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#826 Re: Main Forum » A whoops on the curse radius » 2019-09-24 23:50:48

fug
Coconut Fruit wrote:

I mean I'm fine playing with him next life if he isn't regular grieffer, if he is he would end up in donkey town eventually and that would be good for whole rift and I would be more happy with that.
Also I don't exactly know how old mechanics worked. How much time a person had to get 8 curses before going to donkey town? If each given curse was expiring after let's say 5 days then it's fine, but if it had to be done through one life then yeah, it would be pointless. I also don't know for how long people were going to donkey town. Yet this mechanics worked for me, when I was new I decided to not grieff because I didn't want to go to DT for unknown amount of time.

Original system: Get 8+ curses at any point and go to DT. Every curse after 8 was an additional hour which meant if you were a real asshole as you got close you could get an extended stay. I believe on person managed to get 14 hours of DT at one time because they asked everyone to curse them. Good system when it worked.

Shitty Eddies system: Added a threshold system which punished players for having a high lifetime score (but didn't have a redemption part to it.) This meant naturally anyone who played the game a lot had a much lower threshold with much longer sentences (Highest tier was 70~ total lifetime curses which meant anytime you had 3 curses you were sent to DT for five hours.) It works fine if someone is nonstop griefing like we have now but a bunch of veteran players had very low thresholds due to how much time they put into the game.

Rift system: Cursing someone just blocks them from being born around you. Original 50 tiles but now buffed to 200. The issue here is you can just suicide if you end up in DT and try to spawn into the rift like normal (which has been proven to be successful by the troll.) Rift system just pushes the person to grief other places if the Eve window is closed or generally just produces an Eve who then griefs others trying to build. Haven't seen the buffed radius in action but I'm sure I'll be watching for donkey spawns on the life logs now.

DestinyCall wrote:
jasonrohrer wrote:

I think we did use the old cursing system in the rift for a while.

The problem with the old system is that it requires consensus.

If someone does something really nasty to you in isolation, and you curse them, you might see them again in the next life with the old system.  Getting them away from you would require 8 other witnesses to agree, and then the person would be sent away from everyone (extraordinary punishment requires extraordinary agreement).

Actually, I think the curse system was already pretty gutted before the rift started.   You could not curse non-family and you could spawn as an Eve by spamming /die to get a free ticket to grief with zero consequences.

Absolutely gutted to say the least. Removing cross family cursing basically just made it so you could grief endlessly as an Eve (somewhat like you are seeing now). Not to mention he added that timer that only allows you to curse x minutes after death (which was originally only a minute...) The curse system has been useless for a while and I'm hoping he gives it back some teeth.

#827 Re: Main Forum » A whoops on the curse radius » 2019-09-24 23:23:52

fug

A two minute stay in donkey town isn't exactly a punishment now is it? I'm not sure how much more effective the system is going to be but there's still the potential to just suicide until an available mother pops up into the rift (which has been abused by the person with the most curses.)

Also isn't this some sort of giant red flag that someone has more curses than we have players online at any given moment? To put in perspective this person would be staying in DT for the 5 hour threshold with three curses and they've manged to get to that point in a single week. Maybe doing like a hybrid approach would be better in the long run. At the very least having a minimum sentence would help as currently you can just cheat yourself out of DT if you land there.

#828 Re: Main Forum » How is it okay? » 2019-09-24 00:17:09

fug
DestinyCall wrote:

I think it is safe to say this approach isn't working ...

If cursing can't consistantly lock out the worst of the worst, there is no hope of turning things around.   Griefing is out of control right now.   The penalty for getting caught needs to actually hurt a little or else nothing will change.

Yeah it's very clearly not working at all. If they do happen to get stuck in DT they just suicide until an available mother in the rift pops up so they can avoid the punishment all together. Needless to say the curse system needs reworked again as its once more in a state of uselessness.

For proof search the hash which shows their abuse of suicide to get out of DT, and the curse log shows 120 curses. This of course isn't the highest amount of curses but clear abuse can be shown.

2260ec3961330cf12ed97ad87a93d52fa1f335fa

http://publicdata.onehouronelife.com/pu … turday.txt

http://publicdata.onehouronelife.com/pu … turday.txt

#829 Re: Main Forum » How is it okay? » 2019-09-23 23:46:40

fug
Coconut Fruit wrote:

Turns out cursing system isn't working at all during eve window.

