Bounty Hunter Archive

Thread: Edge of map, in the water, mission incomplete

Sten_II
Thu Sep 22, 2005 2:59 pm
#27

Easy solution - targets move towards starports, etc.... the mission only fails when you are in a certain (100m) range... so just sit tight at the starport, chat to your guildmates / friends, make a cuppa, etc and wait for the BH to move out of the water.




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Havoc420
Thu Sep 22, 2005 3:00 pm
#28

Ok...I'm not a BH but I have friends who are...here is my question in regards to this being a technical issue...


If the game code knows where all the water, trees, housing etc is....why would the game generate the marks position IN the water or a house etc? How is THAT a technical issue is the code KNOWS where these things are yet it generates the mission IN them?


As I said, I'm not a BH...but this doesnt sound like a technical issue..more like a coding issue. Please explain further TH if possible.




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Kreepy
Thu Sep 22, 2005 3:04 pm
#29

ThunderHeart wrote:


FWIW, it's not an easy fix because of the way multi-server technology works andthe way the system identifies a usable location in the world. Also, a code formula doesn't see water. It just sees a number. I understand that isn't much consolation thoughBlix has tightened up the system as much as possible to reduceas much of this as he could.



If the server/system doesn't see the water and just a number,why does the mission go incomplete if the mark is in an area covered by water?



Kreepy


Animi
Thu Sep 22, 2005 3:04 pm
#30







Thunderheart wrote:






Mfusion wrote:

I'm trying to be understanding, but I can honestly see no reason why this shouldn't be an easy fix.



FWIW, it's not an easy fix because of the way multi-server technology works andthe way the system identifies a usable location in the world. Also, a code formula doesn't see water. It just sees a number. I understand that isn't much consolation thoughBlix has tightened up the system as much as possible to reduceas much of this as he could.


When I get these, I just chalk up to a smart mark losing his scent in the water.





Couldn't you program the code to exclude certain large bodies of water based on coordinates? I realize that someone would have to go into the game and actually map out those boundaries and coordinates by hand, but it sure would be a nice thing to do.



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GotBlueMilk
Thu Sep 22, 2005 3:05 pm
#31






Thunderheart wrote:

Its actually not a bug. It is a limitation of the technology.








Maybe I'm dense or maybe it's too complicated for me to understand, but I still don't get it. If I pull a regular destroy mission off a terminal, it gives me a waypoint, then as I near it, if it's in an invalid place, the mission is moved to a new location. Lairs don't seem to spawn in houses or in the water (that I know of), so somehow, somewhere, there's something that knows the difference between a valid and invalid location and makes things not spawn there. The game knows I can't build a house in an invalid location, so that location is more than "just a number" to some aspect of the system. Can't certain numbers be placed off-limits to whatever is generating the mark's random location?


I'm not doubting that it's more complicated than it sounds, but it's not as if there aren't other aspects of the game that utilize some means of differentiating between valid and invalid locations.



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Mystix17
Thu Sep 22, 2005 3:06 pm
#32






Thunderheart wrote:





memnoch37 wrote:





Thunderheart wrote:





chindi2k2 wrote:






Thunderheart wrote:




When I get these, I just chalk up to a smart mark losing his scent in the water.





Excellent thinking , if we could all come up with lame roleplaying excuses for bugs i'm sure the world would be a much better place.





Its actually not a bug. It is a limitation of the technology.





From a development standpoint, I'm sure that's the case. But, from the player's perspective, it sure seems that a technological limitation is causing a bug where marks spawn in water




HA!


Indeed. I just thought I'd try to answer the question as best I could.


Personally, I don't mind them so much. A run of bad luck when you get 4 or 5 in a row is always a drag, but when I get to a starport, I always check my map. If its in the water I dump it.


If he's on the beach and there is a chance? I usually try to run him down.










Wouldn't it be cool if you didn't have to dump it though? From a RP standpoint, doing that would be like backing out on a contract. Doing that could get you into some serious trouble with whoever your client was. I think it should be looked into to fix this bug, which has been around since the beginnings. I know there are lots of things on your plates, but it would be nice to see


Possibly Tanks could add this to one of our top5 problems? It seems a little more reasonable then crying about "omgz our loot got nerfed!".


Thunderheart
Thu Sep 22, 2005 3:11 pm
#33






Havoc420 wrote:

Ok...I'm not a BH but I have friends who are...here is my question in regards to this being a technical issue...


If the game code knows where all the water, trees, housing etc is....why would the game generate the marks position IN the water or a house etc? How is THAT a technical issue is the code KNOWS where these things are yet it generates the mission IN them?


As I said, I'm not a BH...but this doesnt sound like a technical issue..more like a coding issue. Please explain further TH if possible.



Well, the code doesn't know where the water or the houses are. They are actually different sub-systems. One system generates the terrain. Another keeps track of where you are and where all the player structures are. Another is a kind of "find good location" system. It has to talk to all the other systems to make its best guess. I'd go into it further, but I'm afraid the discussion wouldn't stay on track or keep a level tone.


We are always working to improve this though and thats the important part.


Like I said, Blix tightened it up as much as possible, but when you have a dozen servers talking to each other about a moving location across a dynamically generated terrain, the number crunching gets pretty crazy.





Kurt "Thunderheart" Stangl
Community Relations Manager

Atan
Thu Sep 22, 2005 3:12 pm
#34






Thunderheart wrote:

Its actually not a bug. It is a limitation of the technology.







