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#1 2018-04-13 06:53:28

Joriom
Moderator
From: Warsaw, Poland
Registered: 2018-03-11
Posts: 565
Website

Spotting grieffers - why is so hard? Graphical depiction

So, to spark some discussion YET AGAIN I've made some graphical comparision of real life FOV and in-game one. Try to think how to notice grieffers easier having THIS in your mind.

shitFOV.png

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#2 2018-04-13 07:04:24

Drakulon
Member
Registered: 2018-03-31
Posts: 136

Re: Spotting grieffers - why is so hard? Graphical depiction

I think it would be very nice if we could zoom out a bit.
So we can see more of our surroundings.

Or maybe the view range could change over time:
As kid you see things like they are now, but when you grow up you get a bigger and bigger field of sight.
(as kid you are smaller and some things might block your vision, so when you grow up you get taller and you can see further)

Last edited by Drakulon (2018-04-13 07:14:06)

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#3 2018-04-13 07:51:32

yvanhooe
Member
Registered: 2018-01-01
Posts: 137

Re: Spotting grieffers - why is so hard? Graphical depiction

The problem with the FOV is that it seems to be the main bottleneck for the server to give map update to people who run.

I'd love to see some kind of watchtower personally.

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#4 2018-04-13 08:02:39

Joriom
Moderator
From: Warsaw, Poland
Registered: 2018-03-11
Posts: 565
Website

Re: Spotting grieffers - why is so hard? Graphical depiction

yvanhooe wrote:

The problem with the FOV is that it seems to be the main bottleneck for the server to give map update to people who run.

I'd love to see some kind of watchtower personally.

What drives me crazy personally is that Minecraft server can easily send 176x16x64 area (180,224 blocks) every 16 blocks you run, and OHOL can hardly manage to pull 32x64 (2048).
I could even be wrong by magniture of 10 times and it would still stand. Compare 180k to 2k data.

Hell, Factorio can easily allow players to have over 100x70 field of view and constantly update entire map to client even if it is over tens of thousands of tiles far and wide... Lastest test after optimalizations for multiplayer allowed way past 200 players without lags. First test with 100+ players was done on home PC without commericial internet line....

176x16x64 - 16x16x16 is single "chunk" of map data, every time you pass 16 blocks one wall of chunks is requested and they're send one by one. Considering the lowest reasonable view distance of 5 chunks (which now can be custimized between 2 and 32) it gives 5 left, 5 right and 1 in the middle = 11 chunks = 176 blocks wide. Ground level is 64 blocks so without mountains above you get at least 64 blocks of height. You get 1 chunk of depth updated so its 16. Thats where 176, 16 and 64 come from.

Last edited by Joriom (2018-04-13 08:14:50)

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#5 2018-04-13 08:35:47

Baker
Member
Registered: 2018-03-06
Posts: 445

Re: Spotting grieffers - why is so hard? Graphical depiction

Drakulon wrote:

I think it would be very nice if we could zoom out a bit.
So we can see more of our surroundings.

Or maybe the view range could change over time:
As kid you see things like they are now, but when you grow up you get a bigger and bigger field of sight.
(as kid you are smaller and some things might block your vision, so when you grow up you get taller and you can see further)


I like your second idea. Maybe it could work like hunger does, Adults in there prime can see a lot but once they start getting older there vision gets smaller again.


"I came in shitting myself and I'll go out shitting myself"

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#6 2018-04-13 08:39:54

pein
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Registered: 2018-03-31
Posts: 4,335

Re: Spotting grieffers - why is so hard? Graphical depiction

i dont agree with different zooms, would make it weird, i can barely see things on screen now, i
would like the option to have ability to zoom in and out or a small minimap with fog of war on what you discovered


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Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#7 2018-04-13 10:18:45

Bob the Blob
Member
Registered: 2018-04-13
Posts: 24

Re: Spotting grieffers - why is so hard? Graphical depiction

pein wrote:

i dont agree with different zooms, would make it weird, i can barely see things on screen now, i
would like the option to have ability to zoom in and out or a small minimap with fog of war on what you discovered

Agreed! However it may be easier to dodge them gawd dang snakes if I could spot them sooner!


I used to have an open mind but my brain kept falling out.

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#8 2018-04-13 12:05:09

jord1990
Moderator
Registered: 2018-03-03
Posts: 186

Re: Spotting grieffers - why is so hard? Graphical depiction

The map loading argument isnt an issue as Jason has said in the past that the game actually loads a bigger area than your FOV. This is to keep having to reload the camp for example if you are running around.

But yeah I do like the Idea of being able to zoom out a little bit more the older you get.

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#9 2018-04-13 15:37:47

Smiley6
Member
Registered: 2018-03-22
Posts: 12

Re: Spotting grieffers - why is so hard? Graphical depiction

I agree. Larger FOV would be great.

Or if you could climb a watch tower for a massive FOV that would be awsome.


-from
just a humble pine castle  builder.

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#10 2018-04-14 00:55:54

Alleria
Member
Registered: 2018-03-30
Posts: 339

Re: Spotting grieffers - why is so hard? Graphical depiction

Smiley6 wrote:

I agree. Larger FOV would be great.

Or if you could climb a watch tower for a massive FOV that would be awsome.

This. When you see a griefer, you give the belltower a quick ring and then everyone goes on the hunt. Probably resulting in significant loss of innocent life, but YOLOHOL.


"Words build bridges into unexplored regions"

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