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Dizaka

Balancing Advisors
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Posts posted by Dizaka

  1. 1 hour ago, Darkcity said:

    I think the whole point of not allowing training for certain units from captured buildings is to maintain uniqueness of the civlization. For example followings doesn't make sense

    1. Romans makings eles from elephant stables
    2. mauryas making siege towers from capture siege workshop
    3. Sele making sowrd cav from gauls stables.

    And many more...

    I believe any capture building should only train units that are related to capturer. Which is the current implementation, except few bugs.

     

    38 minutes ago, Gurken Khan said:

    It can be argued either way:

    • "A civ can only train their own units, duh."
    • "When a civ gets access to new units, they can train them themselves."

    There were no elephants native to Italy, still the Romans utilized them when they had access to them. And if mercs were only sellswords I guess they'd offer their services to a new buyer if the old was out of business [historical citation needed]. If my Britons invade Africa, why shouldn't they use elephants?

    I believe it's more a gameplay then a logical decision.

     

     

    Weird.  Both points are valid.  The final decision on how capturing mechanic works I guess would be on Stan's hands as he's the "producer" @Stan`.

    I think it would be interesting to have

    • the "old Maury Siege Ram" applied to all siege (e.g., romans can build elephants from captured stables)
    • Merc units should be "hirable" if buildings that produce mercs are captured. 

    However, I do not see a reason for a Maury CC captured building Macedonian mercs, etc.  Mace mercs cannot even be built from the CC.

  2. 9 hours ago, rossenburg said:

    what else could be taken from players? I think phone numbers are too much to ask for even tho some games ask for user phone # to link to users accounts:wink1:

    I'm not completely sure.

    Maybe a taking a phone number but using a 1-way hash on it?  This way it isn't "used" but it is fairly unique.

  3. 8 hours ago, Stan` said:

    I have 7 email accounts. Makes it harder not impossible. Also lots of legalese.

    I'm not sure I understand you.

     

    I have, basically, infinite accounts due to forwarding certain domains to my a primary email address.  Have tons of accounts such as amazon@???.com, target@???.com, orangebank@???.com ... etc.

    Not really sure emails are unique.

  4. 1 hour ago, Fabius said:

    There is already a fair bit going in P1, we need some more things in P2. Also P1 rams may be a bridge to far in my opinion.

      :(

    1 hour ago, Fabius said:

    The only way I would accept that is if we got P2 catapults.

    There's hope! :)

     

      

    13 hours ago, Gurken Khan said:

    This.

    Just a wild idea: order a couple of guys (2 or 4 inf) to batter (like a special formation); for the price of 100 wood and with a setup time you get a handheld battering ram. But: the ram takes damage while dealing damage; it should be good to take down a sentry tower and then be useless. The ~formation could be released at any time, it would be destroyed when the units are killed.

    This is a cool and amazing idea that is way outside the box and adds uniqueness to formations outside of battle tactics.

    Cut "10 wood" with 2-4 units each, can convert to a siege weapon (2-4 units per 1 ram).  If in fighting / non siege formation you are carrying the 10 wood and get an encumbrance debonus.  If in siege formation you are weak vs ranged people but strong vs buildings.

    What if what if the formation component could be a p1 until later type of sieging.  There's a clear issue in late and early game with not enough siege weapons to mow through armies. 

    If you could change units between sieging and regular fighting that'd be interesting (and could possibly return uselessness of walls, etc [not sure if walls/palisades changed since a25?]), especially using the formation mechanic.  In "siege formation" you could be strong vs ranged weapons and weak vs slash/spear, etc.  If sieging gets upgraded to a regular RAM it can't be downgraded to fighting units.

    This could be the "uniqueness" for ram-only civs and Mace/Rome/Seleucids who are "all siege" civs.

  5. 5 hours ago, Stan` said:

    @Dizaka I notice you are using @Langbart's boongui mode maybe that's the difference ? Units and buildings turning white (gaia) is intended. Tagging @vladislavbelov

    Replay.zipThe 2nd screenshot was with boongui on Linux.  It shows the more detailed minimap that I've know from 0ad.  Maybe it is the difference between normal and boongui minimap?  

    Ok, I'm going to rerun test games (replays, same replay) and do screenshots on:

    M1 MAC, with boonGUI:

    • Using a plugged in monitor
    • Using their super duper 120hz display panel

    M1 MAC, without boonGUI

    • Using the same plugged in monitor
    • Using their super duper 120hz display panel

    Reg. MAC, with boonGUI:

    • Using a plugged in monitor
    • Using their super duper 120hz display panel

    Reg. MAC, without boonGUI

    • Using the same plugged in monitor

    1598825624_ScreenShot2022-04-24at4_02_21PM.png.cb36951c3ce745b6c9ebe362027a1813.png

    • Using their super duper 120hz display panel

    803869223_ScreenShot2022-04-24at4_00_21PM.png.8f2463e647c67d5ee7b7dc4d4406bb18.png

    Linux, with boonGUI:

    • Using the same plugged in monitor

    image.png.d6bad7ad76d5b1e05d132ce86a33690f.png

    Linux, without boonGUI:

    • Using the same plugged in monitor

    image.png.ca5952da8cc79af03ad12f45e3aff0bd.png

     

    Hmmmm, if the minimaps are different between MAC vs Linux/Windows it explains why I've been able to play without sounds and people on MAC didn't understand how it's possible ...

