Ember DevTracker - View By Post
Page 6 of 43
I have rewrote the entire widget for new platform, now is generated directly by bot (instead of using separate web server and JSON) and I've also sneaked in most of the backlog I had on it.
- Fixed widget erroring out every 20 minutes
- Fixed some avatars not being found
- Fixed rare case of missing usernames (might still need some tweaking for exotic charset names)
- Fixed emojis displaying in :emoji: format
- Improved caching
- Formerly if widget restarted chat log emptied, now bot repopulates widget from Discord history
- Added support for message updates/deletions
- Eased truncating to allow 3 lines of text and changed how it behaves (might need more tweaking if spacing is hard to read)
Widget now updates in realtime automatically.
- Added hued usernames and tags
- I've also took liberty of adding another small button in a corner that will display basic information about the widget, check it out
- Added querystring options to display different channels and number of messages (if you want to check on Em-8ER discord without running it).
Or display last 50 messages from DevTracker:
https://emberbot.jadex.eu/discordwi...5920&channelid=202117732538384384&messages=50Last edited: Jan 23, 2017
Sinks can come in many forms. Gain loss ration can be made to a be something the player thinks about a lot, or a little, depending on the system. Etc. Again, the developer must choose what is best for the type of game they are looking to make.
For what it's worth, I don't believe the big community schism was over whether gear needed to be repaired. I believe the big controversial issue of the community was whether or not items decay and/or break. The controversy was over the amount of time required to spend crafting and in markets.
We are very aware that among the community there are different preferences on which way we go. Ultimately the choice we make is based what we feel will best represent a cohesive, unified vision that Grummz has set out for the game. No game will please everybody, but if a developer doesn't stick to a clear direction then youre likely to end up with a game that barely pleases anybody.
However, the buildings and defenses we make in bases can be destroyed. And vehicles will likely be able to be destroyed as well. Those are consumables of a fashion. And consumables of other types may or may not end up playing a larger role in the system as well, for that we will see. We have never announced "no consumables", we have only announced the basics of primary gear,bases and vehicles.
I see no downsides beside being reliant on 3rd party service. But if I compare beta of Firefall and how chat was broken half the time and beta of Discord which derped like only once or twice in a year I don't think one can do much better with inhouse solution. I don't know what UE4 market has to offer on this front so there may be more solutions to consider.
But this would certainly be time and cost effective, if you grab professional engine, you might as well grab professional middleware. Many developers grab SpeedTree to cut costs on trees and vegetation. This isn't different.
Discord is great and we all love it. These guys outdid themselves again and created SDK for game-makers to implement their awesome technology within games. It's middleware worth considering not just because of great features it provides, but also because ...
And best things in life come free. Should be easy to implement into UE4, it supports dynamic creation of channels so can work well for team chats, zone chats, guild chats (persistent, could also be joined outside the game).
It offers both text chat (with it's many features) and low latency voice chat ... and on top of that it also supports bots (you know I love bots).
Doesn't sound so bad does it? What you guys think?
Then factor in that when many players looked to replenish their gear, they may have only looked at stuff similar to what they liked to use. They may not even have been aware that they could have made gear of similar power had they simply looked at different types of loadouts. Which then leads us to the whole part about players wanting a system that lets them earn what they wanted, as opposed to earning what happens to be available at the time.
I do not mean to be callous about it, there just isn't any way to get around that it was built in a way that didn't please a lot of people. We can pull out specific situations, we can argue that had a certain players simply done X, or simply accepted Y, then maybe they would have had a different experience. But, at the end of it all, the system was built to function a certain way that required a certain set of preferences to enjoy it. I understand why some folks liked it, I understand why some folks didn't like it. It is primarily a matter of preference in how an economic model works.
I'm not sure that you meant to imply it but it is not fair to equate preference with patience in the context of this conversation.
That said, you are in luck, the above mentioned features tend to be well received. If the many successful shooter games that have incorporated RPG elements and/or progression systems are any indication, tons of shooter players are more than fine with choosing gear and earning currency. Firefall had those things long before the 6.0 patch, and there was no controversy surrounding them. It is clear that those weren't the mechanics that became a big point of contention among the community, it was a particular economic model. So then, if you're suggesting that you can make a full on crafter heaven economic model that only requires the actioner heaven player to do those basic things, then you may be on to something.
I've got some good news. Grummz, the main man himself, would like to schedule a time for when he will be on Discord. We are calling it, Chief Chat. It's going to be an hour long conversation, where he discusses his thoughts on a specific part of Em-8ER. For this very first Chief Chat the subject will be lore and narrative. That's right fellow lore hounds, our day is near!
WHEN WILL THIS HAPPEN?
The above poll is to get a sense of what time of day will give us the largest number of community members online at the same time. From this information, we will look for the best time and day to have this Chief Chat. Also if you have a preference of certain days, please let us know in the comment section below.
We understand that everyone has very different schedules out there, that means there is no way to get every single person online at once. So, for those who won't be able to make it, we will make sure you can catch up on everything said in the conversation at your earliest convenience.
CAN YOU ASK HIM QUESTIONS?
You certainly can! Community questions will be aloud provided they are on the specific subject of the chat. If you already have a question in mind, feel free to put your questions about lore and narrative in the comments section below. Grummz will do his very best to answer what he can in the Chief Chat, but please understand that there are certain things he already plans to cover, time is limited, and we definitly want to keep a lot of stuff as a surpise for later!
Keep your minds open and your bodies ready Reapers, some knowledge is about to drop.
Keep in mind when we talk about "most commonly", there will always be those who fall outside of that.
Myself for example. I don't need progression systems to put a hundred+ hours into a PVE game as long as the combat is fun. I'm not typical in that regard.
Another thing for the avergae a shooter player, they may not be attached to their gear like the average mmo player. But that doesn't mean they want to spend a bunch of time tooling around with the crafter or market menu just to gear up.
Most commonly, the people who didn't want their gear to break were not looking for other people to buy their gear indefinitely. While the people who wanted to keep selling their gear indefinitely, were more open to gear breaking. The true disconnect was in the type of player speaking at the time. The "average shooter game player" and the "combat focused mmorpg player "weren't really worried about the economy in and out, they just wanted to know that it wouldn't get in their way. The "sandbox game player" and the more "economically minded MMORPG player" were often interested in the churn of the economy, so they were ok with having to think about it and make decisions regarding it as they played.
One of the big reasons for the schism in firefall's community was that you had people who came to the game expecting very different types of experience. For a time red 5 had the idea that they could please both of those extremes. Is it possible? Maybe. But to my knowledge no game has ever achieved it to date.
To not expect the "super crafters" and the "pure shooters" to somehow love the same game.
So then you decide which side of the coin is the "focus", and which side is the "supplement".
There is always some overlap between player bases, but a dev has to choose a main audience.
So yes, in 6 to 9 it was easy to get a bunch of resources, getting the right resources to make the stuff you actually wanted was quite another matter because of how everything interacted. To show screenshots of resources as rewards and suggest that proves some sort of point is an oversimplification and a disservice to true nature of the issue.
I can see how, if you ignore that I am speaking from my stance of what-creates-what, and view my words through your stance on what-creates-what, you heard the stuff about" The original argument was that a damper on power-creep and a functional economy was not "possible", better yet, unlickely. The original argument was that you all supported horizontal progression yet all you cared about was MOAR POWA. "
However, that was not my message. That was not my original argument. As, again, I do not buy into the premise you set. Clearly my attempt to teach has fallen short. I will leave it be then. There is nothing else for me to say.
BTW, I still see deleted posts. heh