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Pausing on hacks?

Posted: Wed May 17, 2017 3:58 pm
by e1a00000
Because of the "I DID NOT CLICKED ON THAT GOD DAMN NODE, THE ONE BEHIND IT" issue. The game is not exactly great at node selection on a dense maelstrom.

Re: Pausing on hacks?

Posted: Wed May 17, 2017 5:16 pm
by happy days
Pausing would make it to easy, I agree with the node selection issue it's really bad & the smaller the device the was it gets

Re: Pausing on hacks?

Posted: Wed May 17, 2017 5:17 pm
by Crack69
Well Maelstroms are made to be hard to navigate

Re: Pausing on hacks?

Posted: Wed May 17, 2017 5:46 pm
by Taiwei
Crack69 wrote:Well Maelstroms are made to be hard to navigate
True.

Re: Pausing on hacks?

Posted: Wed May 17, 2017 9:13 pm
by PerseVerAnce
I think instead of selecting what you clicked, the game should select what you meant to click.

This could be done by collecting data regarding the times you selected a node, and then switched to another node without doing anything on that particular node. Combine that with the relative position of the nodes with respect to the camera, as well as the state of nodes that are directly connected to each node. Use them as features for deep learning, and thus using it to predict what node you meant to click.

Re: Pausing on hacks?

Posted: Thu May 18, 2017 12:14 am
by e1a00000
PerseVerAnce wrote:I think instead of selecting what you clicked, the game should select what you meant to click.

This could be done by collecting data regarding the times you selected a node, and then switched to another node without doing anything on that particular node. Combine that with the relative position of the nodes with respect to the camera, as well as the state of nodes that are directly connected to each node. Use them as features for deep learning, and thus using it to predict what node you meant to click.
Wouldn't be that hard tbh. On click you have up to 3-4 possible nodes around the area at most, eliminating those not directly connected to a captured node, etc, and you get a pretty good chance.