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Darkcity

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Everything posted by Darkcity

  1. I think at present we still see cartograpgy in revealed map, becasue it has following use case, "Able to check allies resources and scores". But my point is, if map is revealed than why not research cartography be default? Since player can see everything on the map? @Stan` what do you think? I think cartography is redundant when Map is revealed.
  2. Wait what?, playing since Aplha 15 and still don't know this. Will check this out.
  3. We can always decide on numbers that how much exp should it take to reach next rank. Most large fights breaks out after p3 hence required exp will be available then only; and in P3 player can spam champs if they want so it should be fine. Besides exp based stats increase is part of the gameplay, and I think this can be addition on top on what exists already. We can always test it out @alre. @Grapjas can we test your mode and see what changes can we make it look better and balanced? Also can you please share me link to your mod so i can test it.
  4. I understood his concern that champ units for any civilization need to have worker model, for example rome should have sword cav that can be promoted to champ sowrd cav. But I answered to thread instead @alre that how to make units basic units more powerful. This is not overrewairding. You can test your hypothesis for that. Just to give you example of rank 3. In a fight of 100 v 100 head to head fight hardly 10 units promotes to rank 3 mostly dies. On top of that we can manage the how much exp should a unit need to reach rank 4. This can be done through test runs. Besides we are rewarind the unit not more than a champ unit. Its exp vs res. I hope that clears your questions @alre @Grapjas My only concern here is people garriosioing units in barack or stables to get exp. They can keep units garriosned unitl they become champs. So, we might need to fix this as well. I propose following solution. In phase 1 garriosn can't rank you up. In phase 2, you can rank up till 2 while garriosning. In phase 3, you can rank up till 3 but not more than that. In order to reach champ/rank you need fight.
  5. Yes, but we need to add one more rank in promotion, that is Rank4/Champ (till now only rank 3 exists). Any units to achieve that will convert into champ or champ like stats. It is not there currently but can be added. Should be easy to implement, right? @Stan`. Then should be great. Any unit to reach rank 4 will convert into champs.
  6. Why not just add 1 more promotion layer? on top of rank 3? So, champs will be offcially rank 4 unit. This can be done as following. Boost the stats of the units same as champ, when reach rank 4 (No need to change their unit type as champ (Citizen to champ), just give them costume of champs) or Convert them to champions (Which is not suppoted I guess according to @borg-, but solution can be looked into by dev team) I think first one should be widely acceptable. Since, these units will earn the position of the champ and can't be converetd to champs by just spending some resources. I personally don't link the idea of converting normal units to champs just by spending res becasue of 2 reasons. It promotes passive gameplays, where player will just gather res untill he can upgrade his units Not making existing champs at all. Why spend resouce in making champs (that doesn't do eco), when you can train eco doing un@#$% which can be made champs. There are other reasons but I don't want to create a long list but you get the idea. Experiece based promotion should be supported. This will making gameplay intereting in many ways and its a fair gameplay. People will focus on promoting their units, so they will take fair fight rather then go and suicide. Units fighting for so long with so much exp won't be slaughtered by few champs. People will use healing better, since you don't want 1 Hp champ. Its just better gameplay, if you are microing your units till rank 4, you should be rewarded. Thoughts @borg-, @andy5995, @Grapjas, @Boudica, @ValihrAnt, ?
  7. Anyone creating gameplay content for 0.a.d. is most welcome, infact we encourage to do the same. We would like more and more people to upload gameply videos on their yourtube channels. @zxphxryou can also request in lobby to get interetsing gameplay videos/replys from the players.
  8. I think the current lobby can use some improvements, these improvemnts can fall in 4 buckets. Personalizations: what changes would like to see as a player for yourself in the lobby. Funcitonal improvements: What functionalities of lobby can be improved or new functionalities to be added. Asthetics/Design changes: design improvement and changes to make it look more historical and 0ad like. Other changes: Any other suggestion that doesn't fall in this bucket. This thread is open for everyone to add their suggestions. While addition the suggesstion please mentioned which of above 4 categories you are suggesting for. I will add my point somewhere later in this thread once I have done more analysis.
