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Messages - Anaris

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1
Helpline / Re: active limit
« on: Yesterday at 09:50:43 PM »
Looking at the code, it appears that you should, in fact, be able to create a third character after your first day in the game. Can you please confirm that you are still experiencing this issue? And if so, can you please provide your family name or user ID so that I can check on what's going on from inside?

2
Development / Re: Write Down Your New Rules, Devs
« on: Yesterday at 09:07:28 PM »
You're trying to circumvent game mechanics. That's not a new rule.

If you'll stop trying to get ahead dishonestly, and just play the game like with friends, maybe you won't have to worry about running afoul of rules meant to stop people from behaving badly.

3
Helpline / Re: New Character UI changing places
« on: October 15, 2017, 05:44:30 AM »
Yea, family page seems to revert back to the new one by default (what can I say, I do like the simplicity of the old), and also seems to switch characters around (which is confusing, and further pushing me back to clicking for the old page).

"Seems" doesn't help me fix bugs.

Can you give me concrete data on any of this?

4
Helpline / Re: active limit
« on: October 15, 2017, 05:37:36 AM »
I believe that page is, indeed, outdated. I will check into this by Monday and make sure that either the page is updated, or the bug is fixed, whichever turns out to be the case.

5
Helpline / Re: New Character UI changing places
« on: October 15, 2017, 12:20:31 AM »
Please note that there are sorting options and filtering options.

If you choose the "World" sorting option, that will act the most like the previous list—your characters will always appear in order of which game world they are on.

If you use that, and find that it is not sorting consistently, please report it as a bug—ideally with screenshots showing the incorrect ordering.

6
Development / Re: Isolating specific message groups
« on: October 13, 2017, 10:54:02 PM »
There is an upgrade to the messaging system already in progress that should provide what you're looking for; however, it's slow going, and I don't have an ETA for when it is likely to be finished.

7
East Island / Re: Duels
« on: October 12, 2017, 03:32:31 PM »
Much as I would like to see everyone mortal, we're never going to force that on characters that weren't created with that in mind again.

I do have on my TODO list to add a checkbox allowing any character to opt into mortality.

As for rejecting duels, I understand where you're coming from, but I have seen so many duel challenges that were both totally frivolous/spurious and to the death. Why the hell should I risk the life of my character—who has not spent months training sword skill—just because some rando I've never seen before who happens to be in the same region wants me to?

8
BM General Discussion / Re: Villains Needed!
« on: October 12, 2017, 02:48:07 PM »
You would've had me on board if you hadn't used apostrophes to pluralize.

I can do evil, but not that evil.

9
The timing of wounding is going to be tweaked again in the near future.

As Zakky says, I also plan to change what's possible while you're wounded. Depending on the severity, you might even be given some access to write letters while wounded.

10
Beluaterra / Re: Message group size too small
« on: October 08, 2017, 03:12:55 AM »
If you're trying to add more than a certain percentage of your realm to a message group, to the point that you're hitting the message group size limit, then you really need to be asking yourself, "Why does this need to be a message group? Why am I not just sending these messages to the entire realm? Why am I deliberately and repeatedly excluding a very small number of realmmates from these messages?"

If you can give me a very, very good reason, that is not due to a highly specific weird thing you're trying to do with your realm, but generalizable, I will consider adjusting the message group size limitations.

11
Dwilight / Re: Darfix Portal
« on: October 06, 2017, 09:43:09 PM »
Most of what GMs can do is...be Daimons, and send Event RP messages from their characters.

Oh, and have their family details hidden.

Not exactly tailor-made for running portal events in arbitrary regions on arbitrary continents.

12
Dwilight / Re: Darfix Portal
« on: October 06, 2017, 01:55:29 AM »
How about supervised control? I have no idea how admin interface looks so I have no idea if it's doable, but it should be doable in most cases (altough overly complicated and work-intesive in a lot of cases):

Make senior and junior instance of user, say: admin and gm.

Admins can execute the stuff they do in admin panel, gms can submit the requests. Admins can later accept the requests and making the stuff go live.

A few things:
1) Any system that devolved control from the admins who currently run it would necessarily restrict the possible elements of a portal event. Building any kind of restricted system would by its very nature put limits on the kinds of things the people operating it could do; as admins, we are effectively unfettered in our decisions of how to respond to portals.

2) It's not really worth the amount of effort it would require to make a sort of duplicate, dumbed-down admin interface with restrictions on it; it's particularly not worth the amount of effort required to make one that tries to take even a modest subset of the current admin functionality and make it something that could be proposed and accepted. There are several worlds of difference between a system that just straight-up modifies values in the database, and one that creates a highly complex request, stores it in the database, and at a later trigger, executes it.

3) At least 85% of what you suggest could be done by simply having someone who is not me or Vita come up with ideas (complete with RP text) for the resolution of a portal event, which they proposed to us, and we then said "yeah, sure," and sent the message and executed whatever admin commands were needed to perform the changes it called for.

Quote
What do portal events do? They send a continent-wide message and create/update stuff in DB. You would need a mechanic to prepare sql statements and write them down in .txt, read from .txt and display it in friendly format and execute statements after admin's review. Another .txt for game messages. It's actually less complicated than I initially thought.

We are doing our level best to avoid raw SQL these days. That's how BM's code worked for way too many years, but it's far too fraught with potential pitfalls. We use a DB-abstraction framework called Doctrine now, and it makes the code both much easier to keep secure, and much easier to understand and modify.

Quote
I'm assuming that battlemaster is PHP & SQL (mySQL, postgres etc.), I don't know why I keep assuming that.

Well, I don't know why either, but it's true. PHP & MySQL.

13
Dwilight / Re: Darfix Portal
« on: October 05, 2017, 02:26:52 PM »
The GM/mods/titans interface/toolset is what is used to do portal events.

But given that that toolset basically gives you god-like power over the entire game, there are very good reasons to restrict it to just two people.

To clarify:

The GM toolset (which has been used by the GMs running invasion factions on BT, and the GMs running the Zuma on Dwilight) is fairly limited. It allows only a little more power than a regular player has access to.

The Titan toolset is entirely structured around Titan cases. They have no other job or power beyond those.

The tools used to handle portal events are actually the admin tools that only Tom, Vita, and I have access to. They grant near-complete control over the game—which is a little redundant to say, when you're talking about the people who already have direct access to the game's code and it's database, and could edit either directly to achieve any result we wanted. The admin interface is just there to streamline common tasks. Like handling portal events.

14
Dwilight / Re: Darfix Portal
« on: October 05, 2017, 02:22:14 PM »
Because the kinds of things that have historically happened for portal events require a very high degree of control over the state of the game. Sure, we could fence it 'round with restrictions, so that whoever was doing the task couldn't just do whatever they wanted—but there's no way to allow the kinds of things we've done in the past without making it possible for the people with that access to have a devastating effect on the game if they chose to do so.

15
Dwilight / Re: Monster Problems
« on: September 30, 2017, 11:47:12 PM »
The problem before was not that monsters from, say, Vakreno Heaps were beelining for Sabadell. It was that, simply because of Sabadell's geography, monsters passing through that general area were much more likely to select it as a destination.

I think we killed a big chunk of that when we basically told them "treat high-density realms as non-targets", but there's likely to still be increased traffic through it just because it borders so many regions.

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