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Showing content with the highest reputation on 2023-09-19 in all areas

  1. I'm creating this topic because I'd like to know if implementing a rating system for TG in the game is something that's being considered. I believe this has been discussed for quite some time now. However, I strongly believe that even an imperfect system could bring many interesting improvements to the game. First and foremost, it would make the TG easier to balance, which, in my opinion, is crucial for an enjoyable gaming experience. Additionally, it would discourage players from not taking a game seriously and encourage them to fight until the last man. Moreover, since most top players don't frequently play 1v1 matches, their ratings remain relatively stagnant, which doesn't accurately reflect their current skill level. Some players have been rated over 1700+ since the early stages of the game but aren't at that level anymore, while others are stuck at 1300 but are actually worth 1800+. Implementing a rating system could provide a more accurate ranking of players. I propose using a similar formula for 1v1 matches, where the average rating of each team is considered. In this system, every player would gain or lose the same number of points, regardless of their current rating. What are your thoughts on this? Do you think it would be challenging to implement this in the lobby for the next alpha? Thank you.
    2 points
  2. I'm convinced that a better system would not prevent discussions at all. Also I think that a TG rating system would be relatively easy to implement and potentially very useful. Actually, 1v1 rating can be improved as well at little cost. What I don't know is who and how is managing the rating bot. what would it take to have a pr accepted?
    2 points
  3. This is a problem that I've found with 0 A.D. --Real quick preface is that I'm not the best RTS player, but I think I'm pretty good, but there are some bad balances with both 0 A.D.'s AI and the game itself I have not played it, but I've heard stories about people playing competitive World of Warcraft where they had to send EXACTLY two soldiers to collect gold, Exactly two to build and then train 10 grunts and blitz, because that's what everyone else did. 0 A.D. seems like this. OK, there are some ways in the game where you shouldn't be able to everything. (If I just pick flowers in minecraft I'm going to get myself killed really quickly) but 0 A.D. should not have a specific "way" to win. OK, you do need to shoot for wood and meat in the first level, but I should be able to do it in different ways. I should be rewarded by putting a few soldiers on metal and stone at the beginning. I shouldn't have to pour everything I've got into soldiers, because if I don't, I get mobbed by 50 spearmen 10 minutes unto the game. Building walls would counteract the spearmen, but I'd need the resources and builders for that, and that requires more soldiers and I can't get all of that done. How can this be addressed? Firstly, by rewarding players for branching out. My suggestion was to change the resources required by the resource gathering upgrades, so that the player, if he put people on metal, would be rewarded by making his wood soldiers get upgraded, yes you could ignore that, but now its a choice. Just getting wood and metal might allow me to get lower costs, but If I can wide balance it, my late game time will be easier. Then in regard to rams. @Vantha's been doing more research, but in ancient times a siege ram would be murdered by a handful of men without protection. It should destroy buildings, but it should only be protected from arrows. Everything else should cut right through it.
    1 point
  4. I would love to have the option of rated TGs together with auto balance, so the players won't waste 10+ mins just discussing the balance of the teams. It is going to make 0ad more enjoyable in my opinion.
    1 point
  5. Maybe also the siege towers would be usable to capture defensive buildings rather then being hit and run units. I guess wouldn't be a problem giving it some capture strength based on units garrisoned.
    1 point
  6. 1 point
  7. You mean my mod? I'm no longer unemployed and my job has sucked almost all of my free time. Sources are here https://github.com/juanfgs i/0ad_chinese_va if someone wants to pick it up . I even made some carthaginian voices based in hebrew. Should work with a27
    1 point
  8. Sniping: targeting ranged units in order to maximize the effective damage of your units. select all your ranged units hold alt, or option (for mac) attack click rapidly, clicking units that you want to prioritize (enemy ranged units) with each click, the number of units you have in your selection will go down by 1. This is because each click tasks one unit from your selected group to that task. When you run out of units in your selected group, repeat steps 1-4. In a26, this will cause you to win every single even fight due to the way melee and ranged units are balanced. This will be more impactful when pikemen are involved. Keep in mind different ranges of ranged units Don't be afraid to snipe with selections as large as 100-150 ranged units, just click super fast in step 3 and you will be in a great position. I hope that in future community mod releases and alphas that sniping becomes inferior to other micro forms and that we can move away from the "meatsheild meta" that causes this tip to be so valuable.
    1 point
  9. Contribute with some that I remember now: Build your barracks within range of the civic center whenever possible Keep constant scout, if they march against you, build turrets quickly Divide your women one on each bush (the fruits have regeneration) Use ALT + right click mouse to focus on the desired enemy units, preventing large numbers of soldiers from shooting a single soldier Put hero in passive mode so he doesn't run into enemy and die quickly Press "CTRL + mouse" to garrison your units faster Press "U" to make units leave buildings Press "H" for your units attack the nearest enemy unit Whenever you can, build your buildings next to each other so that they become walls Collect wood correctly, whenever you have enough space, build a new deposit as close as possible to the trees Training 1 on 1 or in batches has very similar results, choose what best suits your style Use the SHIFT key to add order queues to your units. For example, build a house and "automatically" go back to collecting resources, preventing it from being idle
    1 point
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