we are making changes #3039

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opened 2022-11-14 04:57:38 +00:00 by flux · 5 comments
Member

we need to put out a statement about our long-term plans for the server, so that players aren't taken by surprise. the two changes that drew a lot of criticism today - #2304 and #2490 (the latter is crop unification, not just sunflowers) - are not huge in terms of a lot of the major changes being discussed in the near and long-term. we (or at least i) want the server to continue to evolve as we solve longstanding problems w/ the game, but some of that will require breaking changes.

some examples:

probably other things. i'm falling asleep.

the point being, that the server isn't meant to be a static thing that you can dominate in the same manner forever. you shouldn't depend on your automation working in the long term. you shouldn't depend on any single mechanic working forever, particularly if it's clearly a bit buggy (like floating ladders).

we do want to hear players feedback about this stuff, and react to that, but at the same time, the loudest players are not necessarily the ones we need to listen to all the time. simplifying the logic of crops is a huge thing for most neophytes; objecting to the simplification because it prevents an abstract player from using the carrot w/ the icon they like better misses the point entirely, particularly since texture packs exist (and i'll make sure to create texture packs to reskin farming and cucina vegana as each other in the next day or so).

we need to put out a statement about our long-term plans for the server, so that players aren't taken by surprise. the two changes that drew a lot of criticism today - #2304 and #2490 (the latter is crop unification, not just sunflowers) - are not huge in terms of a lot of the major changes being discussed in the near and long-term. we (or at least i) want the server to continue to evolve as we solve longstanding problems w/ the game, but some of that will require breaking changes. some examples: * #1572 (compounding penalties for death) * https://gitea.your-land.de/your-land/administration/issues/33 (enchantment overhaul) * https://gitea.your-land.de/your-land/administration/issues/111 (damage system overhaul) * https://gitea.your-land.de/your-land/administration/issues/112 (pipeworks replacement) * https://gitea.your-land.de/your-land/administration/issues/125 (cave-in in the public mine) & https://gitea.your-land.de/your-land/administration/issues/142 (regenerating most of the underground) * https://gitea.your-land.de/your-land/administration/issues/166 (balanced diet) probably other things. i'm falling asleep. the point being, that the server isn't meant to be a static thing that you can dominate in the same manner forever. you shouldn't depend on your automation working in the long term. you shouldn't depend on any single mechanic working forever, particularly if it's clearly a bit buggy (like floating ladders). we do want to hear players feedback about this stuff, and react to that, but at the same time, the loudest players are not necessarily the ones we need to listen to all the time. simplifying the logic of crops is a huge thing for most neophytes; objecting to the simplification because it prevents an abstract player from using the carrot w/ the icon they like better misses the point entirely, particularly since texture packs exist (and i'll make sure to create texture packs to reskin farming and cucina vegana as each other in the next day or so).
flux added the
1. kind/documentation
1. kind/other
1. kind/protocol
2. prio/elevated
labels 2022-11-14 04:57:59 +00:00

The server is meant to be semi-static. We shall change stuff only under compelling circumstances. We shall build stuff on top of existing things. We shall fix obvious bugs and introduce smaller features.

  • Let's add a "breaking change" label of type "priority", which indicates we must break a mechanic to introduce a new one.
  • Let's add a "soon" label of type "priority", which indicates some time constraint
  • Let's publish what's in https://gitea.your-land.de/your-land/administration/wiki/Milestones
  • I'm not sure about a "community input" label of type "step", which would indicate we need input of the community. I doubt, because I'd love to have community input of everything but the label might draw the attention of peope there.
  • Let's add an issue with the milestone version as name before each release, where we can point towards interesting things. The changelog should go to the milestone though after release.
  • Let's make smaller changes, but release more often.

Anything I missed?

The server is meant to be semi-static. We shall change stuff only under compelling circumstances. We shall build stuff on top of existing things. We shall fix obvious bugs and introduce smaller features. * [x] Let's add a "breaking change" label of type "priority", which indicates we must break a mechanic to introduce a new one. * [ ] Let's add a "soon" label of type "priority", which indicates some time constraint * [x] Let's publish what's in https://gitea.your-land.de/your-land/administration/wiki/Milestones * [ ] I'm not sure about a "community input" label of type "step", which would indicate we need input of the community. I doubt, because I'd love to have community input of everything but the label might draw the attention of peope there. * [x] Let's add an issue with the milestone version as name before each release, where we can point towards interesting things. The changelog should go to the milestone though after release. * [x] Let's make smaller changes, but release more often. Anything I missed?
Member

I can see the chopping board for melons makes sense.
Seeds for peppers seems a bit unnecessary.
Crafting to plant garlic DOES make sense
Crafting for onions, potatoes and carrots does NOT make sense.

There's nothing inherently wrong some items having a more advanced mechanic - but there's no real reason to over-due it.

A few of the cucina were redundant to farming - I don't think it was the end of the world because they each had their charms, looks wise... but to make every crop require seeds overcomplicates things. Especially considering you have to GUESS how much of your harvest to convert to do the replanting - and you can end up with a lot less yeild obviously.

I remember once upon a time thinking I preferred separate seeds because it meant all of the harvest was mine to keep... but that was when you got the harvest AND the seeds both.

Now you have to craft the seeds FROM the harvest, which turns it into a low-yeild guessing game that is tedius and not fun at all and can end up yeilding not much at all left over to eat. Plus having to delete the orange dye every single time is TEDIUS.