  6. 6 hours ago, Stan` said:

    Can you upload the replay to test on other platforms.

    I'll try making a replay with similar conditions.  It was me joining a multiplayer game.  I counted the players and it seems like it was a resigned player in the screenshot of the minimap.  However, I do not think buildings of resigned players show up as white squares but could be wrong.

    So it looks like when a player resigns the buildings are white.  Didn't particularly notice it.

    Anyway, minimap on mac vs windows/linux is crowded.  The icons are way bigger on MAC than on Windows/Linux.  On MAC it is difficult to make out fine details.  I'm not completely sure why this is and it looks like it was there like that before M1.

     

    image.png.00f1cfcb4320e93ec9e8142d437e46df.png

  7. 3 hours ago, kumikumi said:

    Do these issues occur also when running the official Mac version using Rosetta, or are they specific to the ARM build?

    I have never played 0ad on mac previously.  First time testing on a mac.

    I installed the old version and have not receive a MSAA error with full graphics/everything enabled.  I believe it is just M1 related.

    The minimap seems crowded on old version for mac.  However, I do not see in single player white buildings on the mini map.  You know, I'm realizing maybe the white building foundations were a resigned player.  Will test this later tonight.

  8. 5 hours ago, kumikumi said:

    Here is a workaround:

    xattr -cr /Applications/0\ A.D..app

    Running the above command after dragging the app to Applications should make it run. Still trying to investigate the root cause of the issue.

    I ran this command after dragging the app (didn't see this msg).  It worked afterwards.

     

     

     

    Issue 1:  Warning:   MSAA not supported.    Issue1.zip

    Issue 2:  Relative to Windows/Linux, the mini map is crowded. Note:  White is unbuilt buildings.  I've never seen that on Windows/Linux (Edit:  foundations only, no % built).

     

    441174538_ScreenShot2022-04-22at12_25_57PM.png.e5d41f75f50ec7adc6a4f3b1e130e69c.png

      

     

    Multiplayer replays seem to work.  So do multiplayer games.

    Singleplayer replays seem to work.  So do singleplayer games.

     

  9. Personally, I like the "balancing discussion" forum.  It opens up different perspectives and points of views of how things can be done.  Clearly, there's no right way to do things and not many wrong ways to do things. 

    However, as some noted in this thread, there should be a "design document."  This document, could basically, serve as the intended direction and to focus discussions.  With the balancing, and other forums, the document could change as need be.  As much as a "design document" should exist, I think there should be a plethora more of sub forums that go under balancing or there should be a way to tag topics based on major ones (e.g., civ differentiation, team bonuses, mercenaries, champions, spear cav).  Maybe specific "design sub-documents" could be created and updated on github that are not a "design document" but implementation ideas that can be added to the "design document" should there be sufficient time to include them.  I love that 0ad is basically a living game.

    In general, I think @Stan` and the whole WFG Team have been doing a spectacular job with 0ad.

    I think the "balancing discussion" forum serves as an example of that people want 0ad to succeed.

    • Like 3
  10. 4 hours ago, Philip the Swaggerless said:

    I'm kind of at a loss as to what to do for the Britons.  Have any good ideas? After browsing some history I've not gotten many ideas about their interactions with other peoples.  I basically only learned that they had trade relations with Gaul tribes across the channel. 

    A generic teamwork bonus idea I thought of was to allow a civ to use allied dropsites without having to research diaspora... but I didn't really find any historical justification for it.

     

    Dogs give damage bonus to allies, if upgraded.

    Chariot skrimishers would be cool.

    Chariot archers would be cool too.

    Chariot spear cavalry would be interesting too.

    If you have 1 chariot of each type bunched up together you get a defensive bonus to allies (not self)?  Could be a very micro-ranged bonus like roman dmg hero.

  11. 27 minutes ago, Gurken Khan said:

    I accidentally deleted units, it taught me to pay attention to those actions. If you know about the risks and still refuse to double check I can't really relate to that.

    Can you accidentally select your own units by selecting captured enemy units?  You can try making as many similar comparisons, but in the end, buildings != units.  They function totally differently.

      

    27 minutes ago, Gurken Khan said:

    You didn't read the message, just clicked it away blindly. (But there are other hints.)

    I read the msg.  Saw 2.  If reading quickly in combat is blind clicking/reading then there's a lot of that happening in 0ad.  It's a "fast paced" game when played online.

    Considering the game can be "fast paced" resulting in a lot of "blind reading" shouldn't it be more accommodating to the "fast paced" portion rather than imposing more warning messages to users?

      

    27 minutes ago, Gurken Khan said:

    There have been discussions about extra warnings, for example when there are a lot of units to be deleted, but they have led to nothing. I suspect it wouldn't help ppl who want to blindly click away anything as quickly as possible anyway.