  9. There are many problems on how multiplyers game names are mentioned by the players. We need to put follwoing restrcition on the game name. Character limit: The game name shouldn't be longer than 50 chatacters (atleast not >100). Some people fill in the screen with game name. Profanity check: We should check for profanity in game name hosted by the player. If someone is using profanity in it then he should have same penality as lobyy profanity usages. I think these basic changes should be there. @Stan` what do you think?.
  10. We have other thread for the same "making siege interesting", where we are introducing following changes. Low deafult walk speed for rams, but can be increased depends on units garrsioned. Allow you to capture. Useful when you have skirmish mostly. But yeah, try this. This gameplay is always valid. and welcome to the 0ad fourms. Invite your friends to the forums if they have some concern or suggestion they would like to share. @Archon
  11. For initial testing, we can keep it as flare + flare message as chat message. If we see good response from players about this features, we can build more into it. My point is to have player acceptance of basic 4/5 flare messages. Based on that we can build it more. For example Have a scrollable list of flare messages Flaring to set of inviduals (Might need for diplomacy mode) Allow user to set their own flare types. Playername against flare in mini map. There are just few scenarions which can be added. But, lets roll out basic flaing options.
  12. @Grapjas it has been 3 years since doing any coding xd. Now i'm product manager so hard for me to code, all I can do is suggest some good gameplay and design changes. Although will try on weekend. If you have resources I can utilize to make patch, I can look into it. Let's coop to make these changes.
  13. If user have tried the game and left, then thats a different issue we can look into. But here the target will be mostly new users. As an individual it will be hard to reach multiple youtubers and influencers, but if communuity help in this then we should get enough new users. My point is 0ad is running for so many years and we deserve a large active (montly active) player base. @Stan` you and the team putting effort then it should be fruitful. 0ad deserve a good community base, and with that we might more resources to help with. So, we can start with small step of marketing. If we start to see results, we can explore more approaches to get more new players. So, lets add to common lobby message follwoing text. "Enjoy 0.A.D.!! then invite your friends and other RTS enthugiasts to try 0.A.D. Shout out on Youtube and live streams, and help 0.a.d. community grow."
  14. Phone number is too much to ask, I think email if more than enough. I think many data protection rules will kick in. We have a discussion on another thread with @Stan`. Where possibility of asking email as optional input while creating a account was suggested. Also, linking the account with an email. Email will mostly be used to recover password and not a hard requirement. Such cases smurfs has no excuse of creating a separate account, unless genuine reason. The effort for that according to stan is high. So, not sure of this will be implemented.
  15. Monthly active player base should be the right measures, as the impact of any change will be higher for such players. Downloads are mostly misleading measure.
  16. One thing I have noticed that 0.A.D doesn't have much presense in any content space or social media space. This is one of the reason we have such a smaller player base. Even die hard RTS fans never heard of this game. There are few things that can done to increase 0.A.D. presense and hence increase player base. Uploading match videos on Youtube: We have very limited Youtube channel who used to upload gameplay video with commentry (0ad newbie rush, Valihrant, Tom oad etc). These channels are highly inactive. hence follwojng things can be done. Just create a gmail like 0adusername.0ad@gmail.com, and create youtube channel. Top players like @borg- should create a Youtube channel and upload their gameplay videos. With or without commertry. Other frquent players can also create a youtube channel and start uploading game play videos. Player who are good at gamplay commeting can take replys from other players and uplaod on their youtube channel. Asking people to try 0ad on RTS youtube channel: There are many RTS youtube channels, where youtubers post their content and they have many followers and viewers. Followong things can be done. During live youtube stream if any, if you are watching the stream. Post the 0ad trailer and download link and request players to try this out. Commeting on newly uploaded RTS content to try out 0ad. If you follow any channal then put a request on their channel in comment to try out. There are many gamers who try new games, if you can acceoss such gamers, tag 0ad. Promoting during live streams: You can do the same youtube promotion on any other live streams if you watching one or follwing one. Promoting on gaming disucssion websites, only related to RTS threads: Many websites such as quora has many questions where people ask games they can try or RTS they can try, if you come accross such Q&A, you can tag 0ad and ask them to try. The 0.A.D community can only expend if all existing player base who likes the game are willing to take share 0ad. This requires only small effort from our side. @Stan` Can we add these sharing messages in lobby? @borg-, @Lion.Kanzen, @ValihrAnt, Do you guys wants to add anything?