I can see the chopping board for melons makes sense. Seeds for peppers seems a bit unnecessary. Crafting to plant garlic DOES make sense Crafting for onions, potatoes and carrots does NOT make sense. There's nothing inherently wrong some items having a more advanced mechanic - but there's no real reason to over-due it. A few of the cucina were redundant to farming - I don't think it was the end of the world because they each had their charms, looks wise... but to make every crop require seeds overcomplicates things. Especially considering you have to GUESS how much of your harvest to convert to do the replanting - and you can end up with a lot less yeild obviously. I remember once upon a time thinking I preferred separate seeds because it meant all of the harvest was mine to keep... but that was when you got the harvest AND the seeds both. Now you have to craft the seeds FROM the harvest, which turns it into a low-yeild guessing game that is tedius and not fun at all and can end up yeilding not much at all left over to eat. Plus having to delete the orange dye every single time is TEDIUS.
flux added
2. prio/critical
and removed
2. prio/elevated
labels 2022-11-24 04:15:54 +00:00
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Member

The server is meant to be semi-static.

you and i and almost everyone wants player builds to survive through all updates, at least in terms of appearance. but i think we should make clear we won't provide promises beyond that, because the game is far from complete, and so the server is far from complete. a player building things for other players to admire is admirable, but building a huge structure to exploit game mechanics that were never intended should not be encouraged.

We shall change stuff only under compelling circumstances. We shall build stuff on top of existing things. We shall fix obvious bugs and introduce smaller features.

the point of contention here is about what sort of circumstance are compelling. i admit i want to see things change much more than they have in the last few years of mod development, and i want servers to commit to going in unique directions, to showcase all the crazy things the game can actually do. of course we don't want to estrange critical players, but we can't make every decision dependent on every single player's ego.

several people have objected to certain updates from 1.1.116, but i don't think we've estranged any of those people. not all the disputed changes have been resolved yet, but at least we're continuing to discuss them.

  • Let's add a "breaking change" label of type "priority", which indicates we must break a mechanic to introduce a new one.

i made it a "kind" label, but this is done.

  • Let's add a "soon" label of type "priority", which indicates some time constraint

i'm not sure that "soon" conveys anything that isn't carried by some superset of "critical", "elevated", or "interesting". in particular, "elevated" seems synonymous.

  • I'm not sure about a "community input" label of type "step", which would indicate we need input of the community. I doubt, because I'd love to have community input of everything but the label might draw the attention of peope there.

we should work on creating a community input NPC as discussed in (note to self: there's discussion about this somewhere, maybe in the administration issues)

  • Let's add an issue with the milestone version as name before each release, where we can point towards interesting things. The changelog should go to the milestone though after release.

i like this. if gitea wasn't so terrible, this would be a feature of milestones already.

  • Let's make smaller changes, but release more often.

is there anything i can do to help make the release cycle shorter? mostly i just wait on you to review and incorporate everything.

> The server is meant to be semi-static. you and i and almost everyone wants player builds to survive through all updates, at least in terms of appearance. but i think we should make clear we won't provide promises beyond that, because the game is far from complete, and so the server is far from complete. a player building things for other players to admire is admirable, but building a huge structure to exploit game mechanics that were never intended should not be encouraged. > We shall change stuff only under compelling circumstances. We shall build stuff on top of existing things. We shall fix obvious bugs and introduce smaller features. the point of contention here is about what sort of circumstance are compelling. i admit i want to see things change much more than they have in the last few years of mod development, and i want servers to commit to going in unique directions, to showcase all the crazy things the game can actually do. of course we don't want to estrange critical players, but we can't make every decision dependent on every single player's ego. several people have objected to certain updates from 1.1.116, but i don't think we've estranged any of those people. not all the disputed changes have been resolved yet, but at least we're continuing to discuss them. > * [ ] Let's add a "breaking change" label of type "priority", which indicates we must break a mechanic to introduce a new one. i made it a "kind" label, but this is done. > * [ ] Let's add a "soon" label of type "priority", which indicates some time constraint i'm not sure that "soon" conveys anything that isn't carried by some superset of "critical", "elevated", or "interesting". in particular, "elevated" seems synonymous. > * [ ] I'm not sure about a "community input" label of type "step", which would indicate we need input of the community. I doubt, because I'd love to have community input of everything but the label might draw the attention of peope there. we should work on creating a community input NPC as discussed in (note to self: there's discussion about this somewhere, maybe in the administration issues) > * [ ] Let's add an issue with the milestone version as name before each release, where we can point towards interesting things. The changelog should go to the milestone though after release. i like this. if gitea wasn't so terrible, this would be a feature of milestones already. > * [ ] Let's make smaller changes, but release more often. is there anything i can do to help make the release cycle shorter? mostly i just wait on you to review and incorporate everything.
Author
Member

Seeds for peppers seems a bit unnecessary.
Crafting for onions, potatoes and carrots does NOT make sense.

removing onion/potato/carrot seeds is already pending:

orange dye

pending that update, that recipe will no longer produce either orange dye nor seeds, and several similar things will also bee rebalanced.

> Seeds for peppers seems a bit unnecessary. > Crafting for onions, potatoes and carrots does NOT make sense. removing onion/potato/carrot seeds is already pending: * https://gitea.your-land.de/your-land/yl_commons/commit/56db2d2359fa69bf61ca34676ab023cb2aac9950 > orange dye pending that update, that recipe will no longer produce either orange dye nor seeds, and several similar things will also bee rebalanced.
Member

smaller updates more often - what a good idea! There's no way to get quality feedback on SO MANY changes all at once, so much is changed it makes your head spin.

smaller updates more often - what a good idea! There's no way to get quality feedback on SO MANY changes all at once, so much is changed it makes your head spin.
flux added the
4. step/discussion
label 2023-01-30 02:16:18 +00:00
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Reference: your-land/bugtracker#3039
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