Пронађено резултата: 3249
04.03.2022 у atWar 2022 and beyond
Написао Tribune Aquila, 03.03.2022 at 22:09

That is absolutely not the case. For elitist high ranks, 3 unit walls are somewhat easy. For new players, it is an intricate and tedious task. It's better to show new players the general idea behind a wall rather than how to optimize wall placing. The tutorial just needs to give an easy, general idea. Players shouldn't need to know that they must, for example, zoom in in order to make a 3 unit wall with relative ease. That's too much information that a 14 year old isn't going to digest. Just show them the general idea then they'll unlock new information as they progress. The tutorial isn't supposed to be a manual

But it's not like it matters because 90% of people don't give a shit about tutorials like myself and just skip right to playing. At which point, things get too confusing so they quit. Which is why we need built in tutorial for the first few real games new players join

Three-unit walls are not rocket science. Sure it's not something a low rank would think to do by themselves, but it's easy to replicate just by seeing it.
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How did China instigate the war, if anything these news imply they delayed it.
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03.03.2022 у atWar 2022 and beyond
Написао Witch-Doctor, 03.03.2022 at 12:00


That's why chess tutorial starts off by teaching new players how to perform sacrificial mating attacks right?

Nonsense parallel. Teaching players triangle walls is no harder than teaching them square ones, you just choose to teach players a well-known noob move instead of a basic but relatively unknown (to noobs) skill
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This sounds like a lot more work than removing event limit.

Also Death of Rome is an inaccessible map from an account that was either banned or deleted I don't even remember, don't know why you'd go out of your way to fix it.
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Event limit is still there. I go back to sleep.
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Написао Mobster, 23.02.2022 at 08:57


Do you mean even higher rare chances?

Maximum possible rare unit chance right now is 15%
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Event limit removed when

Higher rare chances when
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16.02.2022 у Tanks scenario
Написао Imjohnrambo25, 14.02.2022 at 16:15

A what? LOL

https://www.urbandictionary.com/define.php?term=Wehraboo
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11.02.2022 у atWar 2022 and beyond
Написао Tribune Aquila, 11.02.2022 at 02:09

tbh it's not a bad idea to teach people that at the beginning. From your elitist perspective, making 3-unit walls comes naturally and is easy. But some people can't figure it out until around rank 6, 7, or even rank 8 or 14. It's not something they could figure out in any tutorial because it's not intuitive as to why you would want 3-unit walls to begin with at all. It's a skill that you can learn later especially since it's somewhat difficult

What kind of logic is that, yes it doesn't come naturally, that's exactly why the tutorial should teach it
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10.02.2022 у atWar 2022 and beyond
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10.02.2022 у [atWar] Memes
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10.02.2022 у Tanks scenario
Someone is a Wehrboo
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07.02.2022 у atWar 2022 and beyond
Dave: "We have improved the tutorial"
The tutorial:
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06.02.2022 у atWar 2022 and beyond
Nice to see Dave learned nothing from the November fiasco, at least.

>Completely legitimate reasons
>"Thanks, Croat!"

>A few troublemakers
>Literally the entire active community aside from Sid telling Dave his banning policy is wrong

>"We only deleted some 4 accounts!"
>Yeah, ignore all the baseless temporary bans and mutes

>People vandalising maps!
>Yeah, maybe they could just take the map down instead of vandalising, if they could, but they can't, because scenarios originally made in silverlight are not even editable anymore.

But why bother, this is the same repeated song we had to hear throughout November. Extra funny is how you go to great lengths talking about people who refuse to acknowledge the truth; Ever looked at a mirror lately?

November fiasco aside, you cannot unironically tell me that the tutorial improvements are proportionate to the time spent on it, the tutorial that doesn't tell you about picking strats, turnblocks, custom maps or scenarios, leaving and wallfucks, and SHOWS A SQUARE CITY WALL INSTEAD OF A TRIANGLE ONE AS A WALL EXAMPLE, literally teaching people how to be noobs, is of acceptable quality. Literally all the tutorial tells you is how to pick a country. recruit units, move units, transport units, and "walling", as in, the fact that walls are a function.

