Input map server storage

Questions / Announcements area for beta tests of Allegiance's future updates.
Xynth
Posts: 224
Joined: Mon Oct 05, 2009 3:03 pm
Location: St. Louis

Post by Xynth »

madpeople wrote:QUOTE (madpeople @ Aug 24 2010, 04:54 AM) - You don't have to make things completely safe, just safe enough that it isn't worth someone's time to crack them as compared to the reward of cracking it.
Unless you have a bunch of people critiquing everything you do to enable them to publicly mock you so you will GTFO. Then it has to be airtight.
Xynth@PK
Image
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Xynth wrote:QUOTE (Xynth @ Aug 24 2010, 11:34 AM) Unless you have a bunch of people critiquing everything you do to enable them to publicly mock you so you will GTFO. Then it has to be airtight.
It was a more a FYI to those people that they shouldn't throw hissy fits that "OMG IT'S NOT SECURE" when it sounds like it's safe enough. ;)
Bard
Posts: 4263
Joined: Tue Jan 24, 2006 8:00 am
Location: Within your command center, enacting fatal attacks upon your conscripts
Contact:

Post by Bard »

notjarvis wrote:QUOTE (notjarvis @ Aug 23 2010, 04:50 PM) Frankly. I would like the option to turn this functionality off.
Actually, I would prefer the option to turn it ON.

I would rather that it be OFF BY DEFAULT.

Clay_Pigeon is absolutely correct, this is a solution in search of a problem and it developed out of the groupthink that started when people wanted a different inputmap1.mdl to be the default because the existing default is "too confusing for new players" then just got coded because it was possible and fairly simple to do.
ImageImageImageImageImage
Image Omnia Mutantur, Nihil Interit.
the.ynik
Posts: 101
Joined: Fri Apr 17, 2009 7:23 pm
Location: Germany

Post by the.ynik »

Bard wrote:QUOTE (Bard @ Aug 24 2010, 01:55 PM) Actually, I would prefer the option to turn it ON.

I would rather that it be OFF BY DEFAULT.
The "Load" part already is explicit (only on button click). If we don't want automatic upload, then I think the best UI is to have an explicit "Save" button. Just label it appropriately so that people know it saves to/loads from the cloud.
But that would add more UI clutter for a feature which might gets rarely used (how often do people switch PCs?). Considering how easy it is to manually copy an inputmap from one PC to another (or just to remap the keys manually), the effort that went into this feature (especially into the discussion) already is an enormous waste of time.
Imago
Posts: 1440
Joined: Tue Sep 23, 2003 7:00 am
Location: Minneapolis, MN
Contact:

Post by Imago »

i will make it an even bigger waste of time by preventing this perpetuation of stupidity once and for all, I'll revert all my changes in the branch then someone can waste even more time (at least not stupidly) by patching back in the @#(! they want.
Image

These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Jimen
Posts: 1146
Joined: Mon Aug 31, 2009 10:39 pm
Location: Boston-ish

Post by Jimen »

Bard wrote:QUOTE (Bard @ Aug 24 2010, 07:55 AM) Actually, I would prefer the option to turn it ON.

I would rather that it be OFF BY DEFAULT.

Clay_Pigeon is absolutely correct, this is a solution in search of a problem and it developed out of the groupthink that started when people wanted a different inputmap1.mdl to be the default because the existing default is "too confusing for new players" then just got coded because it was possible and fairly simple to do.
That's an odd way of saying "the existing default is so bad that the first piece of advice for every new player is to change it", and I'm not seeing how this is related beyond "the usual feature whores derailed it into wanting portable inputmaps and the devs pursued that instead because it's much easier, since it requires ONLY a @#(!load of code and its own server, rather than the gigantic wall of requiring an executive decision that stood between us and the thing that was the actual problem"
Image
Imago
Posts: 1440
Joined: Tue Sep 23, 2003 7:00 am
Location: Minneapolis, MN
Contact:

Post by Imago »

*bows*
Image

These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
notjarvis
Posts: 4629
Joined: Tue Jun 03, 2008 11:08 am
Location: Birmingham, UK

Post by notjarvis »

Jimen wrote:QUOTE (Jimen @ Aug 24 2010, 08:47 PM) That's an odd way of saying "the existing default is so bad that the first piece of advice for every new player is to change it", and I'm not seeing how this is related beyond "the usual feature whores derailed it into wanting portable inputmaps and the devs pursued that instead because it's much easier, since it requires ONLY a @#(!load of code and its own server, rather than the gigantic wall of requiring an executive decision that stood between us and the thing that was the actual problem"

Nope. the decision to do it is not the only reason for not changing the default controls.

Changing the default controls = rewriting and re voicing various parts of the existing training missions, that a lot of newbies play before joining us in game. Administrators are not the ones blocking this - it would require a concerted effort to change, and it is non-trivial.


Edit:

I'm not saying we shouldn't do it either.

I'd love it if we could rewrite some of the training missions and add some sometime, and we can then change the default keymap in order to stop the whining about it, but it's a non-trivial bit of work.
Last edited by notjarvis on Tue Aug 24, 2010 8:35 pm, edited 1 time in total.
aem
Posts: 1471
Joined: Sat Apr 02, 2005 8:00 am
Location: Charlotte, NC

Post by aem »

notjarvis wrote:QUOTE (notjarvis @ Aug 24 2010, 04:23 PM) I'd love it if we could rewrite some of the training missions and add some sometime, and we can then change the default keymap in order to stop the whining about it, but it's a non-trivial bit of work.
It would be real easy. Just get the script typed out and I bet lawson would redo the voice acting with the keys changed. Shouldn't take long at all if that is what is holding back keymap changes.
notjarvis
Posts: 4629
Joined: Tue Jun 03, 2008 11:08 am
Location: Birmingham, UK

Post by notjarvis »

AEM wrote:QUOTE (AEM @ Aug 24 2010, 09:44 PM) It would be real easy. Just get the script typed out and I bet lawson would redo the voice acting with the keys changed. Shouldn't take long at all if that is what is holding back keymap changes.
Oh yeah it could be done - I was just saying its nowhere near the trivial minor thing that people make out.
Post Reply