Another thing that came to my mind is when I curse someone I can't give him birth and he may end up in other family and grieff there. Eventually I will die and possibly respawn in that family that could been heavily grieffed by that person. That sux too.

Yeah I seen that in the changes but that should have been patched. Looking at Sunday the player with 180~ or so curses had 0 trips to DT out of 22 lives which seems absolutely goofy.

I did however find the other player in the 100+ category with some trips to DT....

But what this person is doing from logs it looks like is living for a few minutes then suiciding in an attempt to be born back into the rift due people moving out of area ban radius which does work.

So yeah, shits useless lmao.

#830 Re: Main Forum » How is it okay? » 2019-09-23 23:26:14

fug
Coconut Fruit wrote:
fug wrote:

there are two different people right now with 100+ curses at this very moment.

Does it mean they still could play and grieff with that many curses? Didn't they go to donkey town?
Not going to donkey town with more than 20 curses means that the system is either broken or useless IMO.

Both players were spawning during the open Eve windows during Saturday/Sunday and attacking people so clearly the system is either very undertuned even with a 7 day ban period or doesn't work and I obviously can't test something like this on the main server without asking everyone everywhere to curse me.

So who knows it's either useless, broken, or both. Pick your choice.

#831 Main Forum » How is it okay? » 2019-09-23 23:13:29

fug
Replies: 18

To have nearly three times as many curses as we have active players online at any given moment?

ks1GglW.png
HU1xgLC.png

As a reminder these only tick down per hour of play OR once the 7 day curse ban expires.

And to put this in perspective there are two different people right now with 100+ curses at this very moment.

Most people are around the single digits
Some people are in the lower to middle double digits (10-30ish)

But 100+? Isn't that a tad bit ridiculous even by """interesting""" mechanics standards? Both of these people are earning upwards of 20+ curses DAILY for this to occur in the first place.

Probably should move away from an area ban based system and use a threshold system again with preference being the much stricter style of every curse over X being a straight hour instead of the maximum five hour slap.

#832 Re: Main Forum » [Arc Thread] Jones vs Posillico » 2019-09-23 22:40:07

fug
miskas wrote:
fug wrote:

If someone screws themselves by cursing too often that's their own damn fault while everyone else would likely be able to enjoy the ability to block more than one troll per day.

you cant screw yourself by cursing.
whenever you curse someone he can't be born to you or near you BUT you can be born to him.

Then there's no reason to limit cursing besides protecting trolls. Might as well get one each life since there's a curse cut off after someone has been dead for five+ minutes.

#833 Re: Main Forum » [Arc Thread] Jones vs Posillico » 2019-09-23 20:50:33

fug
distillerz wrote:

I agree with you.
At least there should be a "fair war", instead of a "friendly fire" grieffing.
I have no clue how to fix this.
Maybe cursing should be more OverPowered, so people would get 'family ban' easier.
But that would require players to use cursing more often.

Also curse right now, is broken for big names. (jaaaaaaaaaaaaaason)

Long names are hard to curse because it's """interesting"""

Just increase the area ban for curses from 50 to 100
Increase curse token generation from one every two hours to one every hour.

If someone screws themselves by cursing too often that's their own damn fault while everyone else would likely be able to enjoy the ability to block more than one troll per day.

Fair war requires a nongimmick PvP system yadday yadda.

#834 Re: Main Forum » A few ideas for PvP: Recently/fully injured, alarms and retaliations » 2019-09-23 12:45:15

fug
Whatever wrote:

I think the current growl range is 7 tiles, which is inside the vision field of the vanilla client.
Here is a screenshot of one of twisted videos: (https://www.youtube.com/watch?v=dX3WvAftMvI)
https://i.imgur.com/oc2MoDi.png
You can see there are 7 tiles to the left.
The vanilla vision field changes depending on your movement.

While this is true you can only see the other person attacking you if you happen to be running directly at them from when they're at max range. Lowering the range will make it so whoever is attempting to attack you will already need to basically be on your screen which should automatically be a red flag if someone is armed with a bow in the middle of town.

#835 Re: Main Forum » A few ideas for PvP: Recently/fully injured, alarms and retaliations » 2019-09-23 10:27:12

fug

Growl range should definitely be moved to classic FoV range (change from 7 to 4) which will allow players to actually see someone who may intend to attack them. Like if you see someone with a loaded bow on your screen that is generally a red flag and you should move otherwise you sort of deserve to get shot vs the current system where you will never see someone attacking you as they'll come from far off screen.

