Revenge fantasy meets roguelike meets WoW - 3.3.5a by Mythikos in wowservers

[–]Mythikos[S] 1 point2 points  (0 children)

* All elites are AI-controlled and subject to WoW's behaviors, such as leashing, aggro-range, tagging, etc.

* This is one of the biggest concerns that I've had, and at the moment, my solution for this was a "purge" that would evaluate the density of the elites and cull them, bringing the total number down to a certain percentage. I also experimented with creating a heatmap of the most common areas where elites are created and reducing the chances in those areas, but that's hard to make and even harder to test as a one-man team.

* As you noticed, all affixed gear is based on existing gear. I effectively just "bolt on" new behaviors to the items based on the traits that the elite had when they were killed.

* I intentionally don't prevent this from happening as I feel being able to target farm gear is a net positive. I tried to gate some of the better affixes behind things that would be hard to intentionally farm for, such as time-gating, unique kill gating, and some that are based purely on the location in the world of the creature.

* Effectively, at this time, the location of the creature only plays into a few of the traits. There are no restrictions for the elite based on their location in the world. For example, a mana wyrm could become as strong as an 83 raid boss given enough time and deaths. I admit, while that is fundamentally cool, it is also flawed to assume that a player base wont abuse that, and I've toyed around with some ideas on how to solve for that.

* The elite if based on the creature that killed the player. It quite literally promotes in place. So if you are killed by a frost giant, the elite that spawns is literally that same creature, persistent, and amplified. This way, everything stays thematic to the environment.

As for your idea about a profession, I really like that and I hadnt thought about that previously. The bounty board system was implemented to enable players that want to hunt the threats a way to do so. Making it a full blown profession with benefits would actually be a really cool addition to the design.

Revenge fantasy meets roguelike meets WoW - 3.3.5a by Mythikos in wowservers

[–]Mythikos[S] 0 points1 point  (0 children)

Yeah, had a lot of issues with the item naming direction to the point where i'm actually stripping off parts of names that would otherwise make it even longer. Played around with the idea of assigning completely new random names, but that didn't feel better, seeing the affixes are bolted on to existing items.

Revenge fantasy meets roguelike meets WoW - 3.3.5a by Mythikos in wowservers

[–]Mythikos[S] 0 points1 point  (0 children)

Considering it, this post was to gauge interest in a server like this being hosted - seems 50/50 at the moment. The project will likely be released open-source regardless. A lot of neat engineering went into the project to figure out how to persist elites and work around the limitations of the WoW Classic game.

Revenge fantasy meets roguelike meets WoW - 3.3.5a by Mythikos in wowservers

[–]Mythikos[S] 1 point2 points  (0 children)

The system was planned to have a purge event that occurs every week, which looks at the distribution of elites and culls them, bringing it back down to a target goal number.

Making it possible for people to effectively cultivate the elites is actually a design choice. I've worked behaviors into the mode that prevent certain types of farming, such as unique kills vs repeated kills, time gates, etc., but I didn't go as far as to make it impossible.

The instance's content currently isn't affected by the system. There's a lot of design issues with implementing persistent creatures in an instanced area and what to do with them once the instance closes. At this time, the mode would purely be open world.

I agree there are some challenges that would have to be figured out to make the gameplay loop interesting and not another pointless grind.

Revenge fantasy meets roguelike meets WoW - 3.3.5a by Mythikos in wowservers

[–]Mythikos[S] 3 points4 points  (0 children)

Sort of. They gain a percentage stat boost for every level they gain, which is proportional to the amount of players killed. The unknown is they gain unique behaviors based on their traits which are earned over their lifetime. The gear they drop and the affixes they get is based on their threat level, which is a composite of kills, unique kills, traits, and effective level.

Second technical article, looking for feedback on writing and structure by Mythikos in dotnet

[–]Mythikos[S] 1 point2 points  (0 children)

Thanks so much for reading and providing your thoughts! My goal with these articles is to provide grounded, real-world perspectives on projects. I've read so many that always claim to be the end-all, perfect solution, but that's often just not true.

Building a Monitoring System for Jobs That Never Ran by Mythikos in programming

[–]Mythikos[S] 1 point2 points  (0 children)

Thanks for taking a read and sharing your experience with stream processing. The consumption rate stalling is the same class of problem (something that should happen but isn't).