  17. When I initiated the thread that was the suggestion. That was to introduce capturing rams also (with other gameplay use cases). But i think with current mechanism in place, we can apply similar capturing mechanism that was there in a23 to all sieges. So, skirmish can capture the Rams also rather then attacking for 1 min to destroy it. Should be fun.
  18. I think conversations are going on everywhere without the objective to "Suggest interesting changes for siege". Given the input from 0ad community (Which most of us can agree) following can be done. Leave catas and bolts as it is. No need for adding and removing unit complexities. Ram pop should be reduced from 3 to 2. Its attack will remian the same but speed and interval will reduce to 2/3rd. If you garrsion 1 unit, it's attack speed & movement willl be same as present. If you fully garrsion 20% bonus of attack, movement & attack speed. (If you don't have siege upgrade and wants to take down a building where tons of troops are garrsioned smart way to do it.) For siege towers: We already have a couple of points about, siege towers units can be attacked (but they will have high armor bonus while garrsioned), siege towers can capture buildings, and so on. In can be discussed on other thread as well. @chrstgtrI think with this, it's not a forced micro but a reason to interact. Here you can either play without garrsion which is fine or with garrsion. In general, game should have machanics to give you a reason to treat a different unit differently rather then all of them with different armor and attacks. For ships @wowgetoffyourcellphone. We have separate thread but to add few points, we can use similar mechanics as above to reduce pop taken, default arrow and speed for empty ships and give bonus to garriosned ones. Always welcome for suggestions.
  19. Fair enough. On the same page for this. @Frederick_1 This requirements is not a priority, this is something that can be checked later.
  20. I remembered my password when checking next alpha updates on SVN xd. Folder name was the hint :p
  21. Please share my password too @Sevda. I have forgot it :P. Account name darkcity.
  22. I think there are so many edge cases and event tracking that will be needed. Example: It is a 2v2, P1 & P2 Vs P3 & P4. P1 is building house H1(cost 100 wood) that is 50% completed, and P3 &P4 comes to P1 base. Following scenarions are possible. P3 destroys the H1. In that case he should get the 25% loot (50% of 50%) i.e., 25 wood. P3 destroys 30% progress of the building, hence house is 20% complete. if P1 destroys it, then what is the loot distribution? Ideally no loot to P3 and 50% (50 wood) to P1. P3 destroys 30% progress and P4 destroy 20%. Who gets how much resouces? If we do split between P3 & P4 then extra caculations are added. To simplify we can give all to last player who destroyed it but the even of last time building (50% completion) need to tracked. P3 attacking the house but P1 keep on building. In such cases what is referece event for the loot? Last build % like 5%? P1 resigns while before p3 could desrtoy the building. Ideally no loot in this case. Loot applied for 0% completed buildings? Does building destroy by watch tower's arrow applicable for loot? P3 & P4 attacking together then how the loot is shared? based on damage dealt? What if condition 4 and condition 8 is happening together? There are many edge cases which will require handling. Which will make it complex. I think we can live with current loot system, this will only add complexities. @Stan` @borg- thoughts?
  23. Kicking out feature is already there Capture was removed this alpha but i think it should be added back. We can add that to changes as well to make them more interesting. As @faction02 pointed our capturing empty siege should be easy, and if we make them immovable with garrsion then this will make things interesting. Think of case where, empty siege is laying at enemy base or inside arsenal. You capture the empty siege garrsion your units and start attacking.
  24. Yeah, they can left alone for a while. We can use 3 (which is the current pop taken by siege by the tower). If siege training takes 1 pop, then default speed will be current speed/3 (no pop taken then no speed). Once you garrsion 2 more then its speed becomes same as of now. If you fullly garrsion then 20% speed bonus (We can or can't do this). The idea is to not bind 3 pop to siege forever. That 3 pop should be utilized other place also. Example - battle. But at the same time interaction with siege should also increase.
  25. We already have a feature where you can request attack against a player. I think this should also be the same. When you click on flare, multiple standard standrd command will pop up as mentioned by @Lion.Kanzen. The player will select the command. If don't select any of these and use flare on map, then the popup will close and flare will act as normal present flare, you can mentione the reason in comment. Attaching wireframe for the same. @Stan` Do you think this a small task or big task?
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