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badosu

Balancing Advisors
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Everything posted by badosu

  1. Awesome! As I said, generally I like that the sounds have less high frequencies. I dislike that they are less distinct now, e.g. compare javelin throws/arrow fires with building structure or chipping wood sound. When the sounds overlap it feels hard to identify which actions are being performed and triggering which sounds, could be an issue with mixing or the fact the frequencies overlap too much. That said, the simplicity of the sounds are an issue with A23 as well and it could just be that I'm used to that so anything different 'feels' wrong. It was said that we have some sound pool and randomization but it can't be perceived in game at all. Anyway, that's my feedback, I'm sure there are more important issues to address on A24 so I won't dig further.
  2. I'm concerned about the quality of the sound effects on A24 (unit hits, mining resources, building structures). Maybe it's just me but doesn't sound very good, the quality. Each action does not sound too distinct. An improvement is that the sound selection has less high-frequency which is less harsh to the ears, but the sounds themselves aren't very distinct. One thing I remember from A23 is that it had some random pitchshifting between each sound play. The sound effects themselves sound 'cheap'. I don't know how to say this in any other manner, maybe some research could be done to find good CC effects or just use a pool for sound triggers with a random selection each time? It sounds way too simplistic for a game of this quality.
  3. Nah, it's fine, the rev is present on the mirror, thanks @Stan` for choosing that. I'd have to rebuild anyway, but everything is going well now. I could say one word or another about SVN but I everything's well when it ends well.
  4. I guess SVN does not like me xD. How does one even get a conflict if one does not change any files? Thankfully git works :-)
  5. Got it again: 'This games address "" does not appear to be valid' :-( @Angen
  6. I am not even sure I understand what is being asked. I guess yes? xD I mean, what is the alternative given we don't have visual indicators on the models themselves for health, attack/armor bonus, auras, etc? I think having a switch for 0ad would be beneficial though, recently there was even a mod made to avoid showing blood/hunting as a teacher was using 0ad for showcasing, which is just awesome imo.
  7. First, I never proposed that and I agree with having 'show don't tell' over 'look at these numbers'. I was just rebutting the claim that competitive gaming is in any way ruining 0ad and making an argument that something can be gained by the experience of these players being a factor.
  8. My only ever experience with online gaming has pretty much been 0ad (and BAR lately) so I can't say much about other games. The only thing I can say though is that blaming 'minority' of competitive players for ruining a game seems a bit disingenuous. The game developers decide what they want to do with it, if they gain money by having big esports events driving publicity and decide to move forward with changes catering to that 'niche' then I guess that's life? I find much more enjoyment playing indie games that don't suffer from this corpocrat culture, I don't expect anything decent from AAA games anyway. With regard to 0ad: Many of the people interested in seeing the game pushed forward, proposing balance changes, creating new maps, revisiting the GUI and sparking innovation are the ones that like to play the game competitively (at least as competitively as it's possible nowadays). Most of these I can identify have interest in the authenticity of the game and respect its theme (the history part is the main driver for me for example), but just want to actually have it *more fun* by not having everyone playing brits slingers :-) When will you see traders, elephant archers, priests or any unit/structure that currently is basically a placeholder on the game? You can scan the lobby for 90% of the games and you won't see these things, only people playing the same old boring game with the same old boring units in the same old boring and gameplay broken maps. So I guess perhaps this 'minority' is telling something worth to consider? Perhaps we can find a balance between 'art gallery' and 'adrenaline-fueled predatory gamers' xD? (I'm not even that competitive btw :-), just excited about integrating more knowledge gained by actually playing the game into development or mods)
  9. Actually emscripten should be able to translate C/C++ to javascript/webassembly. The question is if this is a worthy effort. If it does not run well with native code, with webassembly I wouldn't expect it to be any better.
