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Darkcity

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Posts posted by Darkcity

  1. @Stan`, I think we should mention these in our system requirements on our 0ad download page that player needs to have certain software above certain version so they don't face this issue. Or share the link on the same page, so, they can download if they face any error. 

    I think such cases are low % (maybe 1% user), but we can list them from our side.

  2. 6 hours ago, real_tabasco_sauce said:

    Some lobby players have said to me that they would be more exited for performance and "quality of life" improvements than content and balance changes. Obviously, these are much harder improvements to make, but what I am saying is they would make the game more appealing to new players and more entertaining for existing players.

    ========0. A.D. campaigns as new engament for users==================================

    In my opinion we need some campaigns in-game or as a mod for new players. This will esure the engagement with the game but also going forward, we can utilize the same. Can we request the modders to work toward the same?. I was thinking if it can be done in phases if possible.

    Phase1 - Campaign stories designs

    1. We can create a new thread for each civiclizations, where people (interested in historical context) can contribute in creating end to end story of campaigns. Someone from project governance team can collect all the relvent piece to put together the story.
    2. Aksing commuity to create video for the story fianlize and upload it on 0ad official channle and accross multiple channle to show intention to new players that we are coming up with campaigns in upocming alphas
    3. More balanced scenario and few cutscene intro in the game.
    4. Launch campaign for atleast 1 civilization.

    Phase 2- Hero-wise complete camapigns including civic campaigns

    1. We can again upload vidoes for the same. and I can run in-general SEM campaigns.

    I think we need to put a little more focus on non-competitive game part of it. Which we can take to new users and play 0.A.D.

    ==========================0. A.D.gameplay content=======================

    6 hours ago, kun0 said:

    I am thinking about starting a channel and commenting videos. However I think I will only be able to do it infrequently. What about a community account?

    This is good idea. But we will need some to moderate it. It can have following category of videos.

    1. Top -level classification based commetry or not
    2. Second level classification
      1. type of game - 1v1, 2v2, ....
      2. AI game plays.
      3. City building and so on.

     

    ===========================Gameply videos of upcoming changes======================

    We release alpha after alpha yet we get only 1 video about it and we get 0 video of what dev is working on. I think we can do 2 things here.

    1. Make the video of upcoming changes. 0.AD will make one and request all 0.ad you tubers to do so and circulate on all channles.
    2. Behind the scene is a big attracton as of now. be it movies or game development. To attract new devs and excite the 0ad community we need some behind the scene dev work videos or dev hsaring their dev session on official 0ad channel. @Stan` Please try to arrange this atleast, i tdon;t think it will be too hard :p.

     

    These are my points on what we can do as of now. Of-course we can continue of our regular activities to increase 0ad visibility overall.

  3. 11 hours ago, BreakfastBurrito_007 said:

    If I remember correctly there was at one point a second tier of alarm bell at the cc, back when it affected all your units, that would garrison men as much as they could. Of course this was pretty bad because you could not choose which building to go in.

    A feature where clicking alarm on a barracks would take the nearest ten men and fully garrison it would definitely go in the "too automated" category for me. But perhaps if people find that garrisoning and de-garrisoning while defending from p1 or p2 cav raiding is too tedious, then I would be more open-minded.

    I woudn't say too automated. the feature is as simple as this: While alarmed from baracks the units will garrsion in unit training builings (like baracks and CC), and alarm is closed, the units will return to their normal work. 

    Now, from pros point of view - It's a waste, no one will use it or it has no use. They can manually garriosn and will do barack teleport and stuff (which will be the opinion of most of balancing advisors here). 

    From a normal player point of view handling units is too much. They either enter into the formation and let the unit die, or they click on unit to garrion but well 1 barack can garrion 10 units so other dies. In all the cases they loose the fight and units and well game is over for them and they either resign and leave the game.

    Why this hypothesis? How many pro players use current alarm feature? Only in case they absolute need to do it; else they do their pretty tricks of moving units here and there or teleport using bulildings - so probably 5%.

