Mod Ash
said
:
Mini Aurelia
said
:
My actions are still interrupted if a random event occurs. Is this intentional?
It's as non-interrupting as we can get it. The NPCs no longer close interfaces or interrupt actions when they shout, which some did before.
Randoms will continue to interrupt actions such as cooking fish or fletching longbows then?
Can we have a moment of silence for the broken farming tools that have been fixed today? R.I.P. spade. You are out of my sight, but you will never be out of my heart, I may not see your face, but I will always remember your smile, I will never hear your voice again but you will forever whisper in my ear, I never got to say goodbye to you, or tell you how much you really meant to me, one day we will meet at heavens gates and I will be with you again and this time it will be forever.
11-Sep-2014 11:57:11
- Last edited on
11-Sep-2014 11:57:27
by
Jeri
Mini Aurelia
said
:
Mod Ash
said
:
Mini Aurelia
said
:
My actions are still interrupted if a random event occurs. Is this intentional?
It's as non-interrupting as we can get it. The NPCs no longer close interfaces or interrupt actions when they shout, which some did before.
Randoms will continue to interrupt actions such as cooking fish or fletching longbows then?
No. Previously, if you were doing a skill action and the game decided it was time for you to get a random event, it would stop the skill action. So, if the event decided not to proceed because you were in a "safe place", the skill action would have been stopped for no apparent reason. That used to be a big complaint from activities like the String Jewellery spell and various looping actions, etc.
For this update, I deleted every single random event check that was tied into any skilling code anywhere. With randoms no longer tied into the skilling code, they're not going to be intercepting your clicks any more, like they used to.
The spawning of certain randoms can break a make-X loop, but we've tried to avoid this as far as possible.
Matsuda
said
:
Randoms should be a completely toggable option where you can tick on/off with an npc.
Lengthy bit of explanation coming up here...
Randoms were tied into all the skilling code in the game.
If the game wanted to give you a random, it'd intercept the skilling code and try to start a random event.
If we'd let you toggle off randoms, the skilling code would have effectively been interrupted for no apparent reason. This was a common source of complaints from PvP worlds where randoms were already (mostly) disabled.
We didn't want to make the entire game like that for everyone who toggled off the random events.
To make randoms togglable, we'd have had to do a complicated edit to every bit of skilling code that had random event checks tied into it. With several hundred of these checks, that was not going to be a small or straightforward job.
For this update, I've done a much simpler change to all the random event checks in the skilling code. Basically, I deleted the lot of them, and wrote a separate system for spawning randoms independently of the skilling code. So the random event isn't part of the skilling code anymore.
This means we can
now
offer to do that toggle you're describing, quite easily, without getting the horrendous dead-click problem that would have arisen before.
Toggle for the frog specifically would be nice. It can be quite annoying having 6 or so frogs pop up on the screen if Im trying to pick up drops or really click anything else around the floor area.
Along with the other things that have been suggested, we could put a 'Dismiss' option on the NPCs that pop up around the world, so you can tell them to go away immediately.