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clavz

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  1. Thank you for your explanation, and sorry for the OT. btw, sure it would be nice to have more civs! And I hope some differentiation between civs will be back as well, after this balancing phase.
  2. @Yekaterina there is a 0ad discord server? I mean something somewhat official
  3. I suggest to change the shortcut to ctrl only, otherwise it’s bugged (at least in a24).
  4. I’ll link some good guides on how to get better. Some are related to older versions of the game, but the basics are still the same.
  5. Thank you Stan (I'm really glad you are back)! I would really like to have the skills to implement it… actually being server side I don't even know if it would be technically possible. I hope it is helpful for devs to have some players feedback on what's missing: my contribution to the project can't be much more than bug reporting and request for features
  6. I didn't see this thread before posting mine. Briefly, IMHO having a multiplayer ranking system would make it easier for newbie to enjoy the lobby and would make the online player's community grow faster. There is no downside of implementing a system that is not precise for a limited time (some months) and understand how to improve it. https://wildfiregames.com/forum/topic/37957-ratings-for-multiplayer-games/ I think that only win/lose information should be used, otherwise some player would play just for their own target statistics and not for the team.
  7. Hi everybody, Even if I never post here, I have been playing 0ad for quite a long while: I think I started playing with a17/a19. I was mainly playing with a real-life friend against AI for short periods and then quitting because we felt it was boring. A couple of time we tried to play in lobby, but, since our skills were quite low, we ended up badly losing. This was the main reason that kept us away from joining the lobby more often. During 2020 we started playing a bit more constantly and ability improved (many thanks to @causative for the a21 guide: it is a big help for people starting to play). Some real-life friends joined us and since then we started being online quite often. Getting smashed (without understanding why it is happening) could prevent many from joining the lobby. Now I know the nicknames of many good player and I feel like many in the community know mine, so we normally play more or less balanced matches, but for a long while we couldn’t guess if the matches were balanced before starting. This limits the growth of the community (a smaller number of active players in the lobby means that less people will be interested in the game and, I believe, its development). In the lobby there are often private games of people playing against AI: many players start playing with some buddy and won’t play much of 1v1s. Sometimes I got caught in troll-games where skilled players enjoy smashing noobs (sometimes I have been part of it even in the trolling team). I understand some could get fun from it, but I don’t think hazing helps the community. Making the lobby a bit more noob-friendly would help the community to grow, and the solution is easy: introduce ratings for multiplayer games. I know that ELO rating system does not adapt well to multiplayer games, but IMHO it’s more important to have some rating that is not precise than not to have it at all. Having some will help to understand how to improve its precision. I think it could even be temporary (and reset after some period), before a better implementation is found, hoping that the community will take it as a big tournament, and some will try to hack it or find some loophole how to increase it. In the forum I found that some attempts have been made. I do not have programming/statistical skills for implementing it. To me, even summing up the ratings of the players of a team and the ones of the other, calculate the ELO as 1v1 and then spread the difference between players would work.
  8. I don't know if there have been some development meanwhile, but (thanks to @alre) I noticed that swapping the commands for attackmove (ctrl) and attackmoveUnit (ctrl + q) in the hotkeys editor, attackmoveUnit works fine and attackmove stops working. So it looks like the problem is ctrl + q, not attackmoveUnit itself.
  9. btw I couldn't find the replays in-game because when playing vs a non-assigned player it is considered as multiplayer (replays are not listed in "single-player"-> "replays" if filters are set as default). I don't know if it is intentional or a bug…
  10. metadata.jsoncommands.txt This is a replay. I gave two units the command to walk somewhere and then attackmoveUnit in the opposite directions repeatedly. Two other units go to gather wood and then they don't drop wood before attackmoveUnit. attackmove works fine (I did it once in this replay).
  11. Hi everybody, I noticed that when I queue attackmoveUnit (shift+ctrl+q+ right click) the selected units don't consider the previous orders. I used to use it in a23: it is handy in the case you want to attack-move after dropping resouces to the dropsite or to get near to the war field avoiding conflicts with the units on the way. I'm on macOs and I saw I can repeat it easily. I could have missed someone reporting it before… if so, I'm sorry. I tag @Stan` and @wraitii that I saw here on the forum that have been active refactoring hotkeys. Thank you guys for your work!
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