hex37 737 Share Posted August 18, 2014 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. Link to post Share on other sites More sharing options...
Senda 472 Share Posted August 18, 2014 Yes please, suited the server perfectly Link to post Share on other sites More sharing options...
Mankaar 166 Share Posted August 18, 2014 Aye heatmap was the shizzle mc dizzle, I would love to see its return. Link to post Share on other sites More sharing options...
Cyndikate 2303 Share Posted August 19, 2014 Why does everyone seem to like this plugin? Link to post Share on other sites More sharing options...
no longer active 734 Share Posted August 19, 2014 Why does everyone seem to like this plugin? Because as human beings they have opinions 3 Link to post Share on other sites More sharing options...
CosmicWhaleShark 2488 Share Posted August 23, 2014 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. Link to post Share on other sites More sharing options...
John Ivory 4546 Share Posted August 23, 2014 I like the idea. Link to post Share on other sites More sharing options...
Tythus 1307 Author Share Posted August 23, 2014 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. Link to post Share on other sites More sharing options...
Daisy 9735 Share Posted August 24, 2014 int rep = this.getRep(); rep += Math.sqrt(1); System.out.println(defaultMessages.goodIdea()); //run// This is a good idea. Link to post Share on other sites More sharing options...
monkeypoacher 8055 Share Posted August 24, 2014 I like that this is being re-implemented. Link to post Share on other sites More sharing options...
Helbolt 129 Share Posted August 29, 2014 I liked heat map. I also like several of the suggestions in your post. Link to post Share on other sites More sharing options...
Faunherer 44 Share Posted August 29, 2014 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). Link to post Share on other sites More sharing options...
Tirenas 677 Share Posted August 29, 2014 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. Link to post Share on other sites More sharing options...
3VN 136 Share Posted August 29, 2014 As long as it doesn't make the server lag I'm all for it. Link to post Share on other sites More sharing options...
Googlesearch 141 Share Posted August 29, 2014 Will the server be able to handle a new Heatmap and Nexus together? 1 Link to post Share on other sites More sharing options...
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