DevTracker

Xeevis

Max Kahuna
Max Kahuna
Forum Tech
Jul 26, 2016
105
541
93
www.emberbot.com
#1

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)
  • Added first iteration of autorefreshing, just hit play in upper left corner and widget will refresh every 5 seconds. (Once I have more time I'll try to move it to more eye-candy javascript without flickering and with animations).
    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).
Default:
https://emberbot.jadex.eu/discordwidget?guildid=198513725978705920

Or display last 50 messages from DevTracker:
https://emberbot.jadex.eu/discordwi...5920&channelid=202117732538384384&messages=50
 
Last edited:

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
we DO NOT NEED durability to have an economy.
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because for a VERY LARGE portion of the old community having or not having durability will make... or break.... the game for them.
There is almost always an economy of some sort. A game certainly doesn't need durability in particular to have one, there are many ways to go. That is what I have been talking about in this thread. That there are many options, a games developers must choose the right style of economic model for the game they are looking to make.
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.

this is a bit disheartening, hopefully the decay will be very slow and NOT linked to deaths.
Let me be clear. For Em-8ER the teams plan is to put in just "durability", which means that the weapons and gear will need resources for repairs to stay in good shape. It's not "decay", as your weapons and gear will never get to the point where they permanently break. This is not like the old FF systems of patch 6.0 to 9.0 where items would decay to the point where they inevitably, and permanently break. This is not like EVE online where items permanently break on player death. This is not a system where your weapons and gear permanently break at all. They simply need repairs. Whether or not the gear takes a larger durability hit in death is still to be decided, but either way the items are not going to permanently break.

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.