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Team Games under development

110 Antworten [Letzter Beitrag]
dharokan's Bild
Last seen: vor 20 Stunden 3 Minuten
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I am even more unsure now...

As I noticed, a team game can be a source of bad mood.
When players mistake and kill their teammate after seeing their move, this raises agression.
And it's understandable... :(

Maybe we should really find a way to lower the risk of such mistakes.
But there's still the same question: how?

Dharo

diaphanous's Bild
Last seen: vor 3 Jahre 51 Wochen
Tech bot
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Dear Dharo/and or Chris

I'm not sure who makes the games/changes but I think it's Dharo, so....
Why not have a ghost bot show showing through the persons move if you role over them? Saves the confusion of having five bots at once, and means you can coordinate with a specific player in your team...

Shouldn't be too hard? Colouring the ghosts, etc...

Just a suggestion

Diaph...
dharokan's Bild
Last seen: vor 20 Stunden 3 Minuten
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Oh no, it's not me - it's Chris who is bringing all this to life.
I am just trying to supply as many thoughts as possible ;)

But I understand a bit about web development. So I'm afraid of a network overkill with showing other players' ghost previews in time.



shardan's Bild
Last seen: vor 2 Jahre 36 Wochen
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1) mmm what about, after the validation of the teammates, allowing this:
Passing the mouse over a specific teammate move (in the chat) displays a ghost of his position after that move.
This should not be a problem for the network, since happens after the validation.
Maybe it's a bit heavy for clients.

2) as someone else stated, raise up min and max time limit.

3) Another possibilities could be no teampush: when between 2 teammates a push is going to occur, they just stack. But in this way you loose the chance to make very powerful combo moves (which are really hard to perform anyway)

Just my 2 (euro)cents.
enigma's Bild
Last seen: vor 5 Tage 19 Stunden
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agreed with shardan on a related no how about adding no teamshot/blast/wepaons to the no push.
chris's Bild
Last seen: vor 1 Jahr 2 Wochen
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The multiplayer team games mode is still under testing, that’s why only modos can launch this type of games for the moment.
The goal is not to create tension between players with this mode but exactly the opposite … more team spirit and more fun.
As many players we have in a single game, as big will be the interactions between players and the difficulty to forecast moves. And so is the team games mode, with at least 4 players or more.
So we must find a solution to make it attractive and probably reduce or avoid team kills.
This is not the way we designed it first, but we must admit now that it has to be slightly different from the regular DM mode if we want it to be fun and easy to play.
We added team chat as a first help for team coordination, then we added a preview in the chat for validated team moves.
Now the next step would be to show the team moves themselves with the newly added ghost bot preview for beginners. But as Dharo said, it would probably be a mess because you need to know each position after each move of each team mate and manage moves’ priorities. In addition, it would be a time consuming development for a small benefit.

So I think the best way to make the team mode more funny and peacefully inside teams would be to simplify it a little. I still don’t know exactly how, but there are at least 2 ways to do it : reduce the number of moves per turn from 6 to 3 for example, or protect team mates from friendly fire, bombs and friendly pushes (treat teammates as stackable ghost bots)
Pjotr's Bild
Last seen: vor 25 Wochen 5 Tage
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That seems to be much more sensible than all the technologically advanced solutions myself and others have suggested earlier.

Americans say: "Keep it simple stupid" - and after reading your note Chris, I realised just now that doing that - protect team mates from friendly fire/pushes/bombs - will achieve the same thing, only in a different, and I think better way . Then everybody can do their best moves, and best consideration of other players' moves, but if something goes wrong, at least you don't hurt your team members.

I reaaallly agree with that - it's simple, it will make the team mode fun (which I haven't really thought up to now...), and at the same time reduce bad feelings/emotions between team members.

So - great! I definately vote "YES!!!!" to that...!!!

(I think reducing the number of moves is not so good. Any game will take ages to play, and increase the waiting time...)


/Pjotr
shardan's Bild
Last seen: vor 2 Jahre 36 Wochen
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I agree, but as i pointed out before i think that no teampush could be enough. Expecialy for blasts and bombs, the ability to be immune to friendly ones i think it's a bit "too much"... but of course this need testing first.... Every change is welcome at the moment :)

Shardan
dharokan's Bild
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Oh well...
This time I have a totally contrary opinion.

Without the chance of infuencing teammate, the team mode would not be a real team mode to me anymore. That's the challenge of playing in a team. Without that, you could just play a normal game - nothing except the scoring would change.
Well.. okay teams could still coordinate their moves in order to do the highest possible impact on the other team. So a little strategy would remain.. but honestly, that's so much less than it could be with friendly  fire.

Anyway, I understand your points. Team mode would of course be more "casual". So maybe this would really be the best default solution... 
Still personally I vote for an option to switch friendly fire on again. Maybe only available for players of a decent level?

chris schrieb:
: reduce the number of moves per turn from 6 to 3 for example

I think this would destroy RS way of playing (and probably even confuse new players).

shardan schrieb:
I agree, but as i pointed out before i think that no teampush could be enough. Expecialy for blasts and bombs, the ability to be immune to friendly ones i think it's a bit "too much"... but of course this need testing first....

I used the term friendly fire above as a cumulation of all these possibilities.
Personally, I would turn off damage by blast and lasers and keep the pushing.
Reason: If the robots would stack, this would feel unrealistic and could probably confuse players. 
Another reason (hehe): There are some special cases to deal with. What if 2 stacked robots of a team could push an opponent robot. According to the current stack rules, he would not be pushed.

Bombs are another subject... Maybe friendly bombs should not effect teammates. Or they could be only stunned, not damaged. (Rule: No damage at all from teammate, everything else works)

The more I think and write about this, the more I could imagine such a way to work well. But again: Please let us switch it on for those who want the real challenge :p

EDIT: I agree with shardan we need to do a lot of tests before publishing the final mode...

Just my thoughts,
Dharo
gladiator's Bild
Last seen: vor 3 Jahre 40 Wochen
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First, congrats for this great work, team games are great!

Here is my opinion about the thread:

Friendly fire (includes  blast, fire, push, etc) must be allowed.

I think that the solution to avoid to kill teammates could be show a red warning before validation or after every move adverting you about the damage you are going to do to your teammates. Example:

z_turboz_sleftz_blastz_blastz_fwdz_laser    "warning: 2 points of damage to xxxxxx" or "warning: killing 1 teammate"

as i said it could be after every move or after 6 moves and before validation.

And finally, i think that host new team games only has to be allowed to a minimum skilled players, maybe 500 points or above.


Glad