Agreed. I do think two growls should be a tie which leaves both parties injured. The current system of first growl wins only promotes surprise attacks and attacks from off screen which means attacks are less of duels and closer to assassinations. By allowing a draw to occur at the very least it breaks up the one sidedness of the current system.

Also a good idea. Just because you hear someone growling doesn't mean you know its you being attacked. It's entirely possible with the current system to bypass the growl sound by not being loaded anyways due to range which if the attack range is lowered shouldn't be an issue.

Also probably a good idea.

Honestly at this point I would be interested in potentially dropping the "holding" property of stab wounds in general. Bites/gore wounds keep their hold effect so that if injured by an animal you still need help from your family. My only issue though is that a smart player will keep pads + thread on themselves which with five seconds is more than plenty of time to heal yourself.

#836 Re: Main Forum » The woes of auto-aim. » 2019-09-23 09:55:31

fug
miskas wrote:

So bow range is 10 tiles while horizontal view range is 5 tiles.
The vertical view range is 3. Is killing range on the vertical axis also 10 though?

Yes and no. The range is always going to be 10 in case of attacking from left, right, north. South side has an additional tile due to how the grid around the player works (this is the same way for the players heat grid.)

From the maximum range of 7 you can click an additional three tiles behind the target if attacking the player from the north side OR you can click an additional four tiles instead of coming from someones south side. Both left and right sides functional the same when bow range is accounted (you can only attack a player three tiles further behind them from left or right side.)

Refer to the limestone/iron picture to see the extra attackable tiles. North side of the baby is extra tiles you can click when attacking someone from the south.

CatX wrote:

Ok, so here's the question:

If the game is able to show me a naked player in step one "Far away player uses kill command on you" - then something is loaded, right? Or I wouldn't even see a naked player.

So why can't the sound play as well...?

Would it be possible to prevent killing until the client confirms that everything is loaded? Or would that enable client side hacks?

Have you ever seen the issue where a player is walking with one item in their hand but it suddenly changes to another item when you get closer? This is what is occurring during this exact moment and situation.

You load the player moving around but haven't fulled loaded them. (Example: You can load players but not what they're wearing so this is why you see people zooming around on a horse, babies who poof into adults, or players holding an item which then turns into another item.)

So on a base level they're loaded but what they're holding isn't. This means when inputting a kill command you'll just see them walk over to you and once they get within range of the attack the bow will suddenly load as they come to a stop (which is when the kill command goes through.)

Why does the game not load stuff properly? I have no idea but people others can attest to these issues occurring in game (especially items switching in players hands and invisible horses.)

#837 Re: Main Forum » The woes of auto-aim. » 2019-09-23 09:30:30

fug
Dodge wrote:
fug wrote:

Emotes, sounds, or anything else is absolutely useless when the attacking player is basically stealthed which the actual root of this problem.

But if they make sound and you can visibly know when you are targetted+you have some time to react before the killing action actually triggers then they are not stealthed anymore.... that's the whole point.

But if they're not loaded you won't get a sound. If I input a kill command from off your screen where I am not loaded you do not get an audio cue which is the whole reason this thread was made.

If I attack you from a range you do not load me from you will see a naked Eve walk up to you and the player updates once the next command is issued.

So lets explain this slowly for you.

Far away player uses kill command on you ------- You will see a naked player walk towards you
Far away player autowalks towards you --------- You are seeing a naked player walk towards you
Player walks within range of the input ---------- You see the naked player reach their autowalk destination
Once in range to attack, attacks. ---------- Suddenly naked player updates to have a bloody bow + is now wearing clothes.

This exact thing can be seen with horses a lot in game where a player is zooming around until eventually the horse loads when they get close enough to you but instead of a harmless dude zooming around its someone shooting you in the face.

#838 Re: Main Forum » The woes of auto-aim. » 2019-09-23 09:15:06

fug
Dodge wrote:

Correct me if i'm wrong but i get the impression that the real issue is getting randomly killed out of nowhere without having any chance to do anything about it.

The main issue is the fact you are able to attack someone from such a range that is possible for the player to not be loaded upon another players client. This makes it possible for someone to appear nonthreatening in the first place (which makes both the growl feature or any sound feature in general) completely useless as until they do their next input they'll be completely friendly looking then boom. You're stabbed/shot as the kill command goes off when they come to a stop.