    How many newbies/normal 0ad player uses it? Most of the time - like >50% cases.

    Now to answer @chrstgtr. Can this feature be abused? I doubt it. It garrioning only. Ungarrioning up to you to handle. People who know how to use teleport trick of gariron/ungarrion doesn't need this feature and still can do it. Normal player will just unrung the bell and keep playing. 

  4. I was thinking if we can replace the current UI design of tree selection 

    from

    Curretn design

    To (wireframe)

    1110125703_designforwoodtrees.png.887b00a710ab87035493de6040570806.png

     

    Some reason we should do it.

    1. The in-frame pic shows which tree have you select currently.
    2. Wood icon instead of build icon tells that this tree is not for building but for wood collection.

    Extend use case - If we ever implement the idea of planting forest, then this will be good for diffrentiating platable trees and non-plantables.

    @wowgetoffyourcellphonewhat do you think?

    • Like 3
    • Thanks 1
  5. I got one good insight while surveying random new player on how they heard about 0ad. It seems local channels are more effective (in regional language) to convert a viewer into a player. For example a polish channel has high probablity of converitng a polish viewer into player than a english channel. 

    Maybe we can request small regional channels to give a try to 0.A.D. 

    I have tried a campaign for 0ad on linux and ubuntu game channels "Commenting on videos to try 0ad". But results are not as good as I thought.

    Maybe we can request these such regional channel then it might work out.

    • Like 1
  6. In general suggestion for long discussions. I think we need an related thread features while creating topic. It will show you related existing threads based on keywords. That way duplicate discuss will not happen.

    We should have a summarized thread for a long original thread (like this one), where admin/someone else will post 1 liner summary of unique ideas suggested, while discusison can happen on original thread.

  7. Scenario: I have army of 20 immortals. 19 of them are spear with 1 of them is archer. I'm moving them in any formation from place x to place y. Now, if in between I switch my one archer unit back to spear unit, that unit freezes at his place, while other 19 spear units continue to move to y. When unit 19 units reaches to another place y, suddely after sometime that left out unit unfreeze and move back to formation.

    This is not happening in no-formation.

    @Stan` Please check this. adding test video.

    https://drive.google.com/file/d/1rcGFIjGMh2BT4EYQSvaiA9yAn6apR3SS/view?usp=sharing

    • Thanks 1
  8. For checking out game features that are totally new, invite newbies who liked the game and would like to get involve in trying out new release. They can play games with AIs, and will play for longer duration, so you will get fresh perspective. Pro players can help more gameplays; features wise you will get more comparisons from them than fresh views. Just a suggestion. 

  9. 5 hours ago, wowgetoffyourcellphone said:

    Sure, but for gameplay purposes, it's best that your catapult isn't stuck firing at an already-destroyed building, just because it's out of vision range.

    That can be one of way to resolve this. Catas will stop firing as soon as building is destroyed, but the player(attacker) will not be able to see untill the cata's firing point (destroyed building) comes in player unit's vision range.

  10. 2 hours ago, smiley said:

    Or is it a time travel type deal where we just skip the 3 minutes?

    This. You will have reply of what you observed under solution 1. This will atleast solve the reply problem for players that are playing and may not for observers.

    We can further improve solution 2 by doing following. Let me know the feasibility and viability of the solution.

    1. Priotize sync-up with observer of the game instead of syncing up with host.
      • Check if any observer (not host) has replay, means he is there since beginning.
      • If yes, then we sync-up with that observer.
      • If no, check if host has enabled the sync up to observer
      • If enabled, then sync with host
      • If not enabled, then you will be sync-up to nothing.
    2. Sync with player with high bandwidth.
      • Check the players in the game and their bandwidth.
      • Sync-up with the player that if you sync with will not lag
      • Find that player and sync with him
      • If your sync might introduce lag then don't sync.

    Solution 3- Replay sharing at the end of the game.

