There should be an server-enforced build height limit near telehubs.
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
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12-29-2004 07:26
Or just let it continue and have telehubs shunned, which I think is happening to a degree. I'm amused by the desperation displayed by the development of these areas. Whenever I see one that is pretty bad, I just add it to my 'never use' list.
Since I have an attachment that allows me to cross several sims in as many seconds, I just don't care anymore. Community pressure (since this has been protested before) has been ineffective in promoting any change.
Let 'em build until they drown themselves in lag.
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Marcos Fonzarelli
You are not Marcos
Join date: 26 Feb 2004
Posts: 748
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12-29-2004 07:42
From: Hayden Hedges On the flip side of that coin how many interesting and wonderful things would I miss out on seeing whilst flying from the telehub to my destination? Do you fly that slowly? When I'm on my way somewhere, I 'port in and fly straight up to cloud level, then travel in a straight line to my destination. This helps to ensure I don't hit any rezzing buildings along the way. In any case, I travel quickly enough that I don't really see anything rez into view until I stop at my destination.
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Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
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12-29-2004 07:42
From: Aaron Levy <snip>any building taller than 20-30m<snip> I have never said this before, but it is something I have *always* practiced. I refuse to shop at any store, or visit *most* builds, right next to a telehub that is taller than about the measurements that you list (except on private sims). I don't neg rate the builder, I just don't visit. It is my personal internal protest against such practices. We used to have to pay to teleport places. You could fly for free, or teleport directly for a certain fee (based on distance - and the price was never really *that* much). I personally wouldn't mind seeing telehubs left in place, but then be charged to teleport directly to a location (summons would still be free). That's my opinion at least. 
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Rose Karuna
Lizard Doctor
Join date: 5 Jun 2004
Posts: 3,772
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12-29-2004 07:45
From: Maxx Monde Or just let it continue and have telehubs shunned, which I think is happening to a degree. I'm amused by the desperation displayed by the development of these areas. Whenever I see one that is pretty bad, I just add it to my 'never use' list.
Since I have an attachment that allows me to cross several sims in as many seconds, I just don't care anymore. Community pressure (since this has been protested before) has been ineffective in promoting any change.
Let 'em build until they drown themselves in lag. Max - what type of device do you have that allows you to cross several sims in seconds and where can I find it? Also - does the device you use work well when you are crossig from one sim to the other? For some reason, when flying across sims, at the sim line, I frequently completely lock up. One last question, do you fly by security scripts fast enough that you don't get knocked back home? Is there anyway around these stupid things?
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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12-29-2004 08:02
From: Rose Karuna One last question, do you fly by security scripts fast enough that you don't get knocked back home? Is there anyway around these stupid things? There is no way around stupid security scripts that force you to your home location other than reporting it to a Linden, and having the device forcibly removed (or nicely asking the land owner to get a clue).
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
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12-29-2004 08:45
From: Rose Karuna Max - what type of device do you have that allows you to cross several sims in seconds and where can I find it?
Also - does the device you use work well when you are crossig from one sim to the other? For some reason, when flying across sims, at the sim line, I frequently completely lock up.
One last question, do you fly by security scripts fast enough that you don't get knocked back home? Is there anyway around these stupid things? Its an object that I'm sure I could share with you, it wasn't purchased but given to me with no stipulations on sharing. I'm used to how it functions, so I tend to time my border crossings, let up on the arrow a bit, coast through, then resume at breakneck speed. It is the sim borders that will mess you up, of course. I have a good track record because I don't expect them to be handled seamlessly, so I make allowances. Another tip is to allow a slight contrail of land to rezz before zooming away, if you are high up you can get away with moving faster, even passing through a sim with hardly anything rezzed by the time you leave. As for security scripts, I don't run into that problem as I'm usually gone before the objects themselves containing them have rezzed. Whether that gives me any advantage or not, all I know is I don't get sent home a lot, anyway. Telehubs are dying from their own exploitation. I say let them decay into uselessness. A lot of them are, anyway.
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Olympia Rebus
Muse of Chaos
Join date: 22 Feb 2004
Posts: 1,831
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12-29-2004 08:57
My biggest agrivation is getting trapped in rezzed buildings on long flights. Even if I start at cloud level, after a few sims I'm much lower and find myself clunking into high rises. Some possible workaround suggestions: - More hubs (perhaps smaller and on Linden land to avoid clutter)
- Flying altitudes stay consistant (to prevent building hangups)
- Mini hubs for rent or sale- for a fee someone could put a hub floating over their property
- A few additional point-to-point options in addition to "go home"
BTW, do the Lindens use the telehubs to travel? If they have point-to-point ability they may not be aware of how common the "getting stuck in a rezzing high rise" problem is. Not that I'm bashing them- I sincerely appreciate them and SL in general- but I'm curious if they've run into (or heard about) this too?
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David Valentino
Nicely Wicked
Join date: 1 Jan 2004
Posts: 2,941
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12-29-2004 09:05
From: Olympia Rebus My biggest agrivation is getting trapped in rezzed buildings on long flights. Even if I start at cloud level, after a few sims I'm much lower and find myself clunking into high rises. Some possible workaround suggestions: - More hubs (perhaps smaller and on Linden land to avoid clutter)
- Flying altitudes stay consistant (to prevent building hangups)
- Mini hubs for rent or sale- for a fee someone could put a hub floating over their property
- A few additional point-to-point options in addition to "go home"
Ah yes. Trapped in rezzing buildings. This seems to be an unintentional hobby of mine. Adding to my woeful luck, I seem to get caught in buildings with no apparent exits. Some are just big, pure black rooms, some have no doors, windows, ramps or stairways. Others have strange objects that continue to rez as I search for a way out, forcing me to behave similar to a rat in a maze searching for the promised cheese. Others are sparesly furnished with a teleporter cleverly disguised as another object or so small as to make finding and identifing it quite a perlexing chore. In fact, I am beginning to think that this large, slow rezzing buildings near the telehubs are intention and part of an SL-wide psychcological experiment.
