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will the game be released
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will the game ever be released.... .... two years later: yes but we don´t know when
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# **The SEQUEL has a new demo! Play here!**
# http://www.fastswf.com/0NxfvHk (Newest Demo)
(old demo) http://www.fastswf.com/M09dgBs (1st demo)
But on hopes for oe4....
So, if the #1 most important thing to me in oe4 is getting PVP matching right like the above, the second most important thing for me is a good item searching/armory system. (I lovvve collecting lots and lots of ships) Check out how this game does it's item system with the sort buttons. It's a pretty good inventory system (but not perfect)
https://www.kongregate.com/games/drakonian_lord/wondrous-lands
Notice the icons around things to search the inventory for that item type. *In oe4 since the ships are all a mishmash of parts this is essential to sort through my hundreds of ships! :D*
The way I think it might work is click each icon to get ships with those qualities. Ship sizes (fighter/cruiser.../capital), "Has weapon type" (bullet/laser/missile/plasma/hangar). Those 2 are the most important I imagine to finding the ship I'm thinking of.
Also important is how the ships sit in your inventory by default. The way they should sit there by default (no search buttons) is by "latest touched" That means the entire list will start at the top on page 1 of your ships as the newest ship you found, bought, annnnd... equipped.
Why is this best? Those are the ship I most likely want to interact with again. Negating the need to even search :) I mean, look at oe3. When we open the inventory we see Blasters, Piranhas, Pumas... no one wants to interact with those 99% of the time. Secondary benefit is in terms of generating ship icons for display. Since we just used those ships (recently de-equipped, for example) their 3D icons are already generated likely. Saving on processing and cache-ing.
> *Originally posted by **[FateIsEscaped](/forums/3/topics/575392?page=3#12843952)**:*
>
>
>
> OK, I have a lot of experience in PVP in OE3 and other games, and have seen tons of mistakes in game design from many games that make the game suck for players. Here are the problems and my solutions to those problems.
> But first, let me describe how PVP match making should work so you can keep it in mind as you read:
>
>
> # PVP should have 4 tiers of players.
> Look at all CURRENTLY PVP or SEARCHING players. Make a list of all those in the last 5 minutes.
> First take the top 25% lifetime wins players from that list, and the next top 25% most wins over the last 48 hours.
> This will be 50% of all available players.
> Now sort this top 50% pool of players into 2 tiers.
> Top win rate, and bottom win rate. (wins/losses)
> Next take the remaining 50% pool of players, and separate them into 2 tiers.
> Top money earned. And bottom money earned. (money = credits won + plat worth)
> That's 4 tiers: HighPVPWins, LowerPVPwins, GearedCampaigner, Beginners
>
> Now, why is this a good idea? Let's go through the problems.
>
> # Problem: Finding matches takes time!
> Solution: Don't split up the player base into too many tiers. As few tiers as necessary.
> **It is NOT super important to make super exact matches based on "skill"(rating).** It's good enough to be general about it.
>
> # Problem: High tier players take forever to find a match! (can happen at low tiers too in a dying game)
> Solution: Do NOT create tiers based on static numbers.
> (like rating 3000-3500 players, 2500-3000 players, 2000-2500 rating, etc)
> This creates many slow search times that are unacceptable for different tiers of players. While other tiers get matches super quick.
> Unfair, and drives your most dedicated players away.
> Use variables for making the tiers.
> **Equal number of players per tier! Very important!**
>
> # Problem: Newbies are getting slaughtered and fear going to PVP!
> Solution: Tiers should be based on getting the most experienced players away from the newbs to let the beginners gain experience without being bullied, preyed upon, and brutalized.
> PVP tiers should look at measurements that are PVP related, and then single player related.
> PVP wins. And gear. Things beginners do not have.
>
> # Problem: We used win rate/ratings to make tiers, but now players are intentionally getting losses to lower their tier!
> Solution: Use mostly measurements that are not able to be lowered.
> Lifetime wins is 1. (this captures the PVP vets)
> And total wins over the last 48 hours in another one. (this captures the up and coming players who are getting tons of wins, and promotes them)
> I have seen people do this... lower their rating so they can hunt newbies.
> They are called smurfs. They are bad.
> This non-lowerable method helps stop them.
>
> # Problem: Beginners in the chat room all the time complain about fighting guys with super duper units!
> Solution: We need another tier then. This tier will also be non-lowerable.
> It will be based on gear. But how to do it?
> We could do it by campaign level, but a better way is to measure their life time earnings.
> How to measure that? OK, each mission gives you credits. This boosts the total.
> Each ship you win from a mission also has a credit value.
> But there are also things like platinum.
> So plat needs a credit number attached to it.
> Total lifetime earnings = credits earned + plat earned.
> This will separate the high gear players from the low gear ones accurately.
>
> # Problem: There are long time players who SUCK! And hate being too competitive! (they say they play "for fun!" but EVERYONE plays for FUN. But thats another discussion)
> Solution: These vets are non-serious. They play "gentleman rules", polite rules, "for fun", etc.
> But many other vets love playing serious and no holds barred, and laugh at the gentlemen's rules.
> How to solve?
> The only solution I can see is win rate. (even tho it is smurfable)
> High win rate players (all they care about is THE WIN! Thats fun!) in the top tier.
> Lower win rate players in the 2nd tier. (winning is fun, but experimenting is more fun!)
