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badosu

Balancing Advisors
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Posts posted by badosu

  1. Believe in the process, the first release that actually accounts for balance taking player experience into consideration will always be controversial.

    It had to start from somewhere, remember all cav or all champ metas, how is it that different?

    If you feel a game is slower you can make proposals, e.g. decrease economy requirements overall (buildings/training cost) etc...

    Granted, 0ad does not make it easy to provide accountable feedback, no continuous testing mechanism or a better platform (forum is too difficult to track and prioritize channels and discussions). Testing dev version requires dealing with SVN  some technical prowess, synced rev, etc..

    Hopefully with 6-mo cycle it will be more straightforward (though I'd better have a weekly release, make an AppImage for linux, exe for windows built by CI gg).

    The only thing that has turned me away are the sounds, maybe I'm a bit autistic but I can't absolutely play with those sounds so preeminent in the foreground (unit selection, unit move, fight actions, etc).

    Maybe I'll play when there is (or I make) a mod to have unit selections/actions sound fader.

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  2. Also, don't be surprised if you die because you didn't scout dogs and counter it properly.

    Any meta change that punishes lack of scouting will be controversial in my opinion since so few players do it properly.

    I'm not sure I should comment in these terms, since I'm not even playing regularly anymore but I know the effort that goes into balancing and the fact this is the first 0ad release we actually released with actual player feedback (and implementation).

    Chill out, we'll figure things out, as long as we continue and improve the feedback process. (pls enable weekly a25 lobby :-))

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  3. Remember also that most are probably not taking use of loom (that is now only a 100 food) and the fact that on phase 2 you can take melee resistance upgrade for low cost.

    People need to be less alarmist of balance 'issues' until the meta has stabilized, especially on a small low competitive community.

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  4. Both balanced maps and monitor mod should be straightforward to update, (bal maps more so) I'll see if I can do it this weekend.

    I haven't tested but just removing the a23 constraint in mod.json could be enough for bal maps.

    a24 isn't even available for Arch yet xD

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  5. I've seen TG ranking working well (enough) for autobalance (not in 0ad). The small community issues are still present but with a bigger amount of tgs in 0ad i'd expect it to work better.

    Granted it uses trueskill but I wonder if ELO has something similar. Anyways, since the lobby implementation is separate from the main game it should be straightforward to implement without having to wait for a new release. It would improve Quality-of-Life considerably imo.

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  6. 57 minutes ago, Player of 0AD said:

    So Agis simply got forgotten. I understand.

    It was not forgotten, people have raised concerns over hero standardization multiple times.

    All other aspects of the game are better now at least. And I'd rather have less hero abuse than a more rounded hero balance, so it's fine by now. And something that can be iterated over.

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  7. 6 minutes ago, wraitii said:

    Anyways, people can and do already play SVN. It's really not that difficult.

    Hmmm.. I'm not sure about that.

    With regard to meta changes, I think it stabilizes pretty fast and is actually safer to do it this way since you have a constant stream of feedback (which might be invaluable early on).

    That said, you are the guys on the frontlines and you know what makes sense for the team. And as always, thank you for the huge effort, 0ad rocks :thumbsup:

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  8. 1 hour ago, wraitii said:

    Changing the revision while joining a game, so you don't even know what you're playing? Absurd.

    Engine changes are compartmentalized, the lobby is dissociated from the version going on but can detect if a different map/engine is being used. Also having dedicated servers handle that, current the clusters run on very inexpensive VPS instances.

    That said I'm not sure that would be practical for 0ad, just having it weekly would be great already (e.g. updates on wednesdays or thursdays to identify issues with new version before weekend).

  9. 13 hours ago, DanW58 said:

    but once people tasted the honey of being able to update their game every day, they loved it, and never complained again.

    Bar has an autoupdater that does it on every new commit, it's pretty great for alpha development.

    I think having an 'alpha' lobby together with an autoupdater would do wonders for the dev-feedback cycle, does not even need to be per commit, nightly or weekly would suffice.

    Could keep the 'stable' one and balance the load to whichever players prefer the most. I think the result could be surprising and exciting :-).

    • Like 1
  10. 4 hours ago, Anamuraalententa said:

    I have seen mods including chinese and mesoamerican, but what about other cultures like... japanese? any from Oceania? any from North America?

     

    4 hours ago, Anamuraalententa said:

    I know mods are optional, and I think I saw someone mention in comments about creating a futuristic civilization, so I am a bit confused, is this game supposed to be historically accurate or it can also accept fantasy civilizations as mods?

    Mods can do whatever they want :-). 0ad Empires Ascendant, the mainline game also called 'vanilla', strives for historical accuracy from the period between 300bc-300ad.

    In this case I don't think you'll find too many other factions to incorporate in a compatible manner (xiongnu and han certainly are), but I'd love to know if there are.

    • Like 1
  11. Bar has a functionality in lobby where you can type `!preset team|duel|ffa` and it works well. Would be interesting to have a default chat bot that can listen to similar commands.

    With regard to other points, the preset or map flags should enable that.
     

    Would also deprecate having to use autociv or fgod as a patch for that, for example `!balance` automatically balances per rating (though ideally we'd have to calculate and use rating for team games instead of 1v1), as its done there. One can set a `!clan <myclanname>` so balance can prioritize player who like to play together.

    I know people (and myself) complain about rating not being reliable, but that's only because we calculate it on a very specific circumstance (rated enabled in 1v1). IMO we should be safe to enable tg rating for all tgs, it's what's most played anyway and people shouldn't really bother that much with it. Nubs will have a good notion of actual rating, experienced players will have a better experience, caring about tg rating is much less stressful since if you have a bad rating you will be included in teams with better players so I think that should be fine.

    Most map decisions can be performed by voting as instead of the rooms boss, voting would help considerably.

    Anyway, a bit off-topic but some food for inspiration (and A25). I would not have any expectancy of having balancing changes to maps in A24 as we are feature frozen and the changes would not be trivial (and tbh not deemed essential).

  12. 3 hours ago, facts said:

    1. Map is Balanced Mainland

    Should be straightforward enough to use the new map flags and include it as a 'preset'.

    Balanced Maps codebase is not in a state I'd deem easy to port to upstream due to not following conventions though. I'd be more than happy with assisting with information on our extensively tested, and iterated over, balancing decisions though.

  13. 6 minutes ago, hyperion said:

    how it sounds when hitting with an axe

    Yeah, the sound in game sounds similar. The problem is that its a very low heavy sound that distracts, not saying its an issue with the realism of the sound itself, but an holistic approach to sound design (considering all together arrows, javelin throws, melee 'shield thump', building, resource fetching, etc.. All of these overlap in the same frequencies. Although high frequency sounds are more annoying they are easier to mix.

  14. 11 hours ago, Samulis said:

    It is the real sound of me cutting a log with an axe actually!

    Awesome!

    12 hours ago, Samulis said:

    If you or anyone else has more specific feedback (e.g. "I do not like the weapon sounds because of the low metallic part" or "The building sounds seem too dry/thin and low-pitched"), that would be much more helpful for us. :)

    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.

  15. 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.

  16. 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.

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