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BeTe

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Posts posted by BeTe

  1. On 10/02/2023 at 4:45 PM, Ceres said:

    Hello!

    I never played online (only on our home network), so am very likely not entitled to suggest something here, but maybe you allow me nevertheless. ;)

    How about offering players to star well-behaving other players? Those with a good reputation would be preferred gaming partners and others could be simply ignored.

    Again, please accept my sincere apologies if I wrote nonsense here. :blush:

    It's some kind of complex, or ego I guess. 

    We as community should, for begin, talk about importance of well behaving. I hope people understand that it's common sense but also will attract new players which is good for all of us. We should be friendly and help people to improve. I suggested also to open Academy sub-forum. But....  

    You can start Topic somewhere in Forum, anyways. THis is off topic here.

    P.S.

    Come and play us online! There are players that you can play with. ;) 

    • Like 1
  2. 14 hours ago, Gurken Khan said:

    Well, playing against AI, if I see that I share borders with an enemy I immediately put up twin towers and put a man inside; sometimes that's enough to "extinctify" them, especially if you happen to cover their woodcutting storehouse and/or berries. They're stupid. ^^

    I then do other things, like building up my eco and phasing up. In your case you might want to base your decision on whether you've got use for those towers later on or if they're hurting your progression through enemy territory; if you capture the CC it should also be easier to capture those towers later.

    Wait, what? You play against AI? :) 

  3. 2 hours ago, Gurken Khan said:

    51.

    My usual citizen cav + 1 tower guy. Probably less. Just try it. Probably depends on civ, tecs, ranks...

    Don't overthink it. If it works great, if not regroup.

    I am interested in p1 fights; therefore without upgrades, heroes, sieges, etc. I am trying some strategy (see thread below) where I use 2 or more groups of p1 units to early attack and ruin opponent. I'd like to know whether I should try to capture towers or rather go somewhere else and do something else. Capturing tower in this phase would be relative big thing, but could also lose  time on failed try. 

     

  4. 1 minute ago, Gurken Khan said:

    I just go by feeling. If I make an early move against a weakened neighbor ~70 units - including 10 healers - is plenty. Other times I just try and either succeed or retreat, heal up, snipe enemies and retry.

    Well, roughly how much units you would require  to go try to capture Stone Tower with estimation there are 5 units garrisoned in there? :D

  5. 14 hours ago, Helicity said:

    Hi all, I would like some tips on how to defend against a large wave of elephants in late game. In a game, I committed my entire army of ~140 fully upgraded infantry including 30 champion swordsman to fight against a wave of around a dozen elephants accompanied by some enemy skirmishers, as the result, I lost everything but killed very few units, that's even after I tried to snipe their ground troops with champion swordsman. I have never seen anything like this, so any suggestion on how to survive against elephant attack would be very helpful. I tried to shoot at the elephants using infantry skirmishers and slingers, to no effect at all.

    In addition, if you can give me some advice on how to use elephants myself, that's even better!

     

     

    Guys already replied, but let me add 2 ideas:

    1. Do you analyse replays and to see on your own what you should have done? Why did you let him make so many elephants, which are not cheap units at all?

    2. Maybe you should also check whether you were already way much behind in term of macro? This is what happened to me - I was like "wtf, I am not experienced to counter that unit" but in fact I was too much behind so I couldn't do anything...

    • Thanks 1
  6. 1 hour ago, maroder said:

    The answer is that it's complicated and depends on: The capture strength of your units, the capture points and the capture regeneration of the building, which is influence by the type and number of units garrisoned inside of it. (Also a number of techs may influence the result)

    If you are super interested, I recommend to look at this file: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/components/Capturable.js

    But imo there is no way you will be able to accurately calculate during a game how much time it will "exactly" take. I would recommend to try it, see how fast the bar is going down and then decide if it's worth it to commit to the attack or rather retreat.

    How to figure out regeneration rate of a building?

    I must learn rough estimates before trying to capture, otherwise I'd lose health by approaching that building... :(

    • Like 1
  7. @Tackyben  Good topic. It'd be interesting to find some research, paper of more serious work. But regardless, we can share thoughts here for sure...