This can be seen in one of Twisted videos or in general when a player comes from off screen (things such as what looks like speed hacks when an unloaded horse is being ridden by a player, or players showing up as babies suddenly being poofed into an adult form.) So regardless if you want a delay or not none of these things would help in the first place.

Dodge wrote:

So if you had a chance to run away and then prepare to counter attack it wouldn't be so much of an issue.

Maybe the emotion of fear could be visible as long as you are targetted, so you would know when you arent targetted anymore even from off screen and could attempt a counter attack.

Making it basically a chasing game with the ability to hit back if you target him first once he has done targetting you, which you would be aware of when you're not visibly scared anymore.

So in the end the person that plays more strategically and can react the fastest would win as opposed to currently where it's basically the first person that wins if he prepares it in advance and uses zoom.

Emotes, sounds, or anything else is absolutely useless when the attacking player is basically stealthed which the actual root of this problem. The exact issue at hand can be seen discussed here:

https://onehouronelife.com/forums/viewtopic.php?id=7564

Morti has another player on horse (the black Eve) who is not loaded properly running around looking like she is speed hacking when in fact she's actually also riding a horse around. Instead of a horse like in his example we have a player with a loaded weapon shooting someone from such a range off screen that they are always appearing as a naked Eve.

This is a side effect of having the attack range being so large that you can attack someone from two screens away from a northern/southern part where on the right and left sides of the screens you can only attack a few units further than the default FoV.

So the main complaint:

Due to the ridiculous range of the kill command input it is possible to attack someone while unloaded for the player being attacked. This means no audio cues or visible cues are given to the player attacked. This is caused due to the how far away you can attack someone with and should be remedied by moving the kill command size from 7 (this is two screens away from the north/south side of a screen and 1.5 screens away from the left or right side) down to four (this is within view from the left/right side of the screen while still only being slightly off the north/south side.)

The second complaint is the issue being the combat system is inferior to the previous system in almost every way possible. Due to the unbalanced nature of combat now you have one player with 900 kills in a 3-4 month period which last I checked is more kills than both of Pein's accounts over a year and even worse a second player with 1600 kills.

With the only defense in the game to an attack being to play with you zoom to max (which the game should not be designed around) and running away from someone attacking you have a much greater imbalance than the previous system. The old system punished someone for not learning to defend themselves while the new system punishes the player for not using a modded client which is honestly a worse fuck up on Jason part more than anything.

#839 Re: Main Forum » [Arc Thread] Jones vs Posillico » 2019-09-23 04:56:41

fug
MultiLife wrote:

wish we could have ending conditions that promote keeping families alive. As you said, this one promotes griefing. Although I’d still personally just choose no Rift.

Honestly, the apocalypse should only trigger after a time period instead of "muh interesting family dynamics." This would prevent people from trying to validate their griefing with excuses such as wanting to open up the Eve window to restart.

Start it at three days and slowly increase it until a happy medium is found where the arc isn't so long its frustrating but not so short it feels completely meaningless to do things.

Classically with how things played before the rift I think a week was the happy medium where you stopped caring about visiting an old village (unless it was a really really good one) and were more than happy to be starting a new one from scratch.

So back to the point, start the apocalypse trigger at three days and try to slowly inch it to seven then go back if that's too long.

#840 Re: Main Forum » Remove war swords temporary » 2019-09-23 00:24:41

fug

While the war sword is still overpowered when it's possible to use the bigger issue is the combat system overall. When he removed the skill from PvP system we get into the problem we have now where a couple of monkeys can constantly cause damage (one person managed 900 kills in 4~ months, another person is at 1600~ or so.) These are bigger numbers than Pein had between his two accounts which should absolutely be giant red flags.

Being able to attack someone two screens away is terrible design as someone can only take advantage of this with a zoom mod which PvP shouldn't be based around. Not to mention with something like a bow you have 52~ different tiles you can click on to send an attack trigger and with most the game will autowalk you into kill range if the other person doesn't move.

Next up we have the issue of combat always rewarding the first person to trigger kill command which is just dumb. Old combat favored those who could predict, those who could react, and those who would think through a situation. Now we have a combat "system" that rewards zooming to max range and shift clicking a tile near someone. Not even are you clicking the person at this point but a random tile around them to kill. 

Also, in the current system we lack the defense options of the previous system. No snowballs to disarm people acting in bad faith, no ability to try to dodge the shots of someone not thinking about what has occurred, nothing what so ever. Instead, what replaces this is a system where one party just runs away until the chaser starves, you starve, or they have to drop their weapon and you trade places. A shitty game of tag does not a combat system make.

