Open Asmageddon opened 7 years ago
IIRC the position data is stored as part of the overmap data, rather than something character-specific.
Storing references to remembered vehicles in character data would need a vehicle ID, which seems unlikely to happen any time soon given kevin's aversion to long-lived IDs.
Related to / duplicate of: #19800
It could just be stored the same way as notes and updated when vehicles move, which I don't think can happen outside of the reality bubble anyway.
Oliver Jowett notifications@github.com wrote:
IIRC the position data is stored as part of the overmap data, rather than something character-specific.
Storing references to remembered vehicles in character data would need a vehicle ID, which seems unlikely to happen any time soon given kevin's aversion to long-lived IDs.
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It could just be stored the same way as notes and updated when vehicles move, which I don't think can happen outside of the reality bubble anyway.
Vehicles can be moved by a character other than the one that has remembered the location.
Since the feature is called, "remember vehicle position", shouldn't that be completely acceptable?
Oliver Jowett notifications@github.com wrote:
It could just be stored the same way as notes and updated when vehicles move, which I don't think can happen outside of the reality bubble anyway.
Vehicles can be moved by a character other than the one that has remembered the location.
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If you're suggesting that the "remembered" position should be the last position that the particular character saw it at, that's not entirely unreasonable but it is not how the current feature works (currently, you magically know the location regardless of sight)
(there is also a question of whether allowing the remembered position to be out of date is actually a good game design decision - the feature is really a quality of life thing, and having inaccurate "remembered" positions could just be aggravating)
I think if you play multiple characters at the same time and move your vehicles around, you can't blame the game. The point is that the feature works by magic and makes the vehicle tracker obsolete.
Oliver Jowett notifications@github.com wrote:
(there is also a question of whether allowing the remembered position to be out of date is actually a good game design decision - the feature is really a quality of life thing, and having inaccurate "remembered" positions could just be aggravating)
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I don't really understand what this issue is about at this point; can you explain exactly how you want the behaviour to change?
the feature is really a quality of life thing, and having inaccurate "remembered" positions could just be aggravating
This No point in tracking such anti-quality-of-life thing.
The only thing I'd change here would be per-player remembering, but implementing it properly would require vehicle IDs and implementing it improperly would use the player/NPC IDs, which have only one advantage over vehicle IDs: they are in and thus immune to the criticism that prevents vehicle IDs from getting in (despite sharing all the problems with synchronization).
I find it difficult to believe that you're describing the player having perfect knowledge of every vehicle they've ever interacted with from an arbitrary distance as a "quality of life" issue. That's totally absurd and is nearly as big a bug as sharing this data between players.
Simple example, we add the ability for roving bands of bandits to wander around at overmap scale and abscond with vehicles. Should the player know where they took the vehicles? Of course not.
Until said bandits exist, it absolutely is a quality-of-life feature; the only way that vehicles move is through player action.
Assuming that this is a bug because the behavior is not consistent with map notes.
If this gets fixed, I would really like to see a way to move some map data between games(e.g. put notes on existing maps, create smaller maps that you can fill in(a time consuming process), etc.)