    At the end of the game, any observer or player can request for full reply by clicking on request reply. This will sync-up the host reply with player/observer reply. By doing this we neither interuting the game, nor casuing any other kind of issue (hopefully), since its post game action.

    Solution 4- reply sharing in lobby

    You can share any reply to any player logged in lobby. This can be introduced as part of command line or commands on chat window or any CTA in lobby itself. Exact solutioning we can discuss if this is a good solution.

    I have few other solutions in mind but I think these are more than enough..

  11. 5 hours ago, Darkcity said:

    While discussion is on replys. Are we working on multiplyer replays fixes?

    Problems:

    1. No replay is saved if you join the game in-between.
    2. Even if you join the game and drop in between, and then rejoin, you reply will only exist till your first drop point.

    Solution 1:

    • Have a unique Id for each game hosted. 
    • Start saving replys whenever you join any game any time.
    • Merge replays based on unique id.

    >Example use case: If user join a game at the starting and left at min 7, he rejoins the game at min 10, and continued forward untill game closed at min 18.

    >Expected result: After dropping at min 7 if he checks his replay, he will see till min 7 reply. After rejoining at min 10 and dropping off at min 18, if he checks his reply he will see, reply of first 7 min + 10-18 min reply appened to his first 7 min reply. The reply file will be same for him but updated with new content.

    Solution 2:

    Any player/observer joining the game will have reply synced up with host. So, no matter when you join your reply will be same as host.

    >Example use case: If user join a game at the min 5 and left at min 7, he rejoins the game at min 10, and continued forward untill game closed at min 18.

    >Expected result: If you join at min 5 and drop at min 7, you will have reply of first 7 min, copied from host. If you again rejoin at min 10, and drop at 18, you will have your updated reply (based on unique game/host id) till min 18. This way consistancy remains but data consumption might increases. Maybe we can keep it up to host to enable to disable replays.

    If not already picked, then I think we should introduce this feature.

    @Stan` Do we have ticket for this already or it was never discussed before? 

  12. To make a better solution, we need some personal info from user like email id (although optional) while creating the account. User can use same email to reset password. But as discussed in many threads, @Stan` mentioned that we need to change T&C and complie with GDPR rules. Some workaround is required there. Not sure how much effort but @Stan` can comment on that.

  13. While discussion is on replys. Are we working on multiplyer replays fixes?

    Problems:

    1. No replay is saved if you join the game in-between.
    2. Even if you join the game and drop in between, and then rejoin, you reply will only exist till your first drop point.

    Solution 1:

    • Have a unique Id for each game hosted. 
    • Start saving replys whenever you join any game any time.
    • Merge replays based on unique id.

    >Example use case: If user join a game at the starting and left at min 7, he rejoins the game at min 10, and continued forward untill game closed at min 18.

    >Expected result: After dropping at min 7 if he checks his replay, he will see till min 7 reply. After rejoining at min 10 and dropping off at min 18, if he checks his reply he will see, reply of first 7 min + 10-18 min reply appened to his first 7 min reply. The reply file will be same for him but updated with new content.

    Solution 2:

    Any player/observer joining the game will have reply synced up with host. So, no matter when you join your reply will be same as host.

    >Example use case: If user join a game at the min 5 and left at min 7, he rejoins the game at min 10, and continued forward untill game closed at min 18.

    >Expected result: If you join at min 5 and drop at min 7, you will have reply of first 7 min, copied from host. If you again rejoin at min 10, and drop at 18, you will have your updated reply (based on unique game/host id) till min 18. This way consistancy remains but data consumption might increases. Maybe we can keep it up to host to enable to disable replays.

    If not already picked, then I think we should introduce this feature.

  14. Sure.

    1 hour ago, ivicok said:

    turret mechanics used on monoxyla are not suitable. I will check the siege tower code and think about it.

    We can look into what is feasible. We can have discussion related to use cases and viability of the same if you want. PM if you are willing to discuss the same. 

    If you have your current mod ready, can you share the same? Would like to try that.

    Thanks..

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