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Everything posted by real_tabasco_sauce
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I am using vulkan + vsync, and the intel mac build. One thing I have noticed is a very subtle flicker when hitting enter to open the chat window. you can see it more clearly when looking at the FPS counter. It also happens when pressing t to open team chat. I also sometimes see the display 'slide' slightly out of my screen and then back in place, but this is difficult to tie to a specific action. None of these behaviors occur when I am recording the screen. When I turn vsync off, the screen tears massively when opening the chat window. Again it doesnt occur when I screen record. small screen tears (novsync) occur when panning around the map, and they are fixed with vsync. Big screen tears always happen when opening the chatbox, and rarely happen outside of that. (mostly fixed with vsync).
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a27 weekend gameplay testing
real_tabasco_sauce replied to real_tabasco_sauce's topic in General Discussion
I like all of them to be honest, but I will tell you if I see complaints. -
Hmm yeah it might make sense to do this within the framework of the lobby. Especially since there are no dedicated servers. Perhaps then in the event there is no 1v1 available, the player in matchmaking would become the host. I also think it would be good to restrict the available maps (those that allow a rating) to a set of more balanced maps, perhaps the 'Best for MP' maps. I have seen players insisting to play polar sea in order to gain an advantage because they always play that map.
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Any automatic matchmaking should avoid matching players with strong differences in rating. Also, new players should be matched against new players when possible. One common approach here is to let new players play 5 random matches against anyone for 'placement'. I would think these would be for no rating, just 'placement' match, but I am not super familiar with the details.
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Hi everyone, I am trying to get together some gameplay testing for the release candidate so we can make appropriate balance decisions if needed before a27 is released. Also it would be great to see what improvements to 4v4s might be made possible by the hard work the devs have put into performance. below is a whentomeet poll (no password or sign in required) that asks you to fill in your 0ad username and enter the times you could play. https://www.when2meet.com/?20172866-g4yFd Once you have entered the times you can play the RC, you can close the site, no need to hit 'submit' or anything. @MarcusAureliu#s@Stockfish @LetswaveaBook @Player of 0AD @chrstgtr @ValihrAnt
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Well for me, I would rather play a mystery opponent than browse 1v1s in the lobby, some of which might be playing on imbalanced or noncompetitive maps. I might worry about balance while this pressure is taken off in a matchmaking system. As for ratings, yes, some decisions would need to be made. I think smurfing wouldn't be any more problematic than it already is. In a matchmaking system, their rating would quickly climb to that of their original account. I think it would be good to reset rankings with the introduction of a system like this. 1v1s are much better in terms of performance than team games, even to the point that its common to do 300 population 1v1s. Although you are right that performance would need further improvement for 1v1s to be highly streamable.
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Well it could increase the interest in multiplayer. There are plenty of players nowadays that expect some kind of quick matchmaking option to get right into gameplay. But this would be a drop in the bucket compared to the interest in single player. I think many single player users really like the art and graphics for city building. The main benefit would be to encourage multiplayer players to try competitive play more, and develop the competitive scene. Also, matchmaking is very streamable, so this could potentially contribute to viewing interest in 0ad.
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As for beating the AI, this is probably just a little slower eco. Because of citizen soldiers and batch training, as well as other factors, one can pull of a much faster boom in 0ad than in age of empires games. This probably comes as a surprise if you are used to a slower economy like in AOE2. @ValihrAnt has a great economy guide. Here is his youtube channel: https://www.youtube.com/@ValihrAnt I wouldn't oppose changing the costs of the eco techs, but I imagine this could be a point of debate for a lot of people. You can find technology prices here: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies As for trample damage, it has been discussed a lot, but I think it would be best implemented in a unique unit, or perhaps a for a class like chariots. Things could get confusing/counterintuitive if all cavalry did trample damage.
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Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
I mean for the animation to include walking to different points. But that food is still taken constantly. Oh but I guess a huge problem with that would be that the unit is too far from the actor. XD that would be bad. -
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
well if 5 farmers all take the exact same animation during farming, that looks even more strange than staying in the same spot. -
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
I think since we have large fields and slower units farming, spreading out with points (like aoe2) would not work very well. Maybe it would be fine to allow resources to accrue even if the unit is 'walking'. in that case, it would be sensible to use a farming animation, where workers could select 1 of three or five of these animations. However, that sounds like plenty of trouble. -
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
You are not even correct about the things you want to hate on: This is factually wrong and proves you have strangely little experience with 0ad compared to the amount of demands you make. That is comical, especially since you said this: -
yeah it can be easy to find which civs need more 'spice' if you go to the civilization description part of the tech tree.
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Vulkan - new graphics API
real_tabasco_sauce replied to vladislavbelov's topic in Game Development & Technical Discussion
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hmm, i prefer that unit limits are used only for special units, like they work well for centurions imo. I think we can use more creative means to balance their availability in p1. The economic opportunity cost is already huge as is, especially since they are trained from the syssition. One thing that can be iterated by techs would be train time. One could use it to heavily penalize train time in the early game while restoring normal train time in p3. What this does it it gives the opponent fair warning if they scout and notice the syssition, and it substantially increases the opportunity cost of getting p1 champs (increased time to get value from investment).