Feedback on OD 0.4.9 multiplayer

Feedback on OD 0.4.9 multiplayer

Postby hwoarangmy » 10 Nov 2014, 22:46

Hi,

I was able to play a game yesterday with Bertram and here is my feedback. We played the multiplayer test map (map 50x50 free for all and 2vs2). We also played the old test map (400x400 free for all).
- Concerning the 400x400 map, it is really big. After 30 minutes, I was half way to Bertram's dungeon. I guess we won't have bigger maps. And it was not laggy, we could play normally.
- We have seen a few bugs (like clients getting disconnected not allowing a game to launch) but it is fixed in the last integrated PR. If I am not mistaken, we have seen nothing that is currently not fixed.
- Concerning creature balancing, Hero faction has no spawning conditions and BigKnights are really, really strong. Bertram got attacked by 2 of them and they killed all his dungeon no matter the 5 cannons firing at the BigKnights. After they killed his dungeons, they went through 5 spike traps not being killed. We stopped the game when the knights came to my dungeon ^^
- Battles are too long. I've seen creatures fight for more than 30 seconds/1 minute. We should balance so that it is faster.

I guess since BigKnight is the best hero unit, it is expected to be powerfull. And indeed, it is...

So, finally, as far as I've seen, the most needed now is game balancing. Once it is done, we will have something we can call a game ^^
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Re: Feedback on OD 0.4.9 multiplayer

Postby hwoarangmy » 10 Nov 2014, 23:36

One thing I've forgotten. The construct worker gets defense much too fast. At level 4, he has 40 defense and is invincible
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Re: Feedback on OD 0.4.9 multiplayer

Postby Bertram » 10 Nov 2014, 23:44

Another one, the Golem Worker can spawn from the start, while I do think it's an advanced creature.

Shouldn't the golem worker be able to claim tile?

The engine shouldn't try to make creature claim tile when they have no claim rate, even if workers.
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Re: Feedback on OD 0.4.9 multiplayer

Postby Danimal » 10 Nov 2014, 23:46

its all experimental :D , yes the overall attack of all creatures needs to be increased.
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Re: Feedback on OD 0.4.9 multiplayer

Postby Danimal » 10 Nov 2014, 23:51

About the robo-worker, i changed it a lot, i wanted it to be a unit not meant for multiplayer, just for campaign. Awarded/found/built at certain levels, but its just a heavily armored digging machine like the ones used at making tunnels (but smaller), that digs really well but cant claim and takes a good beating before going down.
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Re: Feedback on OD 0.4.9 multiplayer

Postby Bertram » 10 Nov 2014, 23:55

Danimal {l Wrote}:About the robo-worker, i changed it a lot, i wanted it to be a unit not meant for multiplayer, just for campaign. Awarded/found/built at certain levels, but its just a heavily armored digging machine like the ones used at making tunnels (but smaller), that digs really well but cant claim and takes a good beating before going down.

@hwoarangmy: Then, we should:
1. Make it not try to claim tiles as he's got no dance/claim rate. (A generic code should be used.)
1. Remove it from multiplayer spawn pools somehow.

What do you think?

its all experimental :D , yes the overall attack of all creatures needs to be increased.

Don't worry. :) We'll do iterations until it seems fitting. :)
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Re: Feedback on OD 0.4.9 multiplayer

Postby hwoarangmy » 11 Nov 2014, 00:01

Bertram {l Wrote}:@hwoarangmy: Then, we should:
1. Make it not try to claim tiles as he's got no dance/claim rate. (A generic code should be used.)
1. Remove it from multiplayer spawn pools somehow.
I agree. I let you open the issue
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Re: Feedback on OD 0.4.9 multiplayer

Postby Danimal » 11 Nov 2014, 00:17

by the way, i made its replacement a long time ago but never released it, now i think i can make it look better than it looks with my new knowledge, and also animate it.
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Re: Feedback on OD 0.4.9 multiplayer

Postby hwoarangmy » 11 Nov 2014, 00:19

That's better. I remember the first time I launched OD, I was just wondering what was this yellow thing. It might be a little be clearer with this ^^
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Re: Feedback on OD 0.4.9 multiplayer

Postby Bertram » 11 Nov 2014, 00:27

Cool :)
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Re: Feedback on OD 0.4.9 multiplayer

Postby Akien » 11 Nov 2014, 09:48

Danimal {l Wrote}:by the way, i made its replacement a long time ago but never released it, now i think i can make it look better than it looks with my new knowledge, and also animate it.

Awesome model, looking forward to seeing it ingame :-D
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