Mod forum survival guide.

Mod forum survival guide.

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.

Moderator: Moderators

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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Mod forum survival guide.

Post by krogothe »

Modders and players alike! As i speak we are being swarmed by a small horde of fiendish creatures, intent only on spreading destruction and chaos.
If unchecked their advances will raze to the ground the foundations of our community and a wave of darkness will blanket this land (forum) for aeons to come. The horde I'm talking about is known only as the Noobs.
The noobs we have come to known, have lived peacefully for hundreds of years with the general populace, until a new breed of them appeared, which would not accept their place in society and are bent harming every mod there is. We cannot allow them!

Be especially watchful for the 5th rank ones, which have played for over 100 hours and still cannot grasp the basic mechanics of a game, either due to being 10, playing too much speedmetal or simply not playing with passion.
Now the problem lies that some of them make up this lack of skill with an incredible ability to lose yet another game due to their ineptness, blame it on the mod's balance and come feast here.
The modders, with their tight schedule and lack of time to play the game in all timezones cannot discern those wretched creatures from the normal populace, and thus treat their complaints fairly, messing up their mods, which leads to a wave of complaints from the rest of the community.
Since those who cant play the game properly have a mouth ten times bigger than those who can, even being a pitiful minority they manage to fill every damn mod page halfway with their own posts, thus creating the impression of greater numbers and filling the moddder's ears with poison.
Those foul creatures are fairly easy to spot with the trained eye however.

They always claim "realism" is the way to go, even in a game where by its mechanics alone is incredibly unrealistic at every level. Even simple laws like gravity are borked in some way or another, yet they want things to "work like they are supposed to in the real world", too bad they forget the point of games is to get away from it in first place.

Another tell-tale sign is that they complain about things by commenting how they got obliterated by the supposedly "overpowered" units instead of their blatant lack of skill, whereas a good player would use those units to decimate his enemies and then tell how the crushed enemies against insurmountable odds with those units.

Lastly, if you observe them quietly, you will see that their posts are made very frequently over a wide range of times, showing that they spent more time posting to fulfil their insecure selves than playing. Keep watch for stupid-looking avatars, which seem to be a major feature of the vile beasts, and remember them. It won├óÔé¼Ôäót be hard, every other post in this forum is made by them.

If you follow those guidelines you might have a chance to tell our tales of glorious struggle and courage to your grandchildren.


Good luck!
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

The mod most affected by this is probably AA with it's constant releases - every time someone experienced comes up with a tactic, and happens to be fighting some 10 year old idiot who can't be arsed thinking up a good counter, flattens said 10 year old with said tactic, the 10 year old (who is probably imbued with an incredible feeling of self-worth, or in other words: he's an arrogant arse) will immediately blame the mod instead of their own imeptitude, run to the AA thread (how many threads has AA gone through now?) and complain about it. The only way to get around this is to get together a small army of testers who try their hardest to think up new tactics and experiment with them, finding counters etc. If they find a tactic that is a bit unstoppable (and they should, if they're doing their jobs properly - nothing balanced from the get-go) then the devs can do a bit of twiddling, then they have to test the new version to excess again, and so forth and so forth until balance is pretty much nailed down. Release, wait for any cries of imbalance to die down (as in: let people get accustomed to the mod) and then fix any bugs and the odd balance issue that could crop up, and new stuff, improve old stuff (I'm talking about graphics there, rather than the balance of the old stuff), removing any units that are redundant etc
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Guessmyname wrote:The mod most affected by this is probably AA with it's constant releases - every time someone experienced comes up with a tactic, and happens to be fighting some 10 year old idiot who can't be arsed thinking up a good counter, flattens said 10 year old with said tactic, the 10 year old (who is probably imbued with an incredible feeling of self-worth, or in other words: he's an arrogant arse) will immediately blame the mod instead of their own imeptitude, run to the AA thread (how many threads has AA gone through now?) and complain about it. The only way to get around this is to get together a small army of testers who try their hardest to think up new tactics and experiment with them, finding counters etc. If they find a tactic that is a bit unstoppable (and they should, if they're doing their jobs properly - nothing balanced from the get-go) then the devs can do a bit of twiddling, then they have to test the new version to excess again, and so forth and so forth until balance is pretty much nailed down. Release, wait for any cries of imbalance to die down (as in: let people get accustomed to the mod) and then fix any bugs and the odd balance issue that could crop up, and new stuff, improve old stuff (I'm talking about graphics there, rather than the balance of the old stuff), removing any units that are redundant etc
Yep. Remember when somebody nearly got Caydr to nerf that Core missile tank?

Of course, I'm sure Krogothe is referring to me in his original post, because I have this crazy idea that the Commander shouldn't be used as a rolling front line in midgame, but should be able to handle the early-game-rush.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The evil bannana peddlers are at work in their base in the middle of the speedmetal map.