> The key here is these 2 types of players have the most fun playing people like them.
> Serious vs Serious
> Experimenter vs Experimenter
> So this is why tier 1 and tier 2 exist.
>
> There. My 4 tier PVP matchmaking system, explained and reasoned.
>
>
>
> Next up, a rating system. But what kind? I think simple works best. But not too simple.
> Here's my idea for a "rating" for players to strive for.
>
> # The rating should be each tier's win rate, out of the last 99 fights. Like this:
> 11,22,33,44
> 1st 2 numbers are the wins out of 99 vs top tier players.
> 2nd 2 numbers are wins out 99 vs 2nd tier players.
> And so on.
> So, 11 would be out of the last 99 fights vs the first tier players, you won 11 out of your last 99 fights.
>
> Why is this good? Reasons as following:
>
> # Problem: Yeah, I got a 2190 rating... but what does that MEAN?!!?!
> Solution: Rating systems in most games produce numbers that mean little and need context.
> Instead, make rating based on win RATE.
> Not only does this make things way clearer.
> It also directly encourages winning and not throwing fights.
> Typical rating system = ambiguous.
> This rating system = clear as day.
>
> # Problem: Lifetime score is bad because all losses are permanent marks on your record :(
> Solution: Make it not lifetime wins, but a smaller number, 99. (not 100, but 99)
> This way you can see your win rate (rating) improve over time! Cool!
>
> # Problem: People are farming newbies for rating! :(
> Solution: Since newbs are only worth the lowest part of your rating, it means little.
> But that's also good, because it doesn't mean nothing.
> All beating a newbie means is the last 2 digits of your "rating".
> Tiny, but something. So even newbs try to win every fight. (there is no fight that means not getting rated)
>
> # Problem: This sounds difficult to store in a database.
> Solution: In terms of data storage, the internal data should be stored like this:
> 1st tier fights) 000000000000000000000000001
> 2nd tier fights)0000000000000101110101010110
> 3rd tier fights) 0000010101001010000000001010
> 4th tier fights) 0100000000101010101010101010
> This is a guy who just got his first win vs a tier 1 player.
> As you can see, its mostly zeroes. Meaning losses (or default 0s of a new account)
> As you do your PVP fights the 99 number long string adds which win you got.
> And cuts off the oldest score.
> In this way the 11,22,33,44 "rating" is constructed and maintained.
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Just my 2 cents, but I really don't like the ramdomized drops / upgrades of 3. 2 was really nice in that if I got frustrated trying to beat a level and failing, I could complete some other level and then buy some upgrade, and go back to the troublesome level and get my delicious revenge. Can't really do that in 3, short of spending a bucketload of real world money.
One thing I *didn't* like about the second game was the fact that you had no idea what kind of fight you were getting into before starting the level, and I like this fact even less in 3 due to the fact that certian upgrades can actually screw you (Freeze or Fusion rounds are amazing, until you have to fight the cloud guys), as well as the fact that the penalty for failing or surrendering is now much higher. Just wanted to get this out there.
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Came back to this after a long time, and... Don't hate me too much for this, but I think the full 3D graphics and dynamic lighting may have been a bad idea. They're pretty, make no mistake, but they make it harder to tell what's going on and can lag really badly on older computers.
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Make a new turret!
IDEA: It's a quad barrel turret mainly for anti fighter defense.
It costs 200 energy and 50 materials(rocks)
It has a short range and a damage of 100(one shot is 25 dmg)
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SHIP IDEA:
NAME???
Looks: it is a large capital ship, with longs wings. It has 2 guns stiking out of both wings. On top there is a quad barrel turret
Abilities: It can fire long range artillery shells, it is mainly used for fighter defence and artillery.
Cost: 400 energy, 200 materials(rocks)
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> *Originally posted by **[bdun140](/forums/3/topics/575392?page=4#13194370)**:*
> Came back to this after a long time, and... Don't hate me too much for this, but I think the full 3D graphics and dynamic lighting may have been a bad idea. They're pretty, make no mistake, but they make it harder to tell what's going on and can lag really badly on older computers.
Agreed, the 3D stuff makes it kinda wonky.
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Base idea:
Constructor mk2
LOOKS: It is a crane with a double landing pad, there are a few tiny containers on one fo the pads, the other pad has a hole where 2 conveyor belts dump stuff.
HP: 100
Shields: NO
Special ablitie(s): Creates long passages for longer distances(prevents clumping)
Cost: 175 energy, 175 materials.
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Base IDea:
Miner station
LOOKS: it is a space station with 2 landing pads on either side. The center part has 2 conveyor blts(leading from the landing pads) going into a large grinder.
HP: 300
Shields:NO
Special Ability(es): Creates 4 miners every 20 seconds.
Cost: 400 energy, 100 materials.
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BAse idea: Miner base
Looks: a large grinder with a large box on the side(landing pads). There is 1 big conveyor blet leading to the box.
HP: 150
Sheilds: YES
Special Ablitiy(es): Creates 5 miners every minute.
Cost: 500 enrgy, 300 materials.
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i think we shoukld be allowed to use tokens/money to build a boss station it should cost somthing like 300 cash or somthing
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we should also be allowed to swich teams if we want to
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a team idea is a aother infest team that split of and transformed into the mutated they are the same thing but they are grey team they have the same stuff as the infested but they have small chages to them and some extra structures
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I don't really like how the grafics look like in the demo
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