In response to NullQuery
Praise the Sun! Finnaly someone understands my beef with lummox/Tom's poor decisions in the recent years, ranging from website/Pager,DreamMaker(Running like it's from 91 - Oh wait), etc.

I've been trying and speaking out about this but no one listens, there's no way new developers would ever pick this over whatever other engine that might be 1 000% worst but way way better presented to the mases.
In response to NullQuery
NullQuery wrote:
So, this issue... is pretty easy to implement. I've already laid down the exact steps to implement it. I don't know about the underlying frameworks, but I do know that you designed the BYOND Pager software yourself and unless you're far less competent than I think you are you'll be able to send an extra 8 bytes to the hub.

As I said, it's not a matter of adding bytes. It's a matter of altering three different pieces of software, one of which gets mad if you look at it wrong, and thoroughly testing the changes. Adding a field to the db is the very easiest part. I know you don't believe me when I say this isn't an easy thing to add, but it isn't. The work-reward ratio is simply too small.

Security is moot. The worst case scenario is that someone claims their server is a child of someone else's. So what? They'd only be artificially increasing someone else's player count. Most people in this community aren't even capable of finishing their own projects, let alone working together with others.

Actually what could also happen is a server forcing itself in under someone else's, so that it looks more legit than it is. Probably a minor issue when not showing the child worlds. But if there's one thing I've learned about hub stuff, it's that security is never moot.

To address your faster-not-smarter point, the truth is I've learned the hard way that doesn't work. If something isn't well thought-out from the beginning, it causes problems down the road. That's 90% of the reason the code is as complex as it is already, because things weren't planned out well or weren't built to scale, and a large portion of the work I've done on the code over the years has been to address the fallout of that. I've done faster-not-smarter with the hub, and it always works out badly.

And I really do have to triage features; they all get weighed by the work vs. potential benefits. I know you're really anxious for this feature, but the truth is you're probably the only one.

I will say it's the kind of thing I'd be more interested in pursuing if it were part of a larger hub upgrade to add other new features, especially if that coincided with the release of 511; in that case a lot of the spin-up time between projects gets spread around, the testing is more of a one-shot deal, and everything's organized a lot more cleanly. But I'd be lying if I told you I had a good plan for handling the queries on the hub side of things, because as I said the hub likes to pipeline output from queries and this is more of a collect-and-organize case; it really does need planning.
In response to Lummox JR
Lummox JR wrote:
As I said, it's not a matter of adding bytes. It's a matter of altering three different pieces of software, one of which gets mad if you look at it wrong, and thoroughly testing the changes. Adding a field to the db is the very easiest part. I know you don't believe me when I say this isn't an easy thing to add, but it isn't. The work-reward ratio is simply too small.

Sounds to me that the problem is the hub, and that the real culprit is that the source-code for the hub hasn't been touched for years and you're afraid of breaking it.

Actually what could also happen is a server forcing itself in under someone else's, so that it looks more legit than it is. Probably a minor issue when not showing the child worlds. But if there's one thing I've learned about hub stuff, it's that security is never moot.

It's moot because it's not showing child worlds. Unimportant to the point of being "deferrable" anyway.

And I really do have to triage features; they all get weighed by the work vs. potential benefits. I know you're really anxious for this feature, but the truth is you're probably the only one.

Presently I don't care either way. I've learned to suggest features in advance.

I will say it's the kind of thing I'd be more interested in pursuing if it were part of a larger hub upgrade to add other new features, especially if that coincided with the release of 511; in that case a lot of the spin-up time between projects gets spread around, the testing is more of a one-shot deal, and everything's organized a lot more cleanly.

If I had to choose between this and finding ways to speed up compilation time of SS13 though, I'd definitely choose the latter no matter how much I'd like the former.

But I'd be lying if I told you I had a good plan for handling the queries on the hub side of things, because as I said the hub likes to pipeline output from queries and this is more of a collect-and-organize case; it really does need planning.

I'm pretty good at coming up with a plan.

What database engine does BYOND use? Can we/I have details on the queries that are being run / how the hub handles it?
Coming up with an estimated time for implementing something without having any idea of the underlying codebases is just silly.

I would expect you to know better than that NullQuery
In response to Optimumtact
I like to think I have a reasonable understanding how projects like these tick. Of course I'm assuming certain things, which is why I think it could still take less time to implement than I originally estimated.

