Author Topic: level 1 PvP :D  (Read 4735 times)

Shad0wCat

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level 1 PvP :D
« on: November 02, 2015, 03:13:17 AM »
So I was sitting in recluse's victory wondering how easy/hard it would be to make heroes and villains appear hostile to each other in the pvp zones.

Then I thought how fun it would be for everyone to have level 1 powers, with no enhancements or inspirations.. just beating each other up and having fun until we get more complex updates.

I dont know how many of you participated in some of the low level arena pvp nights, but its really really fun. So, how hard do you think it would be to implement something like this in the pvp zones as a time killer?   ;D

LightTrip

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Re: level 1 PvP :D
« Reply #1 on: November 02, 2015, 03:31:48 AM »
/signed that sounds fun!

FloatingFatMan

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Re: level 1 PvP :D
« Reply #2 on: November 02, 2015, 07:12:44 AM »
I dont know how many of you participated in some of the low level arena pvp nights, but its really really fun. So, how hard do you think it would be to implement something like this in the pvp zones as a time killer?   ;D

Extremely hard. We have no powers sytem, we have no targetting system, we have no combat system, nada, nothing, none. ALL of that was server side, so for any of it to work again, CodeWalker must code it, and that goes against the stated purpose of PC, which is of a chat client.

Closest you'll get is using the dice roller and emoting at each other.

LaughingAlex

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Re: level 1 PvP :D
« Reply #3 on: November 02, 2015, 02:10:28 PM »
Can always man up and use the roll command like the role players :).
Currently; Not doing any streaming, found myself with less time available recently.  Still playing starbound periodically, though I am thinking of trying other games.  Don't tell me to play mmohtg's though please :).  Getting back into participating in VO and the successors again to.

Acanous

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Re: level 1 PvP :D
« Reply #4 on: February 22, 2016, 10:21:53 AM »
look at your powers tab. See that throwing disc? There's plans for SOME kind of player to player interact in the future. It's even in the FAAAQ somewhere. Just... not for a while and probably not PVP.

Codewalker

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Re: level 1 PvP :D
« Reply #5 on: February 22, 2016, 03:59:12 PM »
look at your powers tab. See that throwing disc? There's plans for SOME kind of player to player interact in the future.

Don't make assumptions based on what you see in the client.

Paragon Chat sends exactly 6 powers, no more, no less:

Code: [Select]
void hackSendHardcodedPowers(MsgQueue *q)
{
        bsAppendPacked(q->bs, 4, 4);                // number of powersets

        // Set 0 - Inherent
        bsAppendPacked(q->bs, 5, 0);                // level bought
        bsAppendPacked(q->bs, 4, 3);                // number of powers
        sendPowerByID(q->bs, 1013339550);           // Sprint
        sendPowerByID(q->bs, 1765014394);           // Walk
        sendPowerByID(q->bs, 2172954564);           // Ninja Run

        // Set 1 - Pool.Speed
        bsAppendPacked(q->bs, 5, 0);                // level bought
        bsAppendPacked(q->bs, 4, 1);                // number of powers
        sendPowerByID(q->bs, 1732896497);           // Super Speed

        // Set 2 - Pool.Flight
        bsAppendPacked(q->bs, 5, 0);                // level bought
        bsAppendPacked(q->bs, 4, 1);                // number of powers
        sendPowerByID(q->bs, 3575737816);           // Fly

        // Set 3 - Pool.Leaping
        bsAppendPacked(q->bs, 5, 0);                // level bought
        bsAppendPacked(q->bs, 4, 1);                // number of powers
        sendPowerByID(q->bs, 2336762267);           // Super Jump
}

The ID numbers were manually extracted from powers.bin, since Paragon Chat doesn't load it due to the extra memory overhead it would impose.

If you're seeing other powers in the client, it's because the client is making assumptions of what powers it thinks you should have based on its own data files, what powersets you have, and the fact that all of the store unlockable stuff is marked as unlocked. On a real server, the server would be performing the exact same steps and would sync up with the client's view of things. This assumption of perfect lock step between actions taken on both client and server - and how horribly things can break when that assumption is wrong -- is one of the reasons that implementing any kind of server emulator is extremely difficult.

This case turns out to not be quite as extreme, as the powers implicitly assumed by the client get added after the ones sent by the server, so the indices still line up. Powersets aren't so lucky, and Paragon Chat has to work around the Inherent, Speed, Flight, and Leaping sets being numbered 26, 27, 28, and 29 in the commands sent by the client as a result.

Those extra powers don't really exist, so trying to activate them would simply do nothing because the server has no idea what they are.

It's even in the FAAAQ somewhere. Just... not for a while and probably not PVP.

Yes, under the 'maybe someday after everything else is done but don't hold your breath' section. I believe PVP was mentioned there as it would be easier than creating an AI capable of approximating the behavior of COH critters (though masterminds would be SOL). However, it would depend on one of the clients acting as a server to host a game, and probably using some sort of realtime communication protocol rather than routing it over XMPP, none of which have even had so much as a design sketched out on a napkin for.

Brigadine

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Re: level 1 PvP :D
« Reply #6 on: February 23, 2016, 01:03:07 AM »
Extremely hard. We have no powers sytem, we have no targetting system, we have no combat system, nada, nothing, none. ALL of that was server side, so for any of it to work again, CodeWalker must code it, and that goes against the stated purpose of PC, which is of a chat client.

Closest you'll get is using the dice roller and emoting at each other.
But, but who cares if it goes beyond the original intention behind PC.

FloatingFatMan

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Re: level 1 PvP :D
« Reply #7 on: February 23, 2016, 05:49:57 PM »
But, but who cares if it goes beyond the original intention behind PC.

Oh I dunno... Perhaps... maybe.... CodeWalker does? ;)

Nyx Nought Nothing

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Re: level 1 PvP :D
« Reply #8 on: February 23, 2016, 09:33:10 PM »
But, but who cares if it goes beyond the original intention behind PC.
The people who have to do the monumental amount of coding needed to make it happen.
So far so good. Onward and upward!

Brigadine

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Re: level 1 PvP :D
« Reply #9 on: February 25, 2016, 04:15:40 AM »
The people who have to do the monumental amount of coding needed to make it happen.
We love said people ;)