So yeah, swords were shit as I proved before but the bigger issue now is that he has somewhat balanced them but left the terribly designed PvP bandage on.

Revert bow back to the stage of only firing on a confirmed hit and remove auto aim.
Make the snowball great again or add a bolas. No auto aim for these.
Swords are basically balanced in terms of use since Elders can call war/peace. Still recommend removing the auto attack feature.
Knives are fine as well imo minus the extra 9 tiles to click + autoaim.

PVP update was a sham and should just be swapped back to a place where people can actually defend themselves. No one in real life just lets themselves get murdered because someone growled at them first.

#841 Re: Main Forum » Small ideas on how to solve Eve/murder griefing » 2019-09-21 22:01:37

fug
Saolin wrote:

Another solution similar to hungry work could be increasing the kill cooldown.  I think it's 40s right now, if it was 60s it would provide some of the effect of being hungry work, and have the added benefit of increased time for a trial.

Murder cooldown is 60 seconds and has been for a long time. Injury stagger was actually just improved to be the same as the murder weapon cooldown.

#842 Re: Main Forum » The woes of auto-aim. » 2019-09-21 20:39:12

fug

https://www.youtube.com/watch?v=p4emkCe … e=youtu.be

Small explanation video. Kill command has 7 standard tiles it can be issued from with an extended three if you shoot someone by clicking their furthest away kill tile. A player has a small grid around themselves which helps determine things like heat which I assume is the same tile space used to determine kill tiles. Because of how the player grid works you have more kill tiles above a player than you do below (up to four tiles above the player model, and three tiles lower which is the same way the heat grid works.)

Auto-aim negatively effects the game due to the large amount of clickable tiles to attack someone because with a zoom client vs normal client you will be attacked from upwards to nearly two screens away (going left to right, or up and down nearly three screens away.) Of course the bow is biggest issue with such a large kill grid to click, the sword/knife only have 9 tiles to click (the attack range is a 3x3 with the player being the center piece.)

As with the murder videos I hope this explains the problem and shows why this is bad for the game.

#843 Re: Main Forum » Small ideas on how to solve Eve/murder griefing » 2019-09-21 13:34:40

fug

It's a multistage problem which requires multiple steps to fix.

Twins+ cursing: Generally speaking the people who are doing this are twinning so even if you curse your attacker you're just splitting curses between two people anyways. BHS (brokeheart syndrome) should be added (if one dies both dies) and all members of the group should receive a curse if either are cursed.

Lowering kill command input from 7 tiles to 4. This makes it so someone generally has to actually be on your screen (if zoomed in) to attack you. Just yesterday I ran into the issue of someone not being properly loaded attacking me because they were so far off my screen. This would remove this issue from ever coming back up AND bring the kill command into line with with the default FoV is.

Adding a requirement to the bow: Either add some sort of requirement like 10 minutes before a bow can be completed or maybe cook the rope. This would at least make it so Eves have to invest in a camp or invest time before starting a killing spree. At the very worst this would give you a little relief between attacks.

The difficulty of early game should be from seeing if you and your kids can start a stable camp before resources run out, not from how many times can you fight off the same guy with a bow repeatedly respawning and coming back.

#844 Re: Main Forum » The woes of auto-aim. » 2019-09-21 04:50:01

fug
Saolin wrote:

Great job "fug".  I was going to +1 to DestinyCall and Arkajalka, but your response to DestinyCall's request perfectly describes the issue.  Seems strange the way this works.

The range is 7 due to him limiting how far away you can be from a target. Before that change you used to be able to enter the kill command from any distance (combine this with the wide area and it was even worse than what we have now.)

Tomorrow I might try to make a small clip to help illustrate the issue further as the bows range looks absolutely ridiculous when compared to a knife/sword which only has 9 clickable attack tiles vs the 52 or so different tiles you can click with the bow(but still shares the 7 tile range away from the intended target.)

#845 Re: Main Forum » The woes of auto-aim. » 2019-09-21 02:11:36

fug

What the normal client sees vs how far someone can attack you from:
272OFNL.jpg
ZC46cda.jpg


What normal client sees in all attack tiles vs someone zoomed:
edcFRVH.jpg
zWN8SRC.jpg

Kill command range should be moved from 7 to 4. You can still snipe someone off screen with zoom by attacking either through the top or bottom of the screen but someone with the base client could see their attacker from left or right. It doesn't make sense for the kill command to be usable outside of the base clients view as it only gives a distinct advantage to players with a zoom mod. While the second set of images might look fair you need to remember these are just tiles you can click to auto attack around the person and not the range in which you need to be to attack.