I'll remain with my original standpoint which is that this is fairly trivial to implement, even more for someone who knows the code. There seems to be a lot of red tape, but this is still something that would be doable in the allotted 5 hours if your workspace is already set up.
In response to NullQuery
NullQuery wrote:
So instead I'll tell you what you're doing wrong, and the real reason you're not making thousands of dollars a week off of BYOND.
...
But that's the thing: you don't have the time for it. You need to implement this feature as soon as possible, because a BYOND Member asked for it. Not just a BYOND Member, but someone who knows what he's doing, and who might attract other developers to BYOND, who may in turn attract more players who become BYOND Members. I'm a rare kind of person: someone who has stuck around BYOND for years and years and is still drawn toward it like a moth to a light.
...
You have absolutely no idea who you're dealing with.

wot

like... all my wot.
In response to MrStonedOne
Wot the fuk did u just say 2 me m8?
In response to GreatPirateEra
Stop been so toxic GPE for realz.
In response to NullQuery
NullQuery wrote:
...this is still something that would be doable in the allotted 5 hours if your workspace is already set up.

Telling another developer how quickly and easily they can change something without having analyzed the actual codebase for all of the systems involved is the height of ignorance. You've never even glimpsed the codebase; Lummox has been working with it for over a decade.


NullQuery wrote:
Sounds to me that the problem is the hub...

The real problem is your attitude. Plenty of other developers manage to make feature requests without acting entitled to them. You've received several courteous and detailed replies from the lead developer, and your response is spit in his face and act like you have a better understanding of the innerworkings of BYOND than he does.

Last but not least, this is "feature" is something that you could already implement yourself by creating your own server list or hub page outside of BYOND (which is something that you should be doing anyway if you want your game to be as successful as you claim it will be).
I've thought about it and I guess my problem stems from the fact that I have to take steps to work around BYOND's limitations and to put in a whole lot of effort without any guarantee that it's going to pay off. But when I ask for the sole developer of the software to work on an issue that - in my view - is easy to do given the available technologies I get hit with design questions that I can answer within 10 seconds (implying someone with more knowledge of the underlying architecture should be able to answer that far more quickly).

Every response that I give seems to make this task much more easier and manageable, but every response I get makes it seem as if working on BYOND is some sort of rocket science that requires careful concentration and planning. (And it's not like a bug would cause lives to be lost or significant harm to the community -- look at some of the insane bugs that have cropped up in the past and the fact that we're still here today.)

I apologize for my outburst but it's just frustrating that someone else isn't willing to push themselves to the same extremes that I'd be willing to do if the roles were reversed. I completely understand that you need to plan things accordingly - especially with a product that is used by 5000 people simultaneously! - but I let my frustration get the better of me.

For what it's worth I'd like to apologize and I agree that I should tone it down a little myself. Getting worked up what is admittedly supposed to only be a hobby is childish and immature. But I guess what makes the BYOND community: we're all so invested into this that we sometimes lose ourselves in these moments.
More like below 1k people. :V
In response to NullQuery
NullQuery wrote:
I apologize for my outburst but it's just frustrating that someone else isn't willing to push themselves to the same extremes that I'd be willing to do if the roles were reversed.

That's a very silly way to look at it. The reason why Lummox isn't prioritizing your unpopular, non-trivial feature request is because his plate is already full, because he's already working full-time (and probably extra) on bug fixes, features, and optimizations that are more useful to the community at large.

It's also been made rightfully clear in the past that BYOND games should be pitching their game to the communities outside rather than in. Instead of worrying over the website's hub display, I suggest implementing this into your project directly: set up a login server that displays the different worlds available, as your desired hub change would. Your potential players would probably prefer this too.
http://www.byond.com/forum/?post=92732

I requested this feature (more or less) in 2007 and then again in 2010 after the forum change.

When I wrote up this feature request I was under the delusion that BYOND needed to be capable of creating MMORPGs and that without hub services that grouped my future games' players together, people would take them less seriously.

To be honest, since requesting it I've realized that it's mostly fluff and hub-foo is a waste of time compared to the engine itself.

I spend an awful lot of time trying to figure out how BYOND as a whole works underneath the surface and finding bugs and working on workarounds to feature gaps that cause developers problems commonly.

I've sure gotten frustrated in the past with Lummox's answers to a few problems I've worked out solutions to, but the guy's put a lot of work into the engine in the last year despite the donation meter slowing to a trickle.

Kind of seems a bit ridiculous to treat him like you sort of have in this thread, guy, and the way to get results with feature requests and whatnot is definitely not to argue about how trivial it would be to implement, but rather how large of a problem things actually happen to be for your average developer. Unfortunately, all the people we've had trying to build a proper MMORPG always wind up in the same couple of boats: Either a never released game, or five players.
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