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strat0spheric

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  1. If an option for hosts would be implemented, that enables or restricts the participation with the controversial mods... no assumptions would be required anymore, as you will have numbers and figures about how many use this option... this would give a clear picture about what the players prefer and raise awareness as well
  2. Hi everyone. i have no development experience and i admit i can't understand all the technical issues mentioned in the post. I just like to play the game ....but I expect a multiplayer game to be a competitive little "race" where skill and strategy should decide the outcome. Every player imo must have the same basic technical prerequisites to ensure that skill decides .... If ProGUI (... the name is misleading btw as the mod obviously is much more than a GUI - i didnt know that a long time) is adding some considerable advantage, then it is not a fair basis for the competition. It is like you would have some motorcycles taking part at the Tour de France ... If people like motorycles....fine, they can compete with other motorcyclists.... but imo not with the byciclists...(and call it a cycle race) I do understand that things are a bit different in an open source computer game. And some consider the development and use of automation and the "little" extras more as a kind of car tuning in formula1 ... but i think for a multiplayer game this should be absolutely limited and transparent. If all in the game use it it would be fair.... if none in the game use it it is fair... nothing much inbetween imo. (I mean the automation stuff - not the GUI part) Overall, i think solving the issues raised in this topic is very important for the community and the attractivity of 0ad, not only for the experienced players. If new players know that there are cheats which can't be prevented, or efforts to do so are not visible, they might be deterred to start the journey of 0ad. So i am happy that this is beeing discussed here and hopefully be solved somehow. As i said i am not much inside the technical aspects, but i like the suggestions of @Alnur earlier in this post, to synchronize and overwrite mods before gamestart as it seems to guarantee everyone is playing with the same technical prerequisites. And if this is an optional setting ... also fine. So I coud host a game with my kind of "punkbuster" activated and other hosts who don't care could just deactivate it ... (Would be interesting to see how many activate it, btw)
  3. Thank you all for the responses. I think there are some good suggestions on solving this maybe in future releases. The idea, that a CC in nomad mode is built instantly without the ability to be blocked by an enemy unit would definitely solve the problem. Making it invisible is maybe not really working, as it might be clear where the CC is going to be built by observing the units. In this case, as i described the situation only 1 cav following my units was enough to observe my target location and block building by putting this cav on top of the site. I did not delete the CC, because of 2 reasons: 1. there was only this spot available, as all other closer areas were forest - rebuilding somewhere else would have led to find completely new area -> too much time. 2. i was afraid to loose resources by deletion and not beeing able to rebuild. (according to @real_tabasco_sauce - this would not been the case. From the discussion can i take away, that at least some would agree, that blocking CC construction of an enemy is not a valid technique and unfair gameplay? So until this issue is solved technically a code of conduct for a host of a game might be just kick the player who blocks construction until construction of the CC (even on other location ) can be started. Another solution as @AInur posted would be not to play Nomad mode.... but tbh... nomad mode on ambush map is really fun sometimes... i would miss it.
  4. Hello Forum, i want to report this issue with a known bug, that can be used or "misused" as a technique to prevent opponent from building his CC under nomad game with ceasefire. As i know that in 0ad this bug can happen by chance with own units on any building, it can even be exploited in the aforementioned condition. I guess it is not an easy task to solve the bug, but i would like to discuss this issue as i have the opinion that it is unfair gameplay to use this bug strategically in the minutes of ceasefire in a nomad game. Preventing the construction of an opponents CC in the minutes of ceasefire leads to an unfair advantage for the game. What are your opinions on that?
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