  10. While certainly having different models for upgraded units would be awesome IMO it seems not too practical to do. Just clicking on an archer and being able to see a little +1 or +2 near an arrow or armor icon is everything one needs in terms of gameplay. That, or just killing all stats if the 'discover by losing fights' line of thinking is preferred. Give the player easy to read stats so all can have a fair playing field or kill all stats so it can't be used only by players who memorize the obscure numbers.
  11. I think the stat itself is not as important as knowing whether the opponent has upgrades or not. In real life that would be akin to opponent having a well-maintained equipment and noticeable visually. I'm not advocating for cramming stats in the interface, just a representation of most important modifiers.
  12. That sounds awesome! Looking forward to your first status updates :-)
  13. I overestimated my capacity to work on this issue at the moment, also noticed my vision differs from what might be the best in consensus with some promising wip. It's an issue I'm deeply interested to see sorted out but will not be involved as far as I can see (at least what relates to upstream).
  14. Hi @Langbart, thanks for testing! #1, #2 units are grouped by their template name, I've noticed this as well. For certain templates I have code to transform the different template names into a single one here. Might not be working as intended/require adjustments. #3 yeah fgod overwrites a vanillar function that is used to display the player stats, might be an easy fix but didn't try to fix it yet #4 We count only class soldier here. The fix is straighforward as long you can count unique military units with same pop density. I avoided siege units/hero pops due to some occupying more than 1 population slot (and laziness). #5 I appreciate!
  15. @MarcusAureliu#s Do you remember who was playing 1v1 at the time you invited me last weekend?
  16. Would make sense for the message, but we discussed this on the lobby before (this was the agreed rev) and it didn't seem something a dev would be testing. (unless my complete incapacity to use SVN was a factor, which is extremely probable)
  17. By the way, I remember this weekend I tried joining a 1v1 on A24, with the same rev as advertised and got a message like this (paraphrasing, don't remember the exact works): 'Can't find game for ""'
  18. Berhudar has improved considerably though, you can replace me with him anytime, even when I was at my best... I truly believe StarAtt was not a smurf. People like to attribute smurf when they can't believe someone is able to translate skills from one RTS to another. The truth is that in niche communities like ours, apart from players you can count on one hand, the level of competitiveness is very low. I've seen the same on another RTS I started playing recently with similar characteristics to 0ad community, I was able to pick it up really fast and soon enough I was able to identify the top player(s) and how competitive they are (compared to mainstream 'Pro' as in truly professional gamers). You can pick any RTS veteran motivated enough to put some effort in 0ad and soon enough you will see them beating top 10 players consistently in matter of a couple months (being generous). People who cry smurf at the wind have some reason, people indeed smurf and it's easy to identify a player by their style after a few games. The lack of sensitivity when it's obvious the player is not a smurf however, reflects ignorance of their lack of skill compared to the general RTS populace (apart from being downright rude af). There might be some cognitive dissonance derived from the fact they play the game for years and can be nowhere close as good no matter how much they try (it's always the same playstyle, never learning from mistaeks) but consider themselves at top level gameplay .
  19. Recommending using terminal is not too newbie friendly, just refer to the default gui package manager and search for 0ad imo.
  20. Ubuntu has a good installer that can do it side-by-side with windows without having to mess around with partitions last time I tried (years ago), doubt they changed it: https://xubuntu.org/ (this is the lightest version of Ubuntu, distros come in many 'flavors') That said, it's very different from windows and requires some effort understanding how it works. All in all it should be pretty friendly and you should be able to install 0ad using the graphical tools but requires some space and *might* require fiddling around to fix stuff. So I recommend to do it only if this is important for you and have some commitment. This is a nice tutorial (Choose 'Install alongside' instead of separate partitioning): https://itsfoss.com/install-ubuntu-dual-boot-mode-windows/
  21. The most competitive players in 0ad memorize the stats numbers to figure out what are their enemies upgrades. Everyone else, such as me, just hopes their army can fight. If we had a simple +x attack +x armor info we could perhaps not lose so often :-)
  22. :+1: This is the biggest issue in MP games, kicking all observers as assumption they are at fault (often are)
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