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Showing content with the highest reputation on 2023-07-26 in all areas
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The very basic question we need to answer is - How it all started? My understanding from observation is that there was multiple issues from @Yekaterina public sharing of accounts on this forum multiple accounts in lobby flooding and spamming lobby. misusing lobby multiple accounts on forum and lying (includes supporting your own answers/responses to make feeling of full support) Moderators come into play - it looks every discussion failed. Punishment did not have effect. @Norse_Harold came with idea of restorative justice (it looks there was some mutual agreement to get @Yekaterinakarma back). It sounds very logical that when someone want to follow such path it will be under supervision with strict rules. I feel all failure is in this point. @Yekaterinahad different point of view what is restorative justice vs @Norse_Harold opinion. There are also some good stuff @Yekaterina did for 0ad (a few mods) but it is not about it rightnow. @Atrik that is my EQ hope it helps to see the things....2 points
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I'm not sure anyone knows what @Langbart is planing about BoonGUI. This project brought a very refreshing UI to 0ad. I decided to introduce in ProGUI the original BoonGUI panel. You can easily choose to switch between ProGUI and BoonGUI, and have one of them preset for Spectating and when Playing. You could already switch between mods automatically using @seeh's autocivP, but I also wanted to add the option here. BoonGUI overlay: ProGUI overlay: I disabled by default the panel to control the features such as the Trainer and Auto-Tribute. Some players were just using the overlay but the features were still draining some performance. Option page, you can define when to use BoonGUI or ProGUI, and you can enable the additional panel with ProFeatures: If you used previous ProGUI versions, and the advanced features, you may enjoy being able to customize the panels even more: I would probably also help maintaining a BoonGUI representation. I'm not as op dev as @Langbart but I'll still do it. I'll try to get this new version published on the mod downloader so that the classical BoonGUI overlay is also downloadable from it. Shame it wasn't already but I know it was a @Langbart choice not to. Since he didn't say anything, I'll assume I can/should do this. Git Repo: https://gitlab.com/4trik/proGUI/ Mod.io: https://mod.io/g/0ad/m/progui (not always updated)1 point
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Guys, demonizing people and speculating without much background information is not helpfull. If u want a non toxic 0 AD culture, as probably most people involved do in their own way, you serve the cause best if u personally interact respectfully and empathically with everyone else. Ty1 point
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A theory that might be totally off base: There is a causal chain at work here, running from gameplay, to smurfing, to sock puppets and spamming. Here's how I think it goes: 1. The competitive gameplay of 0AD is not (in-itself) compelling to experienced, high skill players. The strategy space is too flat. There's no way for the high level players to get ahead with innovative play. Success depends entirely on how cleanly you can execute one of the few viable strategies which everyone already knows. 2. In that environment the meta shifts from playing-the-game to playing-the-players. If you know your opponent's style, you can blind counter them and get ahead that way. As a result the strategy space any individual player encounters shrinks even more. 3. Some skilled players get tired of being beaten up on by blind counters, or just become sick of the dull high-level scene as a whole, so they start smurfing. In their minds it is the only way to get a fair multiplayer experience. 4. Moderators start accusing people of smurfing; some rightly some wrongly. The accused begin to feel persecuted. Grudges are formed. 5. Some of those aggrieved people start using DOS, sock puppets, and spam to harass the targets of their ire. They do it because if they can't have fun, no one should. This is a classic tit-for-tat strategy in a repeating prisoners dilemma. They will not stop. Rehabilitation does not work because it doesn't offer them anything they want. The only condition where they will stop is if you change the rules of the game so they can get the fun experience they always wanted by mending their ways. Right now that is not happening. A toxic environment forms and the original problems of design-frustration and meta-shift only get worse. Its a catastrophic feedback loop. Maybe I am wrong about this? I'm not active in the multiplayer scene, and based on stuff like the current kerfuffle I can't imagine wanting to be. But that is how it looks from the outside. Even in healthy games there will always be a few bad eggs who grief and smurf just to feed their own damaged egos. What is going on here seems totally out of proportion. It's not the people but the system that's causing it. Until you rid the system of misaligned incentives, trying to rehabilitate offenders or even establish a just and transparent retributive apparatus is a fools errand.1 point
