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Messages - Kristan

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Wish list / Energy-increase Bio-increase stimulants (skills...)
« on: September 27, 2005, 09:28:24 am »
A long time ago I stumbled on a system that makes a reasonable skill level setter and skill limit setter. It dawned on me when I learned that you have to use your muscles to get stronger.
This can be used in skill management as well. I think it is a very good system. Heres how it goes:
(summed up at bottom)

1) start out at a level determined by your genes or, in PS, your family history. That seems to be implemented.

2) Practice makes you better, and straining yourself can make you exhausted and overworked + more skilled. You also have to get warmed up a certain amount depending on how often you use the skill. (a little bit of bio-stimulation based on energy use)

3) you have a max level you can do anything at, you decide how well you want to do between your \'low average\' and your maximum. I believe there is a slider bar for magic as an example.

side note: Of course you have a chance of failing, but it becomes less as you get experience, and much less, as you use the skill really often.

5)Here is where bio-stimulation comes in. You have an unknown limit to how well you can do, example: how strong you could be.
You have a regimen of walking around the block every day, but you can\'t seem to work off those last 10 pounds, and you don\'t get stronger.
You then try hours at the workout center lifting weights until you faint, and you end up getting stronger every day.

6)You do get much stronger, but you only get so strong because there is a thing called bio-degradation which makes you weaker as you don\'t use your strength, and there is always a highest limit, a sort of bio-stability limit.
That is where things get chemical instead of talking about your cells, chemical reactions only go so fast.

7) You are very tough, so you decide to live on the couch watching TV and eating doughnuts and you get weak and fat...



To sum it all up: your maximum level depends on frequency (how often) of skill use, and, the overall draining of your energy using that skill. that is an equasion... Also, \'residual skill\', or the minimum skill is set by how long you spent on really working hard on the skill. As the saying goes, as you have heard, \"easy come, easy go.\"

P.S. I think you can attach this to another post, if it is not alright to post this as new... sorry, if so.

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I know this is a break in the rules for these programs, but there has to be a first. You are not stepping into a cold mud puddle with your stockings on. *

*Sorry if that is not pleasant, that is my character\'s use of voice.

In case anybody didn\'t know (for non-programmers), and probably you know this already (for programmers),there are plenty of redundant systems (systems that check up on eachother - and take over) that can be used to stop crashes and slowdowns.

First, I understand that if the server stops communicating with you, then you are not playing the game. I understand that you are all scared (not right word?) of this (devs), so I will propose an alternate way of handling this problem.

The main problem is slow connection speed. This is extremely easy to fix, the graphics need to be \'adjusted\', it only has to be done once for each type of OS (maybe?). A small little test system checks number of users - to check the maximum allotment of graphics. It then uses a well-known (to any dev worth their salt) speed checking system on your computer - to check whether the maximum graphics is higher/lower than on server. Then it checks your connection for the same reason. Now you have a speed & connection friendly limit on graphics (graphics is the biggest dialup peeve!!)

Next, there need to be some useless things taking up server power to fill it to near-capacity -all of the time- this prevents slowdowns by switching from useless to useful activity. The \'useless activity buffer\' system can be regulated based on the number of players (e.g. two players online and server is to capacity... only kidding)

--interruption-- this will probably not be noticeable to people right away, \"wow, it almost never slows down\"

I also wonder if there is a waiting list set up for actions and for preventing activity spikes, maybe that\'s the reason for the .4 fps and the screen blacking out at .1 fps.

The last string attached: while you are getting dead air you can check if the server is down and why, which would be an active program allowing you to wait or exit. I am sure it would be less of a hassle to everyone to keep their region loaded and make a last-fight system to stop crash-while-attack-in-progress. I think it would be perfect, for exclusive battles, to load the monster onto your computer for the fight instead of doing a dance with a here-and-gone-again startrek-flash-teleport-attack(lag)-style monster.

**creds** taught myself extremely easy programming in GameMaker, switching to C++ now... #include wha..??
I will catch up to you anyways programmer(s)...

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General Discussion /
« on: September 27, 2005, 07:51:15 am »
in my experience (and this is by using my eyes as debuggers) there is no real reason behind client crashes. (not for the previous reson) There is also no good reason to make a program that you have to recompile, and I have seen many perfectly fast examples (good luck finding them).

Back to the name of the post, physics info can be transferred by seperate reader/writers* that are extremely small and are virtually invisible - therefor no hacks are possible. And they can use the lowest level, binary, to communicate, so no huge data transfers.

Also, packet tracking, by putting ids on each item sent online will keep creatures from pseudo-rubberbanding. You just make sure that the \'client\' only accepts the most recent i.d.

As for recieving attacks, since it is easy to detect whether you are in battle or not, a reader/writer can be loaded for each individual battle, and send binary (meaning very easy communication) signals for ragdoll stuff.

To those innocent bystanders, if the system detects that you are watching the battle, then it loads the reader/writer and feeds you the info. If not, you only see a simple distress animation in the corner of the screen.

By the time this game needs any of this, there should be a movement for adding servers. Each server could take care of each individual system, like earth, gravity, combat, sky, chat, wind, water, plants, etc. This way the server vs. players ratio could be cut down.

_______
*reader/writer is not the standard name, I have never heard of them, I know they exist the way they do because I could program one.

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