Epic Annihilation Development - Page 2

Epic Annihilation Development

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Sleksa
Posts: 1604
Joined: 04 Feb 2006, 20:58

Post by Sleksa »

i am waiting for the first beta to come. the changes look very promising and your balance ideas are really something that ba lacks.

Good luck with your modding sir.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

It's funny how other people are trying to discourage a player developing a mod so they're favourites like Xta (which fails altogether) don't disappear off the game
Yes... Screw every other mod out there. BA's anti air dosent stand a chance against XTA's flea.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

The anni2 kills it all, so thar!
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Another pseudo mod...
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Complicated.I think your mod is gonna rock!!!Sounds great but please make the nannos better.I want this one big nano tower...so i can spam faster.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Its funny how he tells me not to play speedmetal. I've played what, 3 games in the last year on that map?

Not to mention that you are essentially making your mod the most speedmetal-esque of the TA derivatives by lowering all unit costs which has a net effect of increasing the metal value of normal maps. Hypocritical?

I'm inclined to think that you feel like BA is too hard/non spammy because you've been playing at such a low level against equally low skilled opponents that you all stall at +6 metal for the first 30 minutes of the game whilst trying to tech then spend another 20 minutes building an advanced fusion and t2 MM's because you just don't know any other way.

I also think this is why you consider 3 krogs in a team game to be a realistic occurance, worthy of so much concern that you feel the need to release a new mod to fix the (as you see it) imbalances in BA that lead to this sort of thing happening. Oh, and there are counters to it, btw.

Odds on the "players" you are taking suggestions/input from are speedmetal/greenfields players or part of the worryingly large group of spring players that almost completely fail to grasp how to play mods like BA/XTA/CA to any remotely justifiable proficiency, so instead of admitting that you - for lack of another word - SUCK, you blame the mod balance and make your own fork to suit your needs.

That's all fine and well. Have fun with it, but don't expect the majority of forum members and/or anyone with a level above abysmal understanding of how these mods are played to agree with you about your proposed changes.
Last edited by DemO on 18 Sep 2007, 22:48, edited 1 time in total.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

ARM actually has the most tools to deal with krogs (snipers/penetrators/annihilators). It's CORE who is worse off.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

To counter this CORE needs a bigger Krogoth. With manboobs.
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Mr.Frumious
Posts: 139
Joined: 06 Jul 2006, 17:47

Post by Mr.Frumious »

I just think it's funny that people think that tweaking stats can "fix" BA. Face it: BA is the most viciously complicated and difficult RTS anyone has ever played. Nobody wants to admit that they've been playing for a hundred hours but still suck.

You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.

I'm actually happy to hear that Caydr has a different direction: his new goal is to make a TA variant that is clear and easy, rather than this horribly baroque mess we're faced with now.

All the new mods simply add more fun stuff, more complexity, and more confusion to the player. This means that we spend longer as noobs, longer having experienced players figure out stuff the designers never considered to make us their bitches.

Complicated, your mod will be just another unplayed TA variant.

Let's all just go play KP. At least it makes some freaking sense.
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

DemO wrote:Its funny how he tells me not to play speedmetal. I've played what, 3 games in the last year on that map?

Not to mention that you are essentially making your mod the most speedmetal-esque of the TA derivatives by lowering all unit costs which has a net effect of increasing the metal value of normal maps. Hypocritical?

I'm inclined to think that you feel like BA is too hard/non spammy because you've been playing at such a low level against equally low skilled opponents that you all stall at +6 metal for the first 30 minutes of the game whilst trying to tech then spend another 20 minutes building an advanced fusion and t2 MM's because you just don't know any other way.

I also think this is why you consider 3 krogs in a team game to be a realistic occurance, worthy of so much concern that you feel the need to release a new mod to fix the (as you see it) imbalances in BA that lead to this sort of thing happening. Oh, and there are counters to it, btw.

Odds on the "players" you are taking suggestions/input from are speedmetal/greenfields players or part of the worryingly large group of spring players that almost completely fail to grasp how to play mods like BA/XTA/CA to any remotely justifiable proficiency, so instead of admitting that you - for lack of another word - SUCK, you blame the mod balance and make your own fork to suit your needs.

That's all fine and well. Have fun with it, but don't expect the majority of forum members and/or anyone with a level above abysmal understanding of how these mods are played to agree with you about your proposed changes.
Did you just compare greenfields and speedmetal? I swear if you did I will slap you. :[
Also, I'm perfectly intelligent enough to ask people who are not speedball/metal addicts, nothing wrong with greenfields are it requires more work and understanding than any other map, so please refrain from critizing maps. Also your just a child who's looking to argue and is frustrated over a mod development that has only began and is still in it's fundamental stages and hasn't even gone for it's trial runs yet. So keep your hands clenched, don't press a key and sit still and take a nice deep breath and remember, it's a game, not a life.
Last edited by Complicated on 18 Sep 2007, 23:21, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

rattle wrote:To counter this CORE needs a bigger Krogoth. With manboobs.
plz add it in this mod plx
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Mr.Frumious wrote:I just think it's funny that people think that tweaking stats can "fix" BA. Face it: BA is the most viciously complicated and difficult RTS anyone has ever played. Nobody wants to admit that they've been playing for a hundred hours but still suck.