There is no limit in technology, there is just a limit in development time

But serious, to say that a part of the game (the mission) simply "randomly" doesnt work per design (if it is no bug) is not very professional. Maybe its just me, but i dont think customers should rely on "workarounds" to get the most out of their gaming time.




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Mystix17
Thu Sep 22, 2005 3:14 pm
#35






Thunderheart wrote:






Havoc420 wrote:

Ok...I'm not a BH but I have friends who are...here is my question in regards to this being a technical issue...


If the game code knows where all the water, trees, housing etc is....why would the game generate the marks position IN the water or a house etc? How is THAT a technical issue is the code KNOWS where these things are yet it generates the mission IN them?


As I said, I'm not a BH...but this doesnt sound like a technical issue..more like a coding issue. Please explain further TH if possible.



Well, the code doesn't know where the water or the houses are. They are actually different sub-systems. One system generates the terrain. Another keeps track of where you are and where all the player structures are. Another is a kind of "find good location" system. It has to talk to all the other systems to make its best guess. I'd go into it further, but I'm afraid the discussion wouldn't stay on track or keep a level tone.


We are always working to improve this though and thats the important part.


Like I said, Blix tightened it up as much as possible, but when you have a dozen servers talking to each other about a moving location across a dynamically generated terrain, the number crunching gets pretty crazy.








Yeah, I can see this being the case.

Thunderheart
Thu Sep 22, 2005 3:14 pm
#36






Animi wrote:







Thunderheart wrote:






Mfusion wrote:

I'm trying to be understanding, but I can honestly see no reason why this shouldn't be an easy fix.



FWIW, it's not an easy fix because of the way multi-server technology works andthe way the system identifies a usable location in the world. Also, a code formula doesn't see water. It just sees a number. I understand that isn't much consolation thoughBlix has tightened up the system as much as possible to reduceas much of this as he could.


When I get these, I just chalk up to a smart mark losing his scent in the water.





Couldn't you program the code to exclude certain large bodies of water based on coordinates? I realize that someone would have to go into the game and actually map out those boundaries and coordinates by hand, but it sure would be a nice thing to do.




Well, that is one of the tricky parts. If you remember back in the pre-launch days, the devs talked a lot about "Dynamically Generated Terrain". The core 10 planets aren't a static world. Its all dynamically generated. From there, really, I['m no slouch in the geek department and the math and CS theoryeven gives me a nose bleed.





Kurt "Thunderheart" Stangl
Community Relations Manager

Mystix17
Thu Sep 22, 2005 3:15 pm
#37






Thunderheart wrote:






Animi wrote:







Thunderheart wrote:






Mfusion wrote:

I'm trying to be understanding, but I can honestly see no reason why this shouldn't be an easy fix.



FWIW, it's not an easy fix because of the way multi-server technology works andthe way the system identifies a usable location in the world. Also, a code formula doesn't see water. It just sees a number. I understand that isn't much consolation thoughBlix has tightened up the system as much as possible to reduceas much of this as he could.


When I get these, I just chalk up to a smart mark losing his scent in the water.





Couldn't you program the code to exclude certain large bodies of water based on coordinates? I realize that someone would have to go into the game and actually map out those boundaries and coordinates by hand, but it sure would be a nice thing to do.




Well, that is one of the tricky parts. If you remember back in the pre-launch days, the devs talked a lot about "Dynamically Generated Terrain". The core 10 planets aren't a static world. Its all dynamically generated. From there, really, I['m no slouch in the geek department and the math and CS theoryeven gives me a nose bleed.








Those make me excited

Meplorium
Thu Sep 22, 2005 3:22 pm
#38

It is almost never a lack of technology issue. Generally it is a lack of creativity issue. Granted there just isn't much that can be done about player placed structures, however the water issue shouldn't be an issue at all. The simple fix would to have predesignated points, 50 per planet would be good, where a BH mark could spawn, none of them would be in the water (although some could be inside of a player placed structure). This is a simple random number generated to look up in the db table of locations of where to spawn a mob. With so many points per planet it stays fresh. It isn't as sexy as a dynamically placed spawn, but not as 'buggy' and uses less resources as sub system aren't talking to each other.



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GotBlueMilk
Thu Sep 22, 2005 3:22 pm
#39






Thunderheart wrote:

Well, that is one of the tricky parts. If you remember back in the pre-launch days, the devs talked a lot about "Dynamically Generated Terrain". The core 10 planets aren't a static world. Its all dynamically generated. From there, really, I['m no slouch in the geek department and the math and CS theoryeven gives me a nose bleed.







This is getting interesting. Baffling, but interesting. Back in the pre-launch days, I took "dynamically generated" to mean that the planets were not designed specifically by artists like Kashyyyk was, but that the terrain was randomly generated. Once generated, however, the map was set, right? If I run up a mountain on Lok, I can come back to that same spot the next day and the mountain will still be there. To me, that's static. The map was dynamically generated, but it's now static. It doesn't change from day-to-day.


So I'm not sure what you mean by the word "static." The bodies of water that our marks are appearing in are always there, aren't they?


/boggle





GotBlueMilk (-777, -4041)
"I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid... and I went ahead anyway." -- Crow T. Robot

On 9/11/05, Holocron posted: "In plain language, we believe that letting you know of possible changes so that you can affect them, letting you know exactly what is going to change and why, giving you details so you can try out changes in testing and make sure they go smoothly, and making sure that all changes are well-documented is critical to good service."
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