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Is AAO Very (too) Difficult to Add?

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bulox
Posts: 6

Re: Is AAO Very (too) Difficult to Add?

Post#31 » Thu Oct 01, 2015 7:13 pm

the simplest would be to redefine zone rvr so players afk in the wc is not rvr

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bulox
Posts: 6

Re: Is AAO Very (too) Difficult to Add?

Post#32 » Thu Oct 01, 2015 7:16 pm

now Server full but half of the players waiting in the toilet after destro cries that order zerg... played or quite the game and ADD AAO

licann57
Posts: 6

Re: Is AAO Very (too) Difficult to Add?

Post#33 » Thu Oct 01, 2015 7:20 pm

+1
and add more player for max

Abolition
Posts: 336

Re: Is AAO Very (too) Difficult to Add?

Post#34 » Thu Oct 01, 2015 7:30 pm

bulox wrote:the simplest would be to redefine zone rvr so players afk in the wc is not rvr
Yeah, that's why I was trying to say, which took me a lot more words, haha!

licann57 wrote:+1
and add more player for max
In my opinion, there needs to be more than one zone open at a time before more players get added to the max (and the server needs to be able to handle the additional load).
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Razid1987
Posts: 1295

Re: Is AAO Very (too) Difficult to Add?

Post#35 » Thu Oct 01, 2015 9:03 pm

Azarael wrote:Problem I've got with AAO is that players in the warcamp will contribute to it if I do it in the most obvious way. The boundaries of the map areas overlap, and you're not considered to be in a different area until you fully leave the previous one. Warcamps stand on the border of the RvR area - so the problem you'll have is that players who are in the warcamp will contribute to your AAO if they entered the RvR area and returned to the WC.
That's clearly a problem, but wouldn't the procentage of players of each faction standing in the wc be about the same?

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Azarael
Posts: 5332

Re: Is AAO Very (too) Difficult to Add?

Post#36 » Thu Oct 01, 2015 9:13 pm

Abolition wrote:Obviously I am not a dev and know nothing about code, but could these flags be added as the "boundary" of the RvR zone?
Currently, the zones are marked out by using images extracted from the client, hence why there's an overlap - each individual map image fades out towards the end. Ideally we need some fixed images, with hard borders - but I don't think this is particularly easy to do.

It's clear that this situation can't go on though, so flawed AAO is better than no AAO.

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Azuzu
Posts: 551

Re: Is AAO Very (too) Difficult to Add?

Post#37 » Thu Oct 01, 2015 9:14 pm

Razid1987 wrote:
Azarael wrote:Problem I've got with AAO is that players in the warcamp will contribute to it if I do it in the most obvious way. The boundaries of the map areas overlap, and you're not considered to be in a different area until you fully leave the previous one. Warcamps stand on the border of the RvR area - so the problem you'll have is that players who are in the warcamp will contribute to your AAO if they entered the RvR area and returned to the WC.
That's clearly a problem, but wouldn't the procentage of players of each faction standing in the wc be about the same?

Even if it's not, I can't imagine it would only skew the percentage maybe 10% one way or the other. The bulk of the AAO would be correct.
Azarael wrote:
Abolition wrote:Obviously I am not a dev and know nothing about code, but could these flags be added as the "boundary" of the RvR zone?
Currently, the zones are marked out by using images extracted from the client, hence why there's an overlap - each individual map image fades out towards the end. Ideally we need some fixed images, with hard borders - but I don't think this is particularly easy to do.

It's clear that this situation can't go on though, so flawed AAO is better than no AAO.

Are you able to shorten the amount of time people have before they afk out of the RvR lake? Say 4 minutes and you get booted to character screen. That way people aren't effecting the AAO buff for very long.

It would also make it that people who go to keep takes and go afk for long periods of time aren't able to anymore.
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Azarael
Posts: 5332

Re: Is AAO Very (too) Difficult to Add?

Post#38 » Thu Oct 01, 2015 9:22 pm

Azuzu wrote:Are you able to shorten the amount of time people have before they afk out of the RvR lake? Say 4 minutes and you get booted to character screen. That way people aren't effecting the AAO buff for very long.
People will just use move macros if they want to AFK.

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Azuzu
Posts: 551

Re: Is AAO Very (too) Difficult to Add?

Post#39 » Thu Oct 01, 2015 9:23 pm

Azarael wrote:
Razid1987 wrote:Are you able to shorten the amount of time people have before they afk out of the RvR lake? Say 4 minutes and you get booted to character screen. That way people aren't effecting the AAO buff for very long.
People will just use move macros if they want to AFK.

I think you were trying to quote me and not Razid.

I remember people doing that in Live, but I think only a handful of cheaters shouldn't kill it for the rest of us.
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dkabib
Posts: 408

Re: Is AAO Very (too) Difficult to Add?

Post#40 » Thu Oct 01, 2015 9:37 pm

Azarael wrote:It's clear that this situation can't go on though, so flawed AAO is better than no AAO.
This.
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