end waypoint is stored in client if not a straight line.. client auto does new waypointr transaction when each end of line is reached.. if that makes sense
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for person who has millions of characters.. if you try to multiselect many and set waypoint you will need to wait a long time for transactions be be generated.. maybe we should limit 10 max (multi select) or something..
Quite probably. I'm actually thinking that the map does not need to be this big. There should be more coin collection areas with a greater distribution of coins. More spawn points are also needed and perhaps the map can be more maze like if reduced in size too.
Maybe, i do think it needs to be hardwork/time to get to a harvest area, and get back, and protect them.. probably will need to protect a full area and shuttle players back and forth.
It needs to be hard work and time to get the coins ..
we did think about mazes and also it would be possible to have it like one of the original maze/3d type RPG..
Dungeon Master
http://www.youtube.com/watch?v=-VSVaJOemEU
Or Heroquest Style..
One of our favourite games which involved "harvesting" :
Dune II .. probably the game that made RTS as big as it is today.. (there was another game before it but it didn't have the same impact)
http://www.youtube.com/watch?v=_j7pTczOtck
You probably have a someting here and I assume a lot of services could be developped around the game in a later step.
My 2 cents feedback on the game :
- the first charachter should be free, don't put any barrier to entry
- I would limit the number of char to one, I guess it would be more "addictive" if you have one char.
- If possible, making the block time/moves faster would be great.
- triple check the scalability of the game on the client
Thanks..
good points
everyone should remember.. we have made Huntercoin as mainly a learning experience/test.. scalability may (probably) not be good..
The full release will still be a test/experiment, although we will try our best to keep it alive.
blockchain etc is 200mb atm..
Coins should be way more scattered around. Ideally coin spawn points would be totally at random, to prevent camp BOTs from getting coins by
doing nothing (just sitting on one spot all the time) and to prevent massacre that is inevitable if coins spawn as close as now.
It would be nice to have some way of checking character destination point, e.g. click on some button while character is selected to scroll screen
to area character is heading. Way too often I find myself manually scrolling through half of the map just to check if coins my character will hopefully
pick are still there, not picked by some other player.
Originally there was a global coin spawn.. maybe we can add that back so people do more roaming and are spread out..
I think a lot of issues can be solved with self destruct.. also the game is supposed to be about controlling areas really.. maybe you need to join up with 4 people to keep control of 1 harvest area? (if it gets to that stage)
yep probably if it becomes popular and survives we can improve client with things like that..
doesn't help but you can use in console window
game_getplayerstate