    You can give extra warnings.  It won't change the fact that there's a UI issue that impacts balance and can ruin games.  Extra warnings are just that - extra warnings that do not fix the underlying issue.

    I don't want games to end b/c someone deleted all their houses.  That ruins my time and the other player's time.  That's not a win.  That's a re-do game.  When this happens 40 minutes into a game it can quickly turn return players away.

     

     

  12. 18 minutes ago, LetswaveaBook said:

    Unless you use shift-delete, there is a warning before you delete something. You might expect that the warning is just something you need to click away, but actually it should be used as a moment to think if you really want to delete it.

    You can´t blame the system for not checking what you were deleting before you deleted it.

    I'm not sure about you.  However, when my army is fighting I'm going to click away as quickly as possible to return to the fighting.  Additionally, as far as I remember msg said only 2 buildings.  No more.

    That msg shouldn't exist and expected results should be given through keyboard / mouse commands.  If the results are unexpected in an edge case and they result in losses/resignations it's something that should be re-thought.  It's a balancing issue.

    Additionally, I'm not blaming anyone / anything.  I don't care about wins/loses, etc.  I have no problem resigning and starting a new game.  However, resignations shouldn't happen because of UI issues.  What I'm saying there's an issue and other players have experienced it.  There's a clear difference if you play to win and care about this enough to rage versus playing by randomly dropping in to see how you fare and finding out an UI edge case forced a resignation.

  13. On 15/04/2022 at 9:32 AM, Gurken Khan said:

    I don't see how it is a balancing issue. Since it is in the balancing section I can't answer there which I want to regardless.

    So frankly, with all due respect and maybe slightly irritated by the circumstances, I say: bull.

    'Captured enemy houses' are your own houses. If you doubleclick on some of your own stuff you select all of that kind. You can't 'delete enemy houses'. If you select all of your houses and delete them, tough luck; better pay attention next time what you're deleting.

    Those are very basic principles and I hope everyone has the mental capabilities to remember those for three months or longer.

    I call double bull.  My mental capabilities have more important tasks to do than simply remember to orient the game view.   

    It is a balancing issue.  There's expectations of how the user interface should work.  Once those expectations are not met and they force resignations it is a balancing issue.  Going from 200 pop limit to 0 in a matter of seconds with no adversarial action by your enemy forcing a self-inflicted loss is a balancing problem.  It may not be a unit-stats balancing problem but it is a balancing issue.  "Balance" has no definite bounds other than those that give others advantages that shouldn't exist.

    Double clicking captured enemy buildings should work differently than double clicking your own buildings.  It shouldn't be that a player who played this game for a while comes back and needs to relearn "map orientation hacks" to make sure that the right buildings are selected.  That's absurd.  I've seen this happen to players such as Isam, Ricsand, DoctorOrgans, Wendy and other good players.  It ruins games.  I do not play to win but to have a challenge.  If another player is handicapped for a UI issue it's a balancing problem because it handicaps them when it shouldn't.

    Some ideas:

    1. Double click on your own houses should select all houses in view (captured or original).
    2. Double clicking on enemy captured houses should select ONLY captured enemy houses in view.
      • CTRL+Double Click could do this too.
      • Triple click could select all, like #1 + #2 above.
    3. Double click on your own barracks should select all barracks in view (captured or original).
    4. Double click on enemy captured barracks should select ONLY captured enemy barracks.
      • CTRL+Double Click could do this too.
      • Triple click could select all, like #3 + #4 above.
  14. Otherwise you end up deleting all owned houses, thereby ruining game balance and forcing a RE like I just did.

    Deleted all my houses by selecting enemy captured houses.  Cost the game.

     

     

    I shouldn't have to remember, after not playing for 2-3 months, that I need to reorient the screen to not select my own housing when deleting enemy housing.

    • Confused 2
  15. Carthage/Kushite mercs all-in in current alpha solve turtling.

    Also, mass spear cav if sufficient hunt vs civs like Iberians and Romans (neither of which have spear infantry in p1) can be devastating for enemy.  Even more so with a Carthage merc cav rush.

    Basically, p1/2 rushing anyone who turtles or is known to turtle.  If someone is known to turtle they are generally very vulnerable p1-p2 if you go "all in" on a rush which can become a way to permanently disable a enemy.

    • Like 1
  16. I like the way the upgrades work currently.

    In previous alphas there was the issue of 1 person holding/defending 2 while another went all cav.  Innately, cav dominate infantry.  What you had was a strategy where if you didn't have a good ally someone could just go all cav.  Cav can only be countered by cav, they are very powerful.  Too big of a snowball then to turn a game around.  Now it's more balanced as that snowball can't happen.

    • Like 2
  17. 3 hours ago, faction02 said:

    What about adding as requirement that the outpost is garrisoned to get the ping?

      

    On 16/03/2022 at 1:23 AM, wowgetoffyourcellphone said:

    Then 60 seconds or so. The cool down could gradually get longer and longer until by minute 20 it no longer works. (all of this would be invisible to the player).

     

    2 hours ago, Stan` said:

    How about having a constant ping on the map, but an occasional sound?

     

     

     

    Could these three be combined?

     

    • Like 2
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