As for Steam and whatnot I agree you're better off finishing the tutorial at the least before publishing it on any store.

On the "players staring at a map for 3 minutes" thing, now if only there was a certain game mode in atWar that allowed you to start off the game with an entire empire instead of just 1 province, and if only there were hundreds of maps dedicated to that exact game type, and if only you could start such a game simply by clicking "new game" in the lobby instead of going into the maps tab... Sadly the "new game" button is the privilege of the blank map.

And finally, as for mapmaking (it wasn't mentioned in the post but that is the problem), the staff has literally no contact with mapmakers. It's been 3 years and the event limit is still here while silverlight-made scenarios are uneditable. When clovis was still admin he'd talk with mapmakers at least and ask what they have problems with, ever since he got off the team there is no communication.
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06.01.2022 у [atWar] Memes
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04.01.2022 у Real Question
To begin with "native Americans" are not an ethnicity, they are made up of countless tribes, many of which are completely unrelated to each other. Make a country out of them and it'll look like your average African nation in that it has no sense of identity.

Or, more likely, it'll just look like America 2.0, because all its natives are already integrated.

This debate would have more merit in a Latin American country with high proportions of natives, such as Bolivia or Mexico, since there are actually millions of natives to make a state out of.
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04.01.2022 у Real Question
They make up like 1% of the population and are spread over large swathes of land, how would you make a native state or autonomous region, force them all to move, and force the locals of the place in question to move out? Besides that's not how America treats its minorities, they are all expected to melt into the boiling pot.
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01.01.2022 у 2022
Imagine having goals.
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Написао Mobster, 26.12.2021 at 08:26

Wow, I didn't realize this. Is it applied for each turn(500 turn 0, another 500 turn 1 and so on) or all turns?

No, 500 in total, for all turns. You can have 250 on t1 and 250 t2.
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Написао Mobster, 26.12.2021 at 08:19

How much is it normally?

500 units total for each faction (neutrals count as a faction)
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Написао Witch-Doctor, 26.12.2021 at 06:38


With one strong units with high def there is no rng. It pretty much always roll half. Idk how you can argue for less rng and discard this fact that the unit will always roll the same.

With a unit with 100 defence perhaps, but I don't want necessarily want unkillable neutrals, some would naturally have to be weaker, or around the 50 defence range, and easier to take, you could argue I could lower HP instead but that presents its own issues as people could do the WW1 Gallipoli Dreadnought cheese.
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Написао Witch-Doctor, 26.12.2021 at 06:02


There's less rng with 1 or 2 strong units with high defense. Units with high def such as 50-100 almost always roll half of their def with how the roll system works. 50% less RNG than two stacks of large units that can have very variadic rolls because the defender almost always roll the same thing.

Units with low stats may have more varied rolls in and of themselves but when you have a large number of them and thus a higher number of rolls in total the end result is closer to average than with a single unit and thus a single roll
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Написао Witch-Doctor, 26.12.2021 at 03:26

You just restated the same thing twice. They're both just different ways of saying "amassing enough attack to win." I'm sure you can have people amass "enough" units to defeat a single or a handful of hard hitting units just by balancing the neutral defense units well.
"enough" being how much you decide is reasonable to win that fight.

Having few strong units is not the same regardless. The battle depends too much on what the unit will roll, and makes the game too luck-based. With many normal-strength units, there are more rolls in total, leading to a more average result.
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Написао Witch-Doctor, 26.12.2021 at 02:57


I guarantee you a 100 hp 150 def 100 crit unit is not going to "die too easily to stack bonus"

k let me put it in another way

Whether you can capture the neutral or not will depend, more than it should, on whether you can amass enough stack bonus against it, rather than how much normal attack you can throw at it.
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Написао Witch-Doctor, 25.12.2021 at 22:29

Have a few very strong units instead of 30-50 in neutrals?

They'll die too easily to stack bonus after a player has expanded a bit and can outnumber the defending neutrals by a lot
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Написао Witch-Doctor, 25.12.2021 at 17:18

How about instead of giving a shit ton of units to players via events, you know.

