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Tythus

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Heat map was and still is one of the most finely made plugins we ever implemented. Just... Don't let it interact with nexus regions. Those things are buggy.

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Yes please, suited the server perfectly

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Aye heatmap was the shizzle mc dizzle, I would love to see its return.

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Why does everyone seem to like this plugin?

Because as human beings they have opinions

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This sounds cool, but wasn't there a single feature before that tracked player movements and compensated mob spawning in less populated areas?

 

The heatmap with the single feature in place, being removed due to extensive lag.

 

A lot of this data seems a lot larger, in the schemes of collection, compared to tracking frequencies of player presence in various chunks.

 

 

Weather data - if it has rained recently it might reduce bows effectiveness and reduce visibility or if it hasn't rained for a while it might slightly slow wheat growth

 

Then naturally, having my main character be a Wood Elf in a PvP default environment, I feel compelled to address this on the off chance it is implemented.

 

This is cool and all but if you're going to make rain have a reduction on bow effectiveness, in whatever form you decide to portray that, then it seems armored folk should receive further movement debuffs to decrease their effectiveness. Balance and whatnot, bows really don't too much as it is and if one thing is effected by the rain then one would think other aspects of other forms of combat would be effected, soldiers have iron boots - not iron cleats.

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This sounds cool, but wasn't there a single feature before that tracked player movements and compensated mob spawning in less populated areas?

 

The heatmap with the single feature in place, being removed due to extensive lag.

 

A lot of this data seems a lot larger, in the schemes of collection, compared to tracking frequencies of player presence in various chunks.

 

 

 

Then naturally, having my main character be a Wood Elf in a PvP default environment, I feel compelled to address this on the off chance it is implemented.

 

This is cool and all but if you're going to make rain have a reduction on bow effectiveness, in whatever form you decide to portray that, then it seems armored folk should receive further movement debuffs to decrease their effectiveness. Balance and whatnot, bows really don't too much as it is and if one thing is effected by the rain then one would think other aspects of other forms of combat would be effected, soldiers have iron boots - not iron cleats.

 

My issue last time was how I was saving the data this time it shouldn't be an issue as I am using mysql and some various methods to make  it more smooth.

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int rep = this.getRep();

rep += Math.sqrt(1);

System.out.println(defaultMessages.goodIdea());

 

//run//

 

This is a good idea.

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Would it be possible to track player traffic across relatively large distances, find the line of best fit for the routes with the largest traffic, then have those routes over time make grass decay, then eventually turn to gravel?  This of course would have to only be enabled in certain areas (in order to protect land from being scarred). 

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I think it's an interesting concept, and I'm all for trying new things. So go ahead, a heat map would be a nice addition.

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As long as it doesn't make the server lag I'm all for it.

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