Kill spam visibility

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BananaHands
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Postby BananaHands » May 23, 2017 00:49

I like it please keep it.
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Andreas
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Postby Andreas » May 23, 2017 01:25

The real problem is that if the hib zerg recognise a kill spam in another realm they wipe, go there and zerg thise groups to death. In my opinion destroyed the zerg the rvr in evry realm because after 10 mins there run 3-5 hib groups to find them.

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Rhil
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Postby Rhil » May 23, 2017 02:30

leave that all zone kill spam exactly as it is.
It is so much better than running blind because you can only see the one zone that you're in.

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Salidor
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Location: USA

Postby Salidor » May 23, 2017 03:11

Blue wrote:In another thread I saw posts about kill spam getting out of hand.

Ilerget wrote:
Uzkrak wrote:I for my part almost cannot follow my normal chat/combatlog anymore because of these huge amounts of killspawn, as soon as I enter a rvr zone...seriously if we would still be 4k players, there woulnt be the space to accommodate even a third of them

I moved the kill spam to another chat tab, or would be impossible to play


So, did we go too far with kill spam visibility? The problem is in low traffic hours it surely helps, in high traffic hours it may spam too much. Would like to hear opinions.


I would like to see if only if you where in that realm, not world wide.

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Vajazzle
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Postby Vajazzle » May 23, 2017 03:46

Kill spam is perfect both NA and Euro.

moha
Myrmidon
 
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Postby moha » May 23, 2017 07:00

Having kill spam in the same window as your chat is clearly an user error.

The change itself is very welcome, please keep it.

Ichindar
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Postby Ichindar » May 23, 2017 07:13

I really love it ! Makes the RVR look much more alive

Makish
Gryphon Knight
 
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Postby Makish » May 23, 2017 08:24

Its awesome, keep it as it is. If ppl dont want to see it, they can just turn it off.
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Uzkrak
Myrmidon
 
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Joined: Sep 23, 2009 00:00

Postby Uzkrak » May 23, 2017 10:42

Since I have been quoted, I also voice my opinion to keep it as it is, the point of my original post was more to emphasize that the server is not dead.

I like how player numbers seem to go up with worldwide killspam :) But maybe its only more visible now?

I am aware of the possibility to have the kills in another window and thats also my personal solution for it :D

Falken
Gryphon Knight
 
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Postby Falken » May 23, 2017 11:15

its fine, people are more than welcome to sort out their chat tabs if it is to overwhelming
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De_Kus
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Location: DE - Pfalz

Postby De_Kus » May 25, 2017 21:46

I like how it works with being in bordering zones to RvR. But I think only showing kills of the current realm you are zoned + the bordering zone in the RvR dungeon (like Dodens while being in Midgard, but not Summers Hall which you only see when entering the dungeon).
De Kus
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Xym
Guardian
 
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Postby Xym » May 27, 2017 08:59

One option could be to randomly filter some of those messages when population is higher!

if (popIsTooHigh && rand.Next(100) >= 80))
{
// drop 20% of messages
return;
}

I like the change(s) though, tyvm staff!

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De_Kus
Myrmidon
 
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Location: DE - Pfalz

Postby De_Kus » May 27, 2017 16:21

Combined population in RvR zones would be an interesting factor to manipulate the distance you see kill spam. The minimum distance would be see the current all directly neighbouring zones. The maximum could be like 6 zones while counting the zone distances Odins Gate, Hadrians Wall and Emain Macha would count as neighouring zones as well.

So for example seeing kills from Emain or Summoner's Hall in Uppland (replace with any main frontier castle) would require the "watch distance" to be 3 neighbouring zones (except for hibs, which would then have a 1 zone viewing distance advantage compensating for their longer way to arrive in Emain).

Only problem could be transparency for player to recognize how far the kill spam goes. Maybe the /server command could provide the kill spam distance as information? As a side effect it would be a measurement how much RvR (or at least how many people are in RvR zones) is going on at the present in some really, really rough numbers. If we are too worried from level group as SH zergs, we could set a level limit on the count function. So only everything 45+ or so is counted.
De Kus
<Krieger Asgards> PO Teldachk, Ailind
Love hurts, love strengthens...

Meandow
Warder
 
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Joined: Feb 07, 2017 15:52

Postby Meandow » May 27, 2017 16:53

Imo it should not be removed, personally the only thing I would like to see changed is put the "killed by *name*" last in the message, easier to see who it was without reading the whole thing then.

Medyci
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Joined: Mar 16, 2017 15:07

Postby Medyci » May 29, 2017 14:58

Please keep it the way it is

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