You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.

I'm actually happy to hear that Caydr has a different direction: his new goal is to make a TA variant that is clear and easy, rather than this horribly baroque mess we're faced with now.

All the new mods simply add more fun stuff, more complexity, and more confusion to the player. This means that we spend longer as noobs, longer having experienced players figure out stuff the designers never considered to make us their bitches.

Complicated, your mod will be just another unplayed TA variant.

Let's all just go play KP. At least it makes some freaking sense.
Is that you speaking for the people? Since when are you their voice?

I know why BA is being played alot, one of the reasons is NOiZE was told he should continue making new versions on a near regular basis making it look like a constant worked on mod, however most of the time the mod has only had 5-6 changes per version
5.7 series is the biggest change I've seen in a long time

and I'm not trying to fix BA, i'm fixing what's starting to make BA boring. :]
Especially for specs they don't get to see much action nowadays :[
Last edited by Complicated on 18 Sep 2007, 23:05, edited 1 time in total.
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

neddiedrow wrote:I think you should do more work on the concept, Complicated. Also, consider taking out all of the horribly ugly TA models.
I can't texture for shit xD
Well I tried but didn't know how to work the program
(Yes I know how to execute it xD)

Cba finding a tutorial, too busy with changing the fbi files, then I got to port some units for the tech 1 adv resources, then I must find a downloadable cobble and decobble (tauniverse fails) and I'm getting charged for it somewhere else :/
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Mr.Frumious wrote:You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.
100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

DemO wrote:
Mr.Frumious wrote:You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.
100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
Did you know BA is a mod for a GAME?
Did you know it's an actual GAME?
So why are you bitching and moaning about it?
Is it your life? Do you depend on it?
If so, just don't post here again until you have gotten a life. :]
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Um, y'know... folks... um... instead of terrorizing every wanna-be who shows up here, wanting to make another alphabet-soup mod... just, y'know... ignore them. Either he knows how to make a new variant of alphabet-soup that doesn't suck, or he doesn't, and you won't really know until he tries... and you hand him his buttocks playing his own game against him ;)

I just don't see any positive, useful, or otherwise valid reason for attacking every kid that comes along and wants to get started modding- after all, just about ALL of the people who are making games with Spring started off that way, too. Maybe we were not naive enough to post publicly about it or whatever, because we knew what we were doing sucked, but that's not a crime against humanity, be polite for once.
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Argh wrote:Um, y'know... folks... um... instead of terrorizing every wanna-be who shows up here, wanting to make another alphabet-soup mod... just, y'know... ignore them. Either he knows how to make a new variant of alphabet-soup that doesn't suck, or he doesn't, and you won't really know until he tries... and you hand him his buttocks playing his own game against him ;)
It isn't going to go by EA v#.# :/

1. that's fucking stupid the letter thing about ea ba ca aa etc (Wheres da? Would it be called Drama Annihilation? lulz I had to >_>)
2. EA is already taken (EMP Annihilation which fails upmost cause it's a mutator that no-one uses)
3. Get off the spaggetti
4. This mod is getting alot of work put into it before it's first release, which i may change cause of the bitching and moaning and also the ideas that are constantly being thrown at me.

I might aswell get Beta testers >.>;
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I would suggest beta-testing, yes. Preferably against somebody better at RTS's than you are. That will help you understand your game design a lot better- you start with all of the advantages of knowing what you've changed, they start with higher overall skill- you will learn a lot. I always test my stuff with DRB on a LAN, and I'm hoping I can get Day and other people to test PURE, when it's finally ready for people to see, to help me find the suck and kill it ;)

Never assume you know what you're doing. Test with AIs to get rough balance, but test with people to get final balance, and the better they are, they better your balance will probably be, if you actually listen to their feedback.
Last edited by Argh on 18 Sep 2007, 23:32, edited 1 time in total.
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Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

REVENGE wrote:Take out all the gameplay of a mod and leave only the explosions + krogs.

As epic as Ballistik: Ecks v. Sever.
Com shooter >_>
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Complicated wrote:
DemO wrote:
Mr.Frumious wrote:You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.
100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
Did you know BA is a mod for a GAME?
Did you know it's an actual GAME?
So why are you bitching and moaning about it?
Is it your life? Do you depend on it?
If so, just don't post here again until you have gotten a life. :]
WTF??? Lets just say my next few words would be composed of EPIC INSULTS/FLAME if not for moderators who would edit it anyway. Learn how to read and give a response that has a remotely coherent line of thought instead of making random comments that make no sense in context of what is being said, perhaps?

To answer your questions for the sake of it:

1. Yes, I directly stated that BA is a mod/fork of a GAME
2. Way to contradict yourself? Now it IS a game in itself and not a mod anymore?
3. I wasn't, you twatwaffle. THIS is bitching.
4. Debatable depending on who you ask, but I'd say no. Regardless, this has no relation to anything you or I have said before in this topic...
5. It would make sense that someone who dedicates their life to one particular thing will be vastly knowledgeable and experienced in that area. I guess that means you want the opinions from people who are the opposite of this?
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