As surprising as it may seem, different members of staff have different opinions on what should and shouldn't be done in a variety of areas. Despite that, we work within the confines of our stated goals, regardless of the opinions of any one person.Brules wrote:Best thing that has been posted on this forum in Y E A R S.Boomland Jenkins wrote: If you were wondering, the idea I pitched was to change our emphasis from accuracy over community. A shard needs both code and community to exist, a shard without community is the UO demo. You need a balance of both to succeed and era accuracy as the "end all, be all" decision is not sustainable. We never claimed to strive for 100% accuracy anywhere on the site and there's no reason it should be the final decision maker in every adjustment we make to code. It should have serious weight, but should not be the only reason behind a change.
Too bad Kaivan would be 100% against it and Derrick is IRLAFK.
OK seriously, this chant surrounding events as a correlation for population decrease makes virtually no sense whatsoever. And the point regarding LoS makes even less sense.Brules wrote:Taking mechanical era accuracy to the extreme over the last year or 2 OVER community accuracy is what has killed this shard. Yes the auto events hurt, BUT stupid shit like the LOS for towers/keeps/castles etc drove way more people away.
For one, events were disabled in September of 2011, when our population was at around 400 to 450 clients for our daily peaks. From that point forward, until February 2013, the average population went up, and then took a sharp dive starting in 2013 until it has generally leveled out where we currently see it at about 150 clients daily peak. So the argument for the removal of events causing some drastic change in population has no correlation in any data, except for an increase in the overall population, not the decrease that it's attributed to. Also, to top it all off, we now have someone on staff who is generally dedicated to running quest line events, as well as regular events that are similar in nature to those on the old event system. About the only thing you don't actually get is CTF, a leaderboard, and some schedule to run things by. So even the lack of events isn't really a lack of events anymore, yet there is still some massive population problem (with no correlation) that is directly linked to the lack of events.
As for LoS, the fact is that we're using the identical code found on OSI servers that is still in use today. Also, this code has allowed these "problems" since it was introduced... in 2010, and we certainly didn't have any population problems as a result for over 2 years; it's also the code that allows teleport to behave the way it does. If you want us to "fix" the line of sight code (which is still broken on OSI servers if that's your problem), you're asking us to mess with a long standing mechanic that has always existed on OSI servers, and continues to exist even today. You're also glossing over the fact that if we did attempt to fix the problem, it would naturally cause problems with the aforementioned behavior of teleport, and likely with a whole host of other behaviors in game as well. Needless to say, your proposal seeks to fix something that was possible during the era - despite whether it was actually done or not - and ignores the wider consequences of such a change, all while complaining about the extreme nature of mechanical accuracy for a change implemented 5 years ago.