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Stop calling for bans. The problem to solve is very obvious. A noob playing archers civs won't even understand why even against AI, archers feel very weak. Sniping is making a technical but very repetitive sequence of clicks just to achieve a simple none-strategic task because of a lack of feature. Some unit re-balance could remove the urge of having such feature, agreed, but still the game would be in my opinion more enjoyable if you had one of these example feature: A special Stance where units attack weaker (or another criteria like class) units in there current attack range. A shortcut/Button to order current selection to attack a selectable group of enemy units. A shortcut/Button to order current selection to attack a type of units in range (you could hover one enemy unit and have all nearby units of the same class glowing to indicate which units are in range of your currently selected units, and that will be attacked). I'm sure one could propose better feature with in mind ease of use. The feature could be more or less optimized to account or not for current hp, overkill etc, but in any case, the goal is to shift player focus and battle outcomes on more interesting metrics then cps. Also you can see that all feature described require players engagement, speed, and for the stance one, some technical skills to reposition units in battle. They compress the spamming of 80 clicks down to a few one. Right now, if you play archers civs and forgot to put your hero or another unit on the correct stance of target, the famous "opportunity cost" is to let it suicide else you may lose 2sec of sniping that will seal the outcome of the battle. Leading to easier unrewarding scenarios. Since it seems proGUI is named on 50% of this topic posts, I can once again precise that my attempt with this mod was to remove the unrewarding limitations of the current GUI. It never felt rewarding to me to have to check manually which military building has stopped auto-queuing units for arguably arbitrary reasons. So ProGUI suggest two approach to make it less painful: Idle production buildings have clickable icons that you can use to view and reassign production. This is totally not "auto" and still you can use it to boom much better then if you add all barracks to a control group to queue units regardless of current production queue. I already advocated to think of an equivalent to implement in vanilla UI, because it's very useful. Auto-train (production controllable from a panel), where you control production variable for buildings to output exactly what you want them to, with the ability to task buildings to alternate unit production to make a specific unit composition. The basic usage of it is very easy, and late games are funnier when you have production you can handle easier by a overlay panel. As expected, removing unrewarding tasks (such looking for the barracks where auto-queue broke) from the game made it more enjoyable for me not less. The mod has a reaction time of 0.6 - 1.2sec and can't even make more then one order in that time-span, so it's probably not improving players gameplay because it's doing anything super-fast. The game is subjected to possible improvements and improvements are very often new features. On a open-source game you can kinda expect that mods experiment new features, that may or not inspire changes in main game. There aren't that much stakes at play in a 0ad game, AND the mod is available to all anyway.1 point
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In French, but there are some useful info: - Yayoi have used extensively the sling. - Yayoi did used the shield and the bow. - Yayoi people were divided in small chiefdoms, often fighting against each other. - The horse was introduced lately and was not used for warfare until the 4th century AD.1 point
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How is this different from an aimbot in counter strike for example? I'm totally against it.1 point
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Man, what in the hell are you doing. Sniping is something everybody can do or learn, and also a part of this game. With this mod you are destroying the game absolutely. What's next, if you dont play good install this mod to make everybody equal, if you don't know how to fight download this mod to fight only winning fights, if no runs. I am destroying my fingers sniping and trained for so long and now everybody will snipe perfectly? What in the hell is this.1 point
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Hey guys! ProGUI is now stable and well-featured. My git was reported by a clown so it has been "hidden to public". I'm posting new links to the mod here. You can finely customize this mod's behavior to fit it to your game-style. Fair version: https://0ad.old.mod.io/progui?preview=d6c030099ea38bca44e9d36d6d6fd30f With BetterQuickStart: https://gitlab.com/4trik/proGUI/-/blob/main/proGUI.zip Some players may consider the version with QuickStart cheating as it can move units for you the first 3 secs of a game. Please make sure players you play with, are OK with you using this mod. ProGUI offers a new way to train units: you can select the army composition you want and units will start training in buildings when the resources are available. It also includes a set of features for you to save you clicks and focus more on your game. Enjoy!1 point
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I am Chinese, today is the Chinese Lunisolar New Year, and I wish all the people around the world who celebrate the festival according to the Chinese lunisolar calendar a happy new year.1 point
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