Someone can go out to the maximum range, click one of these shown tiles and move in for the kill. Auto aim has always been a dumb feature on the bow without a doubt and as I've said before should just be returned to the previous state where the arrow would only fire on a successful kill message being sent out instead of being deleted.

TL;DR: Lower kill command input range from 7 to 4, potentially remove auto-aim.

#846 Re: Main Forum » BUG horse carts » 2019-09-21 00:52:57

fug

Would assume cars + planes are in the same boat.

#847 Re: Main Forum » The woes of auto-aim. » 2019-09-21 00:46:00

fug

Just to put pvp into perspective:

How far away you can be from someone and trigger the kill command (You can stand on that furthest right snowball and issue the kill command aka start growling.)
FEmfF6H.jpg

How many tiles around a player trigger kill command with iron being kill zone, limestone being can just click and enter attack mode. (Maple tree is in the attack zone, was just being lazy and didn't cut it down.)
m1lpce5.jpg

With a bow you have 52 different tiles you can click with 35 being tiles that will walk you in range of shooting someone. This of course isn't addressing the original problem which was someone issuing a kill command from a range far enough to not be loaded by the game client which means the attacker ran up "naked" but when was in range automatically shot as the client loaded them fully once they stopped due to the kill command going off.

#848 Main Forum » The woes of auto-aim. » 2019-09-20 16:43:27

fug
Replies: 22

The pvp system is definitely worse off ever since changing the system from clicking on someone or their tile to the current system of being able to issue the murder command from both tiles away + having some many tiles to click from. I think this sort of thing is fine on something like a knife as it makes sense to stab someone when you get the chance (even if first growl is a dumb system imo.)

However, the bow ABSOLUTELY should not have the auto-aim feature on it. Just today I had Ziv walk onto my screen before the game updated what he was wearing/holding until he had already shot me. Seeing a naked eve run near me isn't something I normally fear but the bow didn't appear until he stopped moving and proceeded to hit me. I'd post the playback video but the thing crashes every time at .5% so I can't load the playback to record exactly what happened.

"Naked Eve" appears
Runs onto my screen
Suddenly I'm shot with a bow I didn't see until the bow is fired resulting on me getting shot by something I didn't even know he had
Boom. Bad time.

Kill commands shouldn't be issued outside of their kill range (3 tiles away from someone with a bow or one tile away with a knife/sword) so that things are actually loaded. It's a little ridiculous that you can actually hide a weapon like that due to the game not loading a player like that.

Also yadda yadda skill.

#849 Re: Main Forum » Basket Griefing Across the Rift » 2019-09-20 15:34:18

fug
DestinyCall wrote:

Intentionally using graves as a way to remove items from the rift would at least be a lot more time-consuming and easier to prevent.    But still annoying and possible to do by mistake.

I had the experience of living in a small camp that was built right up against the rift edge one time.    It was an okay place to live ... until my older brother died and I went to bury him.   I made the mistake of lifting his bones with a basket.   We last our only knife and a perfectly good backpack that day.   sad

Well, yeah corpse explosions will launch items over the wall whether by accident or on purpose. It's also very possible to just chill with some pads and thread and do a little self harm with a friend. Player A holds a handcart full of goodies (or is in a car, horsecart, plane, anything really) and Player B stabs them. This forces whatever they have over the wall (if the ground is cluttered) which leads to items still getting out of the rift en masse.

It's very much a just fix the rift to not accept objects to fly over it (if that's even possible) as otherwise its just a game of cat and mouse like always.

#850 Re: Main Forum » Basket Griefing Across the Rift » 2019-09-20 15:08:44

fug
MrsDuckGirl wrote:
jasonrohrer wrote:

Server was not handling the swap of an empty basket with a full one.  Fixed it.

https://i.imgur.com/MQ2Npew.png

It doesn't seem to be fixed...

That's because the fixes haven't been pushed to live yet.

Graves do have to be fixed if they're not as that'll be what is abused next. Either that or people will start dying next to the rift to start tossing things over it/being wounded next to the rift to toss things.

Rift basically needs to block items from flying over it or things can still be abused either way.

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