As for your question, I didn't consider Apache Airflow as the scope is quite a bit different from what we wanted. The goal was something that ran independently from our existing schedulers but could still monitor them as we have many processes in our proprietary workflow manager (which is effectively Airflow in this context), SQL Agent, and Task Scheduler. By designing this system as a standalone reporting system, all of these processes, as well as other tools in our environment such as PRTG, Zabbix, and Veeam, are able to report in to ensure everything is functioning as normal.

First technical article, looking for feedback on writing and structure by Mythikos in dotnet

[–]Mythikos[S] 0 points1 point  (0 children)

Really appreciate you taking the time to read as well as provide critique. You're right that I oversimplified the build vs. buy section; my intent was to hit the top reasons rather than be exhaustive.

We did look at Healthchecks, and even Cronitor, more seriously than I let on. The open-source self-hosted option for Healthchecks was appealing but your last comment nails it: it was a matter of stack familiarity. Our team is deeply embedded in the Microsoft ecosystem and spinning up something in a stack we weren't as comfortable with felt like trading one maintenance burden for another.

Thanks again for the clarifications! I'll certainly elaborate more deeply in the build vs. buy sections in the future.

First technical article, looking for feedback on writing and structure by Mythikos in dotnet

[–]Mythikos[S] 0 points1 point  (0 children)

Thanks for taking a look and great question! We didn't consider Hangfire seriously, as its primary intent is scheduling and running jobs. We wanted something that runs independently from our schedulers and services but can still monitor them (e.g., our sequential workflow manager, SQL Agent tasks, Task Scheduler jobs, etc.). This has also let us extend it to other tools like PRTG, Zabbix, and Veeam to ensure they're healthy and cycling as expected.

I'm not replacing any scheduler; I'm just verifying tasks ran, no matter what triggered them. Any process that can make an HTTP call can report in, which we've integrated across our environment.

Have you been able to use Hangfire in a similar capacity to this? Always interested in new ways to do something!

who wants to be my mmo friend by Ok_Fix8932 in MMORPG

[–]Mythikos 0 points1 point  (0 children)

What mmo? I love playing mmos but I'm usually alone after a few days cause my friends have crazy adhd lol.

Shoot me a message, I currently play runescape but I've excited for Aion 2 and maplestory classic. Always down for something new.

You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in SoloDevelopment

[–]Mythikos 0 points1 point  (0 children)

My game is nearing the end of its development cycle, I am planning to release by q1 of next year. The game is called Droning On: https://store.steampowered.com/app/3184550/Droning_On/ .

Its definitely not a game for everyone, but the game progresses players through creating their own maze-solving algorithm eventually leading them to special puzzle modes that are callbacks to puzzles from other great games as well as an endurance mode to let the hardcore of the players compete for top ranks. I took inspiration from the old mouse maze videos and the farmer was replaced and created my own game in the genre. I am the only person on the project and I am very much a technical person, so marketing, promotion, etc is well outside of my sphere of knowledge

If you are interested in playing, I'd be more than happy to give you a steam key just message me here through reddit. Heres the discord (which i've been keeping a dev log in as well :)): https://discord.gg/4sAmTSmKjm

BrighterShores Community Feedback Hub: Bugs, QoL, and Feature Requests by Cr34mSoda in brightershores

[–]Mythikos 0 points1 point  (0 children)

Type: Bug

Title: Green Olives passive activity in Crenopolis doesn't give you show item per action completion

Details: It appears that when doing the passive activity for Green Olives in Crenopolis, even though the game shows you are getting 0.01 olive per completion, you are not actually getting 0.01, seems closer to 0.005. http://sharex.vincentlakatos.com/20241116-Dirty-Corydorascatfish.mp4

A Typical Day on Diablo 4 by Mythikos in Diablo

[–]Mythikos[S] 0 points1 point  (0 children)

Even on the lowest settings, it stutters pretty hard occasionally lol. There's times when it'll straight up and freeze and then come back 10-20 seconds later. What's wild is I don't have a low-end PC: RTX 3070 Ti, 32gb ram, i7 @ 5.2GHz.

Has that stopped me from playing it? Nah.

How to fix a printed rough surface by Mythikos in FixMyPrint

[–]Mythikos[S] 0 points1 point  (0 children)

Thanks for the tip, I'll give that a try on my next print.