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New lobby

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

I also have some feature requests:
  • Option for the host to restrict team colors.
    Somehow people find black a very cool color (which reminds me of that scene in Reservoir Dogs where everybody wants to be Mr. Black). But they don't seem to realise that it is very hard to spot on the minimap. Same for white: selected units have that color, which makes it difficult to distinct enemy from friendly units.
  • List ordering / filtering.
    It would be nice to have all the available players appear on the top of the list. Same goes for the open games.
  • Perhaps a little far-strechted: a ladder / ranking system.
    Perhaps I'm being vain, but I'm getting tired of owning noobs. All I want to see if my oppenents are any good ... (This would require some back-talk from Spring to the server after a player is defeated, I guess.)
That's my two cents for now. Keep up the good work Betalord!
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

colorblind wrote:...
[*]Perhaps a little far-strechted: a ladder / ranking system.
Perhaps I'm being vain, but I'm getting tired of owning noobs. All I want to see if my oppenents are any good ... (This would require some back-talk from Spring to the server after a player is defeated, I guess.)
[/list]
...
I thought of a ranking system that will probably not produce bitterness... One of these 2:
1- Number of games played.
2- Number of hours played.
Just that simple. And to even further reduce competition, have a limit like, when reaching 20 played games, it only showing "20+ games".
It could be frustrating and even leading to giving up playing, to compare one self to another with the same amount of played games and be a much poorer player.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

personally I don't mind teaming or pwning a n00b, this game acctually makes that kind of thing fun... What we need is a completed/dropped list... min -20 max 20...
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

try to defeat noobs using lvl 1 units only.
you can put a metal, energy limit too. (for yourselve, like +20 metal)
that will make it more interesting.

the client... i want to click the state column label, and get the games aranged by status, like, 1st click = open games first in the list, 2nd click=.. etc.

same would be nice for title number of players etc.
(that is your second).

cant remember anything else atm.

colors are not that bad... the same color thing is for players of the different teams but allied that want to share a comon uniform.(then it shoudl check the allied state.), ala red vs blue.

drawing with silver (or ligth brown... not sure), is a bit frustrating in most maps(but that is in the game side).

is handycap working at all? ive tested, but cant tell the diference.

e: colorblind, you get to know when a player is a noob or not...
the 20 hours of gameplay tag could work.. (or a yellow dragon icon :D ).
Last edited by mongus on 23 Aug 2005, 21:28, edited 2 times in total.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

mongus wrote:try to defeat noobs with only lvl 1 units.
you can put a metal, energy limit too.
that will make it more interesting.
But then you need to know in advance whether they're noobs or not; which was exactly my point ;).
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

What about a self-rating system from 1 to 100? You just select how good you think you are. I suspect that the best players may need to set their ranks first and then that could be the benchmark for everyone else. It's a lot simpler and would very easily solve some problems in the interim.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

mongus wrote:try to defeat noobs using lvl 1 units only.
you can put a metal, energy limit too. (for yourselve, like +20 metal)
that will make it more interesting.
...
Me and Ramiro (ramirovski), for a few days a while back, played at a time where there aren't many good players. And, since we want to play together, we have been trying everything to make it chalenging fighting players not so good...

- 2v3 whenever possible (never managed to arrange a 2v4)... Many times 1~all newbies crash or quit...
- 2v2 only lvl-1 units. No rushing or else, in a map not big, it doesn't makes a diference anyway.
- 2v2 only airplanes. Boring, just makes the game very slow. Hard as hell, though.
- 2v2 not a single attack unit. Actually, this one is very interesting. I wonder if a mod can be made to disable all attack units.
- 2v3 using only planes...
- Hovercrafts only...

Nothing seemed to work... And sometimes, it is just boring. Like going planes which makes the game very slow.
And not doing that, sometimes i'm concerned that the newbie players may become frustrated at the ownage...
colorblind wrote:...
But then you need to know in advance whether they're noobs or not; ...
That just makes it more exciting, suddenly realising that he plays alot better than you thought and that you are lagging behind having to work hard to catch up.
I often know if the player is good or not out of previous knowledge or things the players says like «no rushing» but, sometimes, surprises happen. If the player is bellow your skill level but wins because of you loosening up, there are strong chances that you may play a rematch and, even if that second time you own him, he will probably not feel too frustrated has he has won 1 out of 2 and you will have had 2 nice games instead of just one ownage one.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Try giving the other team a 100% handicap? Although given the level of many players it wouldnt matter that much.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

well, when playing vs a noob, using only lvl1, you have to try not to porce, noobs get frustrated soon against a good defense.
And i mean ONLY SOLARS AND WIND GENERATORS, and lvl 1 mexes.. you know.. only lvl 1, strictly.