*AF summons the gigalithic almighty demigod thunder cookie of doom, it towers over the forum thread before marching off with an army of bannana squishers to get rid of n00bs*
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I saw one really nooby guy using this ava. Keep an eye out for that guy, he's the worst of the worst!
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Pxtl wrote:Remember when somebody nearly got Caydr to nerf that Core missile tank?
No, what happened?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

swift thats not even funny.

I nearly got the CORE missile tank nerfed
because IMO it shouldn't be AA as well as anti swarm and good against lone units. I am FAR from a noob
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Min3mat wrote:I am FAR from a noob
Krogothe is discussing two broblems here.
One, there are ppl who managed to be a newbie over 100 hours.
Two, ppl without real knowledge of the game whiny with caydr to alter the balance.

Still, I think the current balance of AA 1.48 is very good. (not perfect yet)

Ofcourse there are people who alwyas want things to be their way. They should make their own mod or whatever, instead of asking other to do the work.
(reminds me of a guy in #main, who plainly asked: "Will someone make me a HUGE map." "plz?". Almost expecting that Forbing would hop along and reply: "Oh, sure thing fellow!")
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Ofcourse there are people who alwyas want things to be their way.
*whistles innocently*
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Zenka wrote:
Min3mat wrote:I am FAR from a noob
Krogothe is discussing two broblems here.
One, there are ppl who managed to be a newbie over 100 hours.
Two, ppl without real knowledge of the game whiny with caydr to alter the balance.

Still, I think the current balance of AA 1.48 is very good. (not perfect yet)

Ofcourse there are people who alwyas want things to be their way. They should make their own mod or whatever, instead of asking other to do the work.

(reminds me of a guy in #main, who plainly asked: "Will someone make me a HUGE map." "plz?". Almost expecting that Forbing would hop along and reply: "Oh, sure thing fellow!")
I beliueve I was being sarcastic when I said... "Sure, I'll hop right on top of htat one"
hilalal
Posts: 3
Joined: 28 Jan 2006, 13:15

Post by hilalal »

Be especially watchful for the 5th rank ones, which have played for over 100 hours and still cannot grasp the basic mechanics of a game
Lol thats me, but im not a whiny little bitch.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Field update!
A recently uncovered characteristic of those beasts is their suggestions to horribly overpower a unit will be accompanied by another supposedly horribly crippling characteristic, picked out arbitrarily out of thin air. Those will normally normally go along the lines of:
-"Give unit X a (super powerful, dgun-like weapon) with huge range but make it cost lots of E/M to fire, so its balanced and cant be used early game!"
-"Triple the damage on unit X but make it die in one shot from unit Y(usually some underpowered underdog), so even if it rapes your base in 10 secs if you get unit Y you├óÔé¼Ôäóre saved, so its balanced!!"

Their attacks have intensified over the last few days. I recommend a night curfew to be placed, and flamethrowers to be stationed on the main threads to discourage further raids.
May God have mercy on you. They will not.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Don't try to see humans as a logical being.
Mostly, reading the name of a person tells you enough about him/her.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

krogothe wrote: -"Triple the damage on unit X but make it die in one shot from unit Y(usually some underpowered underdog), so even if it rapes your base in 10 secs if you get unit Y you├óÔé¼Ôäóre saved, so its balanced!!"
If you're referring to our little discussion of the super-sub - the super-sub is currently immune to the sub-killer. Now, don't you think it would make sense than a unit described as a "sub-killer" would be able to kill the larger (and currently all-powerful) super-sub?
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

A small amount of intuitive X rapes Y but Y kills everything else is ok (ala nuke missiles v anti-nuke, or the above mentioned subs) as long as it isn't overused.
Because then of course it turns the entire game into rock paper scissors.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

You guys want rockpaperscissors.


So play Starcraft... leave Spring alone...
hilal
Posts: 35
Joined: 23 Feb 2006, 12:47

Post by hilal »

Dragon45 wrote:You guys want rockpaperscissors.


So play Starcraft... leave Spring alone...
Rock paper scissors was warcraft 2, starcraft was not lets leave it at that.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

An ideal RTS should result in stalemate between two expert players on a competition-grade map, assuming that neither of them make any errors.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Argh wrote:An ideal RTS should result in stalemate between two expert players on a competition-grade map, assuming that neither of them make any errors.
Theres always one mistake.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

in spring the small differences add up (free buildspaces, assist building, hell at the uberleetpr0z0r level the time it takes reclaiming a tree could be better spent (eg. getting your building elsewhere))
no chance of a actual stalemate but generally between 2 good players there isn't much no-mans land and both players are constantly expanding their economy
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