (which has been happening more recently) the character reappears in the center of the hex which usually in an escalation hex means the character immediately dies. Is there a way to have the character reappear at the nearest shrine instead to avoid this happening?

I've filed a bug to see if there's an easy way to do this. Long-run, we plan on fixing the whole issue with spawning into the middle of a bunch of monsters on login.
Bob
Tyncale
Bob, any insights how you see Gushers in this whole discussion?

Gushers are still planned, and yes, they're supposed to be drivers of PvP. In many ways, they're supposed to be an example of the relationships between different playstyles I mentioned above. Solo gatherers go out and do their thing, but one of the best things they can find are Gushers. However, they can't really take advantage of the Gushers on their own. Other players are needed to harvest efficiently, to defend the Gusher against mobs and other players, and to quickly transport the results back to safety.