Use the hole expectrum of units, tanks, planes, kbots, etc.

I consider hover lvl 1.5. (bc of wombat, best lrm ever).

Yeah, may not do much difference... when i tried this miself, the other player quitted... O_o

the interesting thing is that you get to know and manage better your lvl 1 units, and you know that are giving advantage to the other player.
That is better than lrms+tanks+infantry+planes destroying noobs base...


We tested the handycap thing the other day... really, dont know what it does.

if someone can give a little help on what are its effects, thanks.

(btw... central build doesnt seem to work in multi, at least with a bit of lag, units forget (or are unable) to build stuff.. and its a pain to get them started (100 clicked build orders may do it..) ).
GAR
Posts: 12
Joined: 13 Aug 2005, 03:38

Grading of Players

Post by GAR »

I agree that we need a simple way to identify If someone is good or not but don't forget that one of the best ways to improve is to watch replay's.

I know that I have improved marginally LOL through watching replays and I give that advice to all new people I play against. I actually (sorry) encourage them to have a go against anybody to learn.

However, would a simple tag when entering you user ID and Password that shows you are a new player be enough. A simple tick box, that can be changed later might do.

This can be displayed along with your user name in the lobby or battleroom.

Well thats my suggestion for what it is worth

PS. Great game (Excellent work done by all) and look forward to what ever direction it takes in the future.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

SJ wrote:Try giving the other team a 100% handicap? ...
So is it suposed to work? We've been wondering if it was even suposed to be working already...
mongus wrote:...
We tested the handycap thing the other day... really, dont know what it does.
...
We (me, MOnG, mother) tested with one of us with 99, the other with 50 and the other with 0 handicaps.
We didn't noticed any diference in how the units dealt damage, how much each thing costs, how much HP each unit has, how much our income was...
Also, i haven't noticed any change in units speed nor in starting resources...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

It changes the amount of income you get although you cant see it by only looking at the units income stats.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

there is no way to delete a bot.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

there is no way to delete a bot.
Yes there is .. Double click on your bot (only bot owner and battle host can) and then click on KICK BOT button. It's mentioned in help .. If you have any suggestion to make it more obvious, do say.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Betalord wrote:
there is no way to delete a bot.
Yes there is .. Double click on your bot (only bot owner and battle host can) and then click on KICK BOT button. It's mentioned in help .. If you have any suggestion to make it more obvious, do say.
thanks
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

SJ wrote:It changes the amount of income you get although you cant see it by only looking at the units income stats.
Indeed, it changes the amount of income but only in the resource bars showing the units (like mexxes and solars) as having normal income.

The weird thing is that the handicap increases the income and not reduce it. It should reduce the income or else it should be called bonus...

Anyway, nice to see it is working.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

The weird thing is that the handicap increases the income and not reduce it. It should reduce the income or else it should be called bonus...
You are wrong. Check online English dictionary:
http://dictionary.reference.com/search?q=handicap

Still, "bonus" would be probably better ..
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

@colorblind:
* Option for the host to restrict team colors.
Somehow people find black a very cool color (which reminds me of that scene in Reservoir Dogs where everybody wants to be Mr. Black). But they don't seem to realise that it is very hard to spot on the minimap. Same for white: selected units have that color, which makes it difficult to distinct enemy from friendly units.
I've just added ability for host to force other player's team color.
* List ordering / filtering.
It would be nice to have all the available players appear on the top of the list. Same goes for the open games.
I've added ability to sort player list by name, status or rank.
* Perhaps a little far-strechted: a ladder / ranking system.
Perhaps I'm being vain, but I'm getting tired of owning noobs. All I want to see if my oppenents are any good ... (This would require some back-talk from Spring to the server after a player is defeated, I guess.)
I've just added "rank" bits to player's status code, which tells you how experienced the player is. I've set 5 levels: newbie, beginner, avarage, experienced and highly experienced. This is how ranking system works: Server remembers how many minutes did player spend in-game, that is how long his status was in-game (the blue circle left of the player's name). And this is how category is determined: if player spent less than 5 hours in-game, his status is newbie. 5 to 15 hours is beginner, 15-30 is avarage, 30-100 is experienced and 100+ is highly experienced. Player's rank is displayed as an icon by his nickname.
I agree that ranking system could cause some "bitterness", especially for new players, so I will accept any suggestions how to make it more "player-friendly" ..
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Let the player manually set his rank to a higher value if he wants to ?

Maybe try to couple it to the handicapping system, that is if someone with a high rank play someone with low it defaults to giving the low one some handicap, although that should of course be optional.
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

SJ, please add a way for the client to detect additional mod races.

If there is a way, could somone please tell me the file? :oops:
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