Dizaka
Balancing Advisors-
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Everything posted by Dizaka
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[POLL] Corpse Removal Option
Dizaka replied to Stan`'s topic in Game Development & Technical Discussion
In multiplayer players can hit CTRL+TAB to view summary for current scores quickly. I think the only time it would be useful is in quick scrimmages early on when being rushed. At that point populations are <100 generally. For multiplayer would it be possible to force the same corpse setting for all players playing? From reading this thread 100 seems like a sweet spot. -
[POLL] Corpse Removal Option
Dizaka replied to Stan`'s topic in Game Development & Technical Discussion
In multiplayer, would this be different per user or decided by the host? Would users have an advantage in multiplayer if one player has it on and another off? -
I like that a lot as a viable option. I like that because it redefines the term "password" to a more neutral tone of a "buddy game" and adds utility to an existing mechanic. As a "Buddy Game" the icon, instead of a locked lock, could be 2 heads representing a "Buddy Game" and a Sword (or bow) for "Open Game." Edit: Thinking about it, I like this idea a lot. Simple to the end user. Doesn't use terminology that makes it seem "weird" (e.g., password protected). "Password-protected" is weird in the sense that it functions like an added-in feature rather than a feature that was "naturally designed." (idk how to explain it, it just makes more sense to make it "buddy games" and "public games" vs using terminology that is exclusive like "private").
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First, the password feature for games to protect host IP addresses == winner. From my perspective, DDOS has dropped off substantially and the person (whoever it is) doesn't do it as the entry point has been raised. Many thanks to @Angen and whoever else implemented this. You can see this feature's effectiveness by logging in late at night and, usually, mostly PW protected games are up. Other games likely have been bumped. Second, there are two additional features that would help augment the effectiveness of password protected games: Private messages between users in the game lobby, and/or (credit to @user1) Allowing users to temporarily put the PW in the game name/title and make it disappear once a game is hosted. (Someone mentioned this to me, forgot who) Ideally, it would be best to allow for "private messages between users in the game lobby." This would be an amazing feature. Something like "/msg Obi, hi, pw is abracadabra". This would allow for users to share passwords with specific users when requested. The added benefit to this is that the community can somewhat self-moderate by not escalating DDOS issues to moderators. Specifically, DDOS is hard to prove (can be proven currently with the PW) but most users cannot prove or show evidence of proving it. To "allows users to temporality put the PW in the game name/title and make it disappear once a game is hosted" would dramatically help at the current state. Specifically, to protect from DDOS currently games get hosted with titles such as "XYZ's game (TG)" where TG is the PW. This protects the host's IP from the lobby. However, this does not protect the game from DDOS as the DDOSer is able to join the hosted game to obtain the IP address. Accordingly, after "XYZ's game (TG)" starts the game could be renamed to "XYZ's game" in lobby thereby removing the PW and making it not possible for the DDOS person to affect the hosting player. I forgot who suggested this idea but it is, in my opinion, a good idea. (Note: You could have a checkbox for "Public PW Announcement" when entering game PW) @aixo @Palaiogos @letsplay0ad @PistolPete @chrstgtr @badosu @Cesar
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Restrict the Mauryan worker elephant to within its own territory?
Dizaka replied to Yekaterina's topic in Gameplay Discussion
Let's neuter Maury (worker elephant) like Romans were neutered (catapults/encampments). Better yet. Delete all civs and copy/paste Britons and rename all units with unique names. This way no civ has a unique advntage over another - in the name of balance. If anything, @wowgetoffyourcellphone has a more reasonable suggestion. -
I believe if you press TAB you can toggle the health bar on/off. I'm uncertain if buildings can be turned off.