    I'd partly agree with you and say, RTS games are a bit better than other no-brain games. I'd say it's complex and more fun version of chess with additional requirement to make quick decisions. It has some useful elements. But...   

    But, another aspect is that too much gaming is not healthy at all. First of all your spine can suffer b/c muscles are becoming weaker if you don't work and move them. Gym is not enough. Many people today have big problems with spine. It's not health for heart for same reason. It's dangerous for eyes and many other organs. Problem is to clarify what is "too much" as it's individual and depends on your body/mind characteristics and environment. For example if you are developer and play 3h/day of games after work, I'd say it's bad.  

    At the end, I'd say it's not good for mental health, for concentration, for ability to be still, to stay in peaceful environment, to think deeply in silence, to plan long term. In real life (RL) it's spawn of 5-10 years while in RTS it's 5-10-15 mins. And in RTS it's repeatable unlike in RL.

    At the end it's not good for memory. It's addictive, which is dangerous, especially for kids/teenagers without ability to introspect themselves. But for us adults it's not much different. Plenty of kids are in mental clinics healing from game addiction. RTS gamers are not immune to that.

    Also today in internet era, when we are overwhelmed with information, with entertaining signals (sound, visuals), screens, car/machine noice, etc. playing games is  additional stress and additional amount of unnecessary information that brain MUST process, that consume psychological energy/will and physical energy/calories, etc.

    • Like 1
  8. @rossenburg 

    Quote

    i guess it will be frustrating if a host mistakenly got disconnected, came back to the lobby and his point has been deducted? 

    But it's very rare, right? Much more than rage quitting?

    But anyways, if that happens - sorry man, you were unlucky this time.  WRC Rally driver gets frustrated when his car dies or slow down, etc. That's part of life, sorry man.

    At the end if that happens to either player, people still can report that in a same way as victims of rage quitters do now. Isn't that more fair? 

    Quote

    I think your focus is on the other player's side but we should consider the host too.

    No, whoever exits, he lose. Why would another player suffer and wait, no matter is he host or guest?

  9. @user1 Good points, but you opened a new rating-system debate. ELO is one of many systems to evaluate skills, so I'd rather skip that big discussion in this Topic. 

    I am strictly talking about automation things, not about punishing or awarding. Just give win or lose appropriately. For me, minimal work regarding this is to make Exit and Resign button should have same result in Rated games. Some RTS games doesn't have Resign button at all, I think.

    For me it's frustrating to report breaking rules after hard fight. At the end, it also provides you more job than you should have...

  10. @Stan` Oh, then Alg.1 would require Guest to send ping to server when he start Rated game. In General it might be worth to think sending more info to server about Rated matches... for further tunings... But I know we are tight with resources (developers' time). 

    For Alg.2 , this has to be discussed... But I guess no game can take more than 2h, otherwise, no resources will exist on map. :D So, I guess if we put 5h, it should be fine. Also 10h would work... basically anything, just to avoid manual work...

  11. 29 minutes ago, Stan` said:

    You need a dedicated server because it's the host that sends the ratings. If the host quits, gets ddosed or whatever nothing is sent. 

    There has been some work there but it has gone stale.

    Algorithm 1:

    (On 0ad client)

    if host exits and guest is still online, report guest as winner.

    if hosts exits after guest, report host as winner. 

    Algorithm 2:

    (On 0ad Ratings Server)

    if game started N hours ago and host not reported anything, mark guest as winner.

     

    Could one of these work?

  12. 4 hours ago, hoanvu99hn said:

    I think yes, sorry for you, I very rarely see teammates leaving the game

    I am talking about 1v1 Rated games. He see he will lose and just exits game, which annoys winner as he must report it around.

    I saw some games like Red Alert 1 don't have Resign but only Exit button, so I guess some people do this unintentionally. Even if not, it makes sense to auto-report when user exits. 

     

    Do you @Stan` maybe know if this is already considered for some of (next?) releases? 

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