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 03/05/2007 09:58:56
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Jacked Out
Joined: Aug 15, 2005
Messages: 1361
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Scenario: Full inventory and decompiling items that we already have in out decomp tables. Current sequence: Decompile activated, item is decompiled, code is generated, item is removed from inventory, but because the code is generated before the item is removed it is possible that we end up with code on the floor and an empty spot in our inventory. This is unnecessarily annoying and inaccurate. It should be: Decompile activated, Item is decompiled and therefore removed, code is then generated. So, any empty spaces inventory are filled by the code that is decompiled.
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 03/12/2007 13:16:25
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Perceptive Mind
Joined: Aug 19, 2005
Messages: 537
Location: Recursion (formally Method) - ITR Washington, DC
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Yes that would be a better sequence, but they may of been worried about the item being deleted and then something goes wrong like a disconnet. The person is then out of the item and does not have the code bits for that item. The way it is currently will leave you with both and therefore lessen the complaints.
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 08/24/2007 00:22:45
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Vindicator
Joined: Sep 1, 2005
Messages: 2466
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I didn't think that this would be so much of a hassle seeing how it's only one inventory space and you can pick up the lost code bit directly after.
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 08/24/2007 03:51:09
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Perceptive Mind
Joined: Aug 19, 2006
Messages: 1102
Location: The Code Server: Recursion Operative Level: 50 Organisation: Zion Faction: The Dragoon Brotherhood
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Trayen1 wrote:
I didn't think that this would be so much of a hassle seeing how it's only one inventory space and you can pick up the lost code bit directly after.
Yup. I think it just another anoying little bugs, ah la the combat bug. And both of those problems can be fixed quite easily
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 09/18/2007 05:28:14
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Jacked Out
Joined: Mar 6, 2006
Messages: 138
Location: Unix Server No. 243
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DelstarDotstar wrote:
Yes that would be a better sequence, but they may of been worried about the item being deleted and then something goes wrong like a disconnet. The person is then out of the item and does not have the code bits for that item. The way it is currently will leave you with both and therefore lessen the complaints. People are screwed anyways when it comes to a disconnect upon a decompile. If the code drops to the ground it is harvested by the scavengers long before a player can reconnect. Aside from that your everyday disconnect-upon-failure takes like 40 secs in MxO (10 secs ping timeout + 30 secs "jackout" process). Your everyday decompile procedure takes zerotime once the decomp request reaches the server (means: maximum time a decomp takes is the server's latency)... Ergo a disconnect is extremely unlikely to interfere with a decompilation.
Hell I even crashed during writing a code. The coding process completed during the "jackout" procedure. When I reconnected I found the completed item code in my inventory.
Ergo: That sequence bothers no one. If you drop your items you can pick them up again fast enough and if you drop them on a disconnect they are gone either way.
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 09/18/2007 07:25:35
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Mainframe Invader
Joined: Aug 16, 2005
Messages: 355
Location: Recursion
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you guys got it easy. I remember back when the decompile reuse timer was set to something outrageous, like a couple of minutes. Can you imagine trying to decompile a full tray of loot with that? It used to take like 15 minutes just to get through all your stuff.
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