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What if there was a browser-based lobby that launches the game client from the browser? Sort of like the MS gaming zone from 96 or "quake live-like". Additionally, this may even make it easier to launch the game with specific mods - instead of having the user add mods and try troubleshooting it. Another reason for this is that it will allow for easier feature implementation into the webclient. For example, better tourney management, ranking for different ways to see which is best. Such features would be difficult to implement into a stand-alone client. Taking this a step further, it can even integrate with a forum so same accounts are used. Additionally, a browser-based lobby may permit for better moderation for preventing ddos and/or foul language. Why? Because changes can be made independent of the alpha release. Additionally, this could maybe make it possible to provide "paid hosting" by Wildfire for 0ad. How? Private hosting rooms, etc.
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Just a few points I have that strongly vary from Edwarf:
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That's exactly what is good about current balance. Core units (archers/skrim/slingers) are usable. I think skrim/slingers need to be looking into to increase dmg, possibly. But either way the good thing about a24, imo, is that all civs, on the basics, are usable.
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@Angen, please verify if I understand the mainlog data correctly: A successfully connected player will have the following logs (In some order, not sure right one atm as don't have logs open): XmppClient: Received lobby auth: 3B7C919BE56E8332 from USER XmppClient: Recieved request for connection data from USER Net server: Received connection from A.B.C.D:XYZ While an unsuccessfully connected player will only have the following logs: XmppClient: Recieved request for connection data from USER Note: Just noticed the XmppClient: Recieved request misspells Received. Thank you for the "lock" feature to counter the DDOS!
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omg. Happy. Yay, finally can narrow down on the DDOS person. Hell yea!
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MEEEEEEAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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Try Maury with then p2 ele stables that count for p3. Instant p3 eles. Also, ele archers are hahahahahah. Want to know what tops Maury off? Build a heal priest hero and "walk through military upgrades." You do not even need a fort to build a priest now. With priest you get 20% discount and 50% speed on upgrades for garrisoned building. If you have 2 blacksmiths and a temple, you can hop between buildings and upgrade pretty fast. With gather elephants you can gather metal pretty much everywhere on map. Add the pop bonus (signficant at 200 pop) and you got yourself the making of an easy win. Maury TL:DR: Archers Elephant Archers Elephant stables count for p3 in p2. Always build 2-3 in p2. Heal Priest Hero can speed upgrades significantly OP population Let's not forget range upgrade for archers. Also, Seleucids with their ele dmg hero paired with cav archers. Evilness.
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Basically, Gauls went from "serial" production of Heroes/Siege to "parallel" production (see below) by spending more wood. Wood in p3 is plentiful or can be planned out to be plentiful in p3. Anyway, "parallel" production is similar to what Macedonians (and Romans) had. Additionally, a Gaul hero adds +20% dmg to siege rams. This means with siege dmg upgrade rams have 44% more dmg (1.2*1.2-1). Any civ being attacked by this will need to target rams first (Think 6-7 rams 14/15 min ... 7*1.44=10 ram dmg ...). This is an issue as most players will be majority skirmishers, archers, or slingers with spear/pike meatshield. Of the 3 ranged only slingers are effective against siege. Additionally, with Carnucos units .... you can debuff dmg now ... huge imo when paired with parallel production for an extremely effective siege push. A ton of synergy here for a siege push. The siege push was previously unique to Macedonians (mace have +20% dmg siege hero). It's really effective b/c enemy needs to target siege to save base (the 7 rams equal to 10 rams of dmg) to worry about ... . However, they have other units to worry about (Gaul general attack units), so enemy units get picked off because the enemy units (the skrimishers/archers/spear/etc (even sword in many instances b/c noone goes 40+ swordsmen)) prioritize the rams. Otherwise, base goes bye bye. Previously for Gauls (Serial Production): Castle costing 1,000 stone produced: Heroes Siege Rams Siege upgrades Will to fight Currently (Parallel Production): Assembly of princes (400 wood) Heroes (specifically, +20% champ) Carnucos (-10% dmg for enemy units) Siege Workshop (300 wood) Siege Rams Siege Upgrades Castle (300 wood, 600 stone) Will to Fight Edit: Previously only Romans/Macedonians could do the above strategy with rams. Both needed a fort, however gauls don't even need a fort now. Sele could somewhat do it with elephants (not as fast) and two forts. Currently, using elephants, Seleucids/Carthagians can (sele ele hero, carth dmg hero) do the strategy. For rams now you have Gauls(dmg hero, way more synergy)/Mace (siege hero)/Romans (dmg hero)/Carthagians (dmg hero). Would be interesting if Maury ele hero gave a elephant bonus (ranged and melee elephants). Edit2: One thing that *maybe* could be done for Macedonians is make siege workshop a p2 building that counts for p3. This would be similar to Mauryas ele stable being a p2 building counting for p3.