Let them buy those units through their own cities? Seems like a no brainer to me.

There is strong "if you're homeless buy a house" energy in this one.

You want to make a map about the Second Punic War and simulate Hannibal's arrival in Italy as well as the rebellions and uprisings Rome suffered because of its defeats. How the fuck do you do that with "buying units through their own cities"? Add a hundred reinf in northern Italy?

To put things into perspective 500 or even 750 units isn't even all that much. If we take a random faction from a popular map, France in WW1, it has about 150 reinf in total. The units it'll produce throughout the game would outnumber its event limit in a mere 13 turns, or 17 turns if we follow your suggestion. Considering WW1 games often drag on to t50, the vast majority of troops would've been manually produced anyway by that point. And maybe it's not even France in WW1, maybe it's the orcs in Pyrrhus' Fourth Age, who are a horde of spammy, trash creatures, as they should be? What if I want to make a radical 1v10 map concept, and I want to alleviate the one player's stress by giving his troops via events instead of having to waste time manually producing them? What if I want to make a map where it's hard to expand because all the neutrals have large events in them? Why can't I just do whatever I want?
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Написао Witch-Doctor, 25.12.2021 at 15:14


There you go discarding my inputs again. Last time I checked, I made more maps than you Zephy. So don't lecture me on how mapmaking works. I dont see why there is a need to add unlimited events. It might seem obvious to you why unlimited events are needed, but to others like me, we don't see why. I think the cap is reasonable and it can be increased if it really is a problem.

I literally made a scenario that hit the event cap on Friday, go see it yourself if you want. I had to give it plastic surgery and make a fake, non-pickable faction to have more neutral events, but even that didn't solve everything because fake factions' events don't spawn past t1, not to mention this only worked because I thought to run tests on it. Beyond that RoR 4 is a famous map that's hit by the event cap, for the Barcid faction.

But this is all beside the point, there is no reason for an event cap to exist, just as there is no reason for there to be a cap on how large an event stack can be (yes, this is legit, event stacks can't be larger than 50 units, maps with larger event stacks get over this by putting them closer together, but for a mechanic like in Pyrrhus' FA Rhovanion or for many neutrals on my map this isn't possible as the units need to spawn inside cities), and just as there is no reason for there to be a limit on the stats of a main attack/main defence unit (this was thankfully changed eventually). Curbing mapmaker creativity with arbitrary limits on what you think is "enough" puts off people from trying out and inventing new mechanics or forming innovative map ideas, all for the sake of paranoid fears over SP farm.

So no, cap shouldn't be increased, it should just not exist at all, because there is no reason I should have to come back to the forum to cry about the 750-unit event cap next time I try something new and run into a pointless event cap.
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Написао Heinz_GuderianIQ, 24.12.2021 at 18:17


1) For some reason you're worried that you won't play the same maps you are already playing now…
The exact opposite argument can be made. In fact there is a strong likelihood that the same maps you are playing now will be played more often instead!* Speaking from experience, newer scenario players will want to play these scenario maps once they develop familiarity and experience with a particular scenario map (such as your map, which I happen to like BTW)!


Literally the opposite. I don't want to play the same maps I am already playing. Some days I feel like playing Wars of Religion, other times I don't, sometimes I want to play an ancient map that hasn't been played in years. In addition I rarely play the same map two times in a row, when I play one map I want to remake something different afterwards. By fixing every weekend to a single map you basically ensure I'll only play a single game that entire week, because games don't fill in weekdays and I don't want to spend the entire weekend playing just one map.
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Написао Rock Lee, 24.12.2021 at 14:42


So now it is up to you - are you building your map for the players's fun or for Aetius's judgement?


Players prefer maps that function as properly as possible more than wacky abstract maps, how much are Aetius and Dire's maps played compared to Tik-Tok's?
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Написао Witch-Doctor, 24.12.2021 at 14:42


yea, you're the one discarding my input as irrelevant

Because it is. I can make an SP farm map right now and farm thousands of SP with my buddy in a few minutes (obviously I'd get banned but that's beside the point), more events wouldn't change that. What I can't do is add as many events as I want.
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