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fonliner:

--- Quote from: Lexx on September 23, 2016, 09:09:13 am ---"Town Control" should never be done in a town location but in a custom one. This way you are also free to design it in a way to make it at least partly competitive.

--- End quote ---

Who did invent Town Control in 2238? You was 2238's developer, so could you tell us more 'behind' stories about development process? I'd like to read something like that.

Lexx:
Well, not much to tell about it. Originally, TLA had something similar in the cathedral location. A terminal you can use, then reinforcements in the form of a trunk with items would arrive at a certain time. The aim of it is clear: Make people interact with each other, and grand them a bonus for winning. The background story didn't fit for our 2238, though, so we naively thought "wouldn't it be cool if players could manage their own city, care for it and play city guard?" - that was the original intend and of course this never worked. You can't control players like that- no matter how you try to reward them. They do whatever they want simply because. Anyway... as we all know, town control ended up with players camping the main location until reward appears. Ghosthack redesigned the system a few times based on player suggestions, but it never really worked out and just produced ghost towns or never ending battlefields.

Ghosthack:

--- Quote from: fonliner on October 26, 2016, 10:21:33 pm ---Who did invent Town Control in 2238?

--- End quote ---

I would give Atom credit for the idea, but I implemented the code for it.


--- Quote ---Ghosthack redesigned the system a few times based on player suggestions, but it never really worked out and just produced ghost towns or never ending battlefields.
--- End quote ---
Yep, there's basically three versions: https://github.com/rotators/fo2238/blob/master/Server/scripts/_town.fos#L70-L72

We probably shouldn't have had it in main locations or maybe restricted it to only one such location with other PvP features instead, but we really were just testing a lot of different stuff, sometimes without any good overall design, some of those features never was released or was pulled quickly, like zone based economy and some other attempts to stop massive inflation.

AnarchCassius:
Zone based economy?

Do you mean the code that looks like it's trying to track items spawned vs lost in each map zone and adjust loot accordingly? It seems like a great idea but I am curious what issues it may have run into.

Ghosthack:

--- Quote from: AnarchCassius on October 29, 2016, 09:42:10 pm ---Zone based economy?

Do you mean the code that looks like it's trying to track items spawned vs lost in each map zone and adjust loot accordingly? It seems like a great idea but I am curious what issues it may have run into.

--- End quote ---

Yes, to counter farming in specific spots, especially around towns. Basically, each grid has some amount of value and when there is an encounter, this value/currency gets converted into items in encounters and it can get depleted if there's too much farming. Then it'll slowly go up again over time at some rate accordingly to how much total value there is in the economy, I think we tried to count all inventories of all players or something like that combined with bank accounts. I don't remember all the details of what was not working but it was a bit too complex and buggy, there was also a ton of other things to get done so we focused on that instead.

Someone could try to implement some variation on that again, it may work.

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