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David Lamoreaux
Owner - Perilous Pleasures and Extreme Erotica Gallery
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Alicia Eldritch
the greatest newbie ever.
Join date: 13 Nov 2004
Posts: 267
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12-29-2004 09:07
True enough, but all the complaints about telehubs being laggy just mask the real problem:
SL is too laggy in general. To try to blame it on the content creators seems kind of shady to me.
I love SL, and I love LL for making it, but this is one big blind spot where they seem to be passing the buck. The application should be able to handle a reasonable amount of content without breaking, period. That is a reasonable expectation of any software/service etc.
If more ppl are joining that should be more money for LL to scale.
If the investors who gave 8M earmarked it all so none of it could be used for improving sim performance and scalability then SL will probably die: As things get slower, there will be more pressure on the creators to "thin out" their builds, until everything becomes lame.
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Lisse Livingston
Mentor/Instructor/Greeter
Join date: 16 May 2004
Posts: 1,130
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12-29-2004 11:16
From: Alexa Hope The second photograph was horrendous - who would want to shop in a place like that? Sorry to whoever the owner is but really just look at it. I'm just glad I didn't have local lighting on when I took the photo - I think it would have made my monitor blow a fuse!
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Alicia Eldritch
the greatest newbie ever.
Join date: 13 Nov 2004
Posts: 267
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12-29-2004 11:47
From: Torley Torgeson MOBIL Ave?  good one!
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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12-29-2004 12:11
From: Alicia Eldritch good one! Thankya graciously.  More "alternative telehub" designs would be sweet -- the Lindens wouldn't even have to make 'em! It could be a contest. The Waterhead one, with its First Nations-Native American deco, is a fine example... and as for user-created content, the Spittoonie "alternative telehub" makes me smile. Oh, Trifen Fairplay also created his own telehub which looks VERY similar to the Linden default one, and it's moddable for further customizability. I laughed so hard when I first saw it! I've long felt that if an area gets to be a metro-type area with an intention of a lot of transient transportation, then a TeleHub (note the intercaps  ) should be nearby -- if not smack dab in the middle! This, of course, includes Umber's Midnight City and the upcoming Living Cities projects.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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12-29-2004 16:26
From: Rose Karuna I think that putting the telehubs 50m high would be an outstanding solution to this problem. you're dead wrong. malls float.
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Techzen Omega
Registered User
Join date: 31 Dec 1969
Posts: 58
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12-29-2004 20:46
I hate all the telehub area buildings that "catch" me too. I never really understood why the telehubs where set up the way they are set up. It seems to me that if you are going to use telehubs they should be set up on a grid of sorts not just ramdomly placed. I'd rather see more, smaller hubs that are either invisible or just a small disc on the ground if they are controlled by the Lindens. I'd really rather have teleport abilities to saved spots or to land owner designated spots and objects. But I'd want controls for teleport abilities added to land ownership. IMHO it's the best of both worlds. Something like 3 options... 1) All teleport on---this would allow members to teleport directly to a spot they saved or to a teleport object* 2) Teleport to objects* only--- this would allow the abilitiy of members to teleport to member dropped minihubs*. Of course who can drop would depend on your regular land settings or special settings could be made for this. 3)No teleport directly to area. *I rent (don't own the land) an apartment and don't really want ppl to be able to teleport right into my apartment but would rather they go to the front door. Maybe an object that can be modified in size and texture. I place the object (that I make look like a door mat) at my front door and ppl can teleport on to it. Someone with a large club could make the object larger and make it the floor of an entrance room. Sim owners could use these to make their own telehubs. When someone in an area restricted to option#2 above tried to save a teleport spot they would be given a list of the objects that are close to them to choose from. They could also save the teleport object they used by saving while still in or on that object. When making a teleport object there could be options in the edit to make it Public or Restricted. The same options included in the landowner could be used for these objects. You could make a list of those who could use it, make it so a group/club could use it or ban people from using it. Now get to work and make it happen Lindens. 
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Jarod Godel
Utilitarian
Join date: 6 Nov 2003
Posts: 729
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12-31-2004 08:49
From: Maxx Monde Telehubs are dying from their own exploitation. I say let them decay into uselessness. A lot of them are, anyway. I say the exact same thing about Second Life.
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Issarlk Chatnoir
Cross L. apologist.
Join date: 3 Oct 2004
Posts: 424
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12-31-2004 14:16
From: Rose Karuna I think that putting the telehubs 50m high would be an outstanding solution to this problem. It doesn't take long to move a building 50 m up. Anyway, I'm against limiting height of builds near telehubs. It's less liberty. Personnally, I fly straight up right after teleporting and when above the usual building height I push forward as well and keep both key pushed all the way so My AV is always as high as it can. When i arrive at the red dot, I use the few seconds of descent to place my av in a place free of green dot, so as not to land on somebody's head. I never hit a build this way.
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Ash Grayson
Mentor, and Instructor!
Join date: 14 May 2004
Posts: 45
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12-31-2004 14:40
I've flown into many strange invisible buildings, short and tall, and got quite frustrated, being trapped and all.
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