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alre

Balancing Advisors
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Everything posted by alre

  1. this thread is about lobby moderation.
  2. still, it's a lot more efficient, you said it yourself:
  3. I heard that there are a lot of "space weapons" in history. meteoritic iron was fascinating then just as much as it is now.
  4. I wouldn't just say "slightly": a moderator would be able to spend virtually no time at all reading lobby conversations, but just the strict minimum, that is a lot more efficient. I was asking because I don't know the xmpp at all, and I've been a moderator on a software that had all this. I wanted to know what's there and what's not.
  5. agree on -1 by default. mostly, hosts prefer to have that setting because it's less hassle. how is it better to kick slow observers rather than having slow observers lag behind? they can leave if they stop enjoing the lagged stream, instead of getting kicked directly. join lag is a different thing entirely.
  6. what about warfare? there must be archaeology based reconstruction!
  7. since smirfing has explicitly been left out of the thread topic by @user1, and because fighting smurfing requires a different skillset than simple moderation anyway, I'm going to ignore it now. moderating in chats is usually a pretty straightforward activity. in most online community the way this works is: users report violations, the moderators log in once in a while, see the reports, and decide how to act. moderating is particularly comfortable from smartphones, as mods can log in in any moment of spare time and quickly see if there are any reports, and swiftly act on those, greatly reducing the wait time for users. on some communities/apps more mods can see the same reports and act independently, so to provide independent confirmation. I don't know xmpp really, but i've made some research and i didn't find any of this about xmpp. If you provided some practical indications on how this whole moderation thing is going to work, I think more people would be encouraged to step forward. it's all very unclear to me now, and I don't want to have to study an internet protocol by myself to make this work.
  8. does your answer consider the quote in my question?
  9. why not consider this? is there really any downside to convert a component from js to c++?
  10. I don't see any info. some info is needed though: would moderation tools be accessible from the game or from some other software/interface? (I'm thinking about discord and discord bot)
  11. what do you mean by "enter"? why would you want that?
  12. ideally very true. the problem is when more turns add slowdown to games that already last twice the simulation time.
  13. this was my main complain to acceleration as well. I hope one day they implement units automatically rounding corners to avoid slowdown. until then, acceleration is more of a programming stunt than a feature. luckily, at current values it's hardly noticeable (I don't know about ships though, I haven't tested them lately). there is 0 slowdown for small angles (except for turning time, which still counts), but I made some tests when acceleration came up, and it's not practical to break turns manually, to avoid the slowdown. it's a micro nightmare.
  14. you know measures are meaningless in the game, there is no effective relation to real world measures.
  15. I think no switch time would be fine, 1-2 second of switch time probably as well, 8 seconds is crazy, it's literally as if you were training them all over when they switch weapon: that's about a soldier training time.
  16. there are many solutions to this problem, I just proposed the simplest, most effective one. we are not likely to see any other solution implemented soon, even if there are some possible ways that could go very far in terms of optimization and further opportunities. yes, this is true, absolute economy of resources can't be achieved without a significant rebalance of the gameplay (there is more than one way to do this too). anyway, consider level 1 CS miss ~50% of throws at max distance.
  17. I didn't like cyberpunk's gameplay. the map and the artistic direction were top notch though. I'm not an integralist for open world games, free roaming is not the most important part of a game to me, but I'm still waiting for when an open world RTS finally comes out!
  18. no, I didn't change my mind, I just don't agree with you, even if you insist. be cool with that, we won't always be all in agreement.
  19. cavalry already needs more micro than inf, and that's a reason why noobber players sometimes only play inf, and gameplay gets a bit boring under that level of skill. I'd like that level to go down rather than see it pushed up. I'm constantly saddened by people trying to make the learning curve of the game steeper, like you are doing, because 0AD actually has a good design document, that says that importance of high APM should not be stressed, but rather diminished when possible (understood, @real_tabasco_sauce?).
  20. I don't need more excitement when controlling cav. it's already micro intensive enough.
  21. ... that if ranged attacks were made to always deal damage to the intended target, lag during battles could be cut down significantly, with little effort? Consequences on gameplay would be minimal, and other adjustments would also be possible, like varying damage depending on distance.
  22. women reduced vision is indeed weird and poorly justified. there has already been discussion on this, but no patch yet for what I remember.
  23. that means more micro. if you think horse archers are op, propose a change to make them weaker, not something that makes them just as strong but more difficult to use, they are already difficult enough. if you want to nerf cav death balls, come up with something that actually nerfs cav death balls. different lines of sight are fine. the cav units stands on a horse, also the cav unit is easier to use this way, especially for nubs. these motivations are good enough for me. anyway, it's not the end of the world.
  24. the game changed a lot from A24, battles are a lot quicker now. where it was once important to stream reinforcements towards a current push, now it's more usual to just retreat when out of juice and regroup/pause to do eco/fortify. the game is different now and micro has changed too.
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