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Custom or default
I think some wonders if the remade classic will have a custom or a default system. I think we deserve an answer before something gets started. We all know Storms position in this matter, but why should we have a custom system and barely any scripters who knows it?
Maybe a similair vote has been made before, so remove it if you wish=p |
Custom is not bad if it is done right. Classic has never done it right, however.
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I am voting no a solid no.
Voting a "no, unless" gives them a foot in the door for a chance to give custom systems another run. Classic cannot survive another year while the scripters are tinkering away, trying to get it "just right". |
I don't see the point in re scripting functionality that's already there.
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I will hold off my vote until someone experienced in scripting with both systems explains them out in a post, as well as the current situation on classic. I've seen bits and pieces but I'd like the full report in one place.
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Custom systems are superior to default systems if they're made correctly and well documented.
The offside to Custom systems is that they take a while to redevelop. And Classic shouldn't have too much time to spare with other competing worlds being developed, as well as declining staff motivation. I personally would like to see Default systems being used, but then again, it isn't my decision. |
I like some of the custom systems, like nickname systems, that change color beyond the ap spectrum.(purple), some are unncessary
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I voted custom, because custom system are generally more flexible and easy to edit, where as if you wanted to expand the movement system and it was default, there would be no way to improve it.
Scripting it encourages future expansion/improvement. However, it must be done to exactly replicate the classic movement system or else I retract my vote. |
Yes, there are many different things you can do with custom systems. But then people get so caught up with making these systems and when they finally get to the gameplay part they either are burned out, or have no idea what to do next with them.
That time could be better well spent developing the actual gameplay, be it quests, jobs, and the systems they belong to. Perhaps as they develop they should only introduce the custom systems they actually need. |
Meh, I don't think it takes that long to develop a system that mimicks default.
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Default ftw.
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Clone the source code of the default system so you can have the default system, but at the same time have full control of variables and all.
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All of our problems are solved then. Next thread.
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There are alot of Pros and Cons both ways with this issue,
I don't believe there is a definate right answer, it really depends on what you are looking to achieve and how quickly. If it were just for the sake of getting Core Foundations in place and for the sake of getting back on the Classic Tab asap, obviously Default would be the answer. If it were for the sake of having flexible systems that can have specific parts changed at a later point in time without breaking any other parts, and providing full flexability, Custom Systems are the answer. Some things that have to be considered are that Custom Systems have a poor reputation among Players and Developers, there could be other reasons but i'd guess this is mainly down to attempts to use them either failing or taking too much time, aswell as Developers finding it hard to learn/adapt to them. But the reason this may occur is in my opinion more down to how well they are made and how well they are documented, a well made system with decent documentation can be better than working with Default. Also that there's a conception that Custom appears/feels different to Default, and therefore isn't Classic, this is entirely untrue, a Custom system can be made to feel as if it were entirely Default. Saying that might make it seem like i'm being one sided towards Custom, but actually i'd say Default is my own personal preference, if making a new server was completely down to me i'd definately stick with it, however having discussed what we'd like to achieve with Storm + WhiteDragon, people I know are going to be scripting towards it on the server, we're likely going with Custom, although I emphasise that making it feel exactly like Default is a priority. |
Anyone remember the default movement on v1.41 revision 1?
It was great, so if there should be a custom movement, it should replicate that. |
RIP Classic
The server cannot survive while you guys tinker with this and that trying to get a system that feels like default. What we're going to end up with is another debacle of a server. We need the PWA in here ASAP and remove all of you guys. |
How dull are you? Holy ****
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I like how the poll results correspond with the decision :)
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Given Classic's reputation with custom systems, I don't have my hopes up for this one. Oh well.
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Most of the scripters here say Custom is the better option if not a Custom System that emulates Default.
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what exactly would you want to add into the system that isn't presented in default? i don't see what advantages you could use with a scripted system, or why it would be better
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I had taken bits and pieces out of the current systems and replaced them with mechanisms similar to Default but that is a completely different process. Quote:
for instance, you may want a normal Default like movement as regular player movement but with the ability to easily apply additional modes such as running, slipping on ice, opposite walking, no damage recoil movement, double damage recoil movement etc. Can't say it's impossible to do such things with Default but they tend to require messy hacks as there are limited controls, or by disabling Default temporarily you'd be relying on a Custom input anyway. Default also limits you on the basic variables such as HP, Bombs, Arrows etc, as far as recent tests on Dev show (feel free to correct me if i'm wrong) you can't properly give players more than 12 hearts, or more hearts than their normal heart limit, AP restrictions apply all the time and can prevent full heals, Saints can't be hurt in levels where you'd want them to be hurt etc, all somewhat important things for events, sparring, pking and there's just so many things which require tampering with and you end up spending more time on it. |
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why do people insist on making these redundant threads?
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Rather than replacing one single mechanism within Custom Systems not designed for that purpose for determining whether the player has been hit by another player with a mechanism also used in Default? |
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how is your scripted system going to differ from the default one, if at all? |
The difference between Custom and Default is that while we might want to make it feel like Default first and foremost, the potential is there to improve certain areas of it, if not adjust areas to suit the needs of any type of content that might require different player manipulation.
With a decent setup this can be accomplished much quicker than working with Default in the long run. |
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