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Where should balance questions be fielded? I'm concerned about two civs. Macedonians and Romans. For Macedonians: They effectively became "little Seleucid." I believe they have everything Seleucids have but Seleucids have way more. No real reason to play Macedonians. They were the only civ able to mass-spam siege really fast. This was due to building multiple siege workshops and the ability to produce hero (siege dmg hero) simultaneously from fort. Now all civs can do that and more-so Gauls (dmg hero in new building) with rams and Seleucids with eles (ele dmg hero from CC). For Romans: They were unique in that they could force where battles are fought. They were also unique in that they could create and turn games by enemy failure to scout. Both of the above points, currently, are difficult to achieve as the encampments do NOT produce siege weapons. Which civs are the winners this patch? I feel as Gauls and Seleucids won the lottery for A24. Gauls because now they can take the place of Macedonians in early mass-spam siege (dmg hero comes from separate building, siege comes from separate buildings, have spear/skrim). Previously, the bottleneck for Gauls was fort producing everything from hero, siege, and siege upgrades.
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SquintyBurrito_007 it is!
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Just be sure you know how to control the version. Compiled version is: r24841. Newest SVN version is r24842
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@aixo @bbgotbanned @Dakara @yilmazgng @randomid @SaidRdz @kristian @Boudica @carthage @ValihrAnt @Feldfeld @borg_ @ffffffff @Pudim @JC (naval supremacist)@PhyZik @Issh @Talenters @nani @badosu @YT99 @BoredRusher @chrstgtr @Lorenz11 @MarcusAureliu#s Ping for client download. See original post by @MarcusAureliu#s for more details. Windows link: https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file Mac link: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file
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if @Stan` can provide pre-built versions, especially for macOS, then arranging a game will be SIGNFICANTLY easier as I believe it isn't as easy as SVN on macOS.
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@MarcusAureliu#s I can do that. However, I have no clue how to control which "update" is the update that I pull on SVN.
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Just did svn update b/c of being tagged here. Last most recent one was 11/28/2020 for me. Plz msg if an SVN game is being played.
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Chinese in Terra Magna are actually really fun to play .... lol @mysticjim neither name starts with X. What ya on buddy? lol.
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IQ & Creativity should be two separate categories or put differently. You can have the most creative strategies but execute them poorly (low situational IQ). Maybe instead it should be situational IQ and creative IQ.
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Are you aware of the scale of DoS attacks?
Dizaka replied to badosu's topic in Game Development & Technical Discussion
In a different thread I mentioned that there are different types of attacks on 0ad (see here, see below). I think I've found something weird that may be another attack but will test more and see if it continues to happen in games starting today (new IP, hasn't happened yet). You have a compromised IP and the attacker attacks port 20595 to be stealthy. This causes you from disconnecting not from the "internet" or the "multiplayer lobby" but only a "game lobby" and "in-game." I've been unable to see excessive traffic during these "attacks" (weird ... ). However, this has only happened while (1) waiting for/playing a 0ad game (port-specific) and (2) there is no real reason why it should be happening (port forwarding is done correctly) and (3) the issue has been alleviated by changing my public IP (so far). Note: I have not hosted any games. If this is related to the DDOS then it's likely the DDOS person is an active player and I joined their host sometime since resetting my IP. -
Are you aware of the scale of DoS attacks?
Dizaka replied to badosu's topic in Game Development & Technical Discussion
This. Logging the information is likely useless. The only way to catch this person and/or at least to be able to narrow it down to who it is is by changing how hosting works. From my understanding there is already some stuff being made by someone.