COH: Europe In Ruins

EIR Main Forums => General Discussion => Topic started by: ItsDouggernaut on November 03, 2015, 06:18:57 pm



Title: Organising a game
Post by: ItsDouggernaut on November 03, 2015, 06:18:57 pm
Hey, so I can't sit around in launcher anymore so anyone up for trying to organise a game at some point??


Title: Re: Organising a game
Post by: XIIcorps on November 03, 2015, 07:58:32 pm
Dead mods dead rip eir


Title: Re: Organising a game
Post by: tank130 on November 03, 2015, 08:59:22 pm
Dead mods dead rip eir

If you are unhappy, you can always just fuck off some where else and stop taking up space on our forums......

In the meantime, the rest of us will keep working on the changes we are doing, making a better mod for the people who are not dumb fucks posting shit on our forums.


Title: Re: Organising a game
Post by: AlphaTIG on November 03, 2015, 10:51:09 pm
damn tank calm your tiddies. xiixorps is right, the mod is dead rn (as in noone is playing).

and Doug i'm (almost) always up for a match of eir, just let me know when.


Title: Re: Organising a game
Post by: TheVolskinator on November 04, 2015, 12:49:02 am
Why don't we all step the fuck down and retract the fangs? Yes, the mod is pretty much barren, we get it, we don't need the obvious stated.

Nor do we need to -cough cough- tell potential players to fuck off, especially when the mod is already a bit lacking in terms of said potential players.

I'd love to fix the issue (no doctrines, no fun, no players), but midterms are a thing and I'm not going to put coding before the uni that I'm currently paying for out of pocket, sans financial aid. Once that's out of the way, the feverish coding pace will resume and hopefully I'll be able to shit out a nice, steamy Christmas present for everyone, with fancy unit role overhauls and new veterancy values included.

On that note, tank, we do need to heed tachi's advice and set up that meeting.


Title: Re: Organising a game
Post by: XIIcorps on November 04, 2015, 01:56:27 am
Sorry tank but let's face it, there's always some grand revival scheme in place by the powers that be.

I under stand fully that it's all volunteer work and that things take time but this "fix" has been coming since 2013.

Wouldn't it be far more feasible to drop the current launcher all together and focus energies on something new

I for one still have a sour taste about the last eirr revival fix.


Title: Re: Organising a game
Post by: chuggachar on November 04, 2015, 07:00:05 am
Always open to organising a game.


Title: Re: Organising a game
Post by: tank130 on November 04, 2015, 07:42:38 am
Sorry tank but let's face it, there's always some grand revival scheme in place by the powers that be.

I under stand fully that it's all volunteer work and that things take time but this "fix" has been coming since 2013.

Wouldn't it be far more feasible to drop the current launcher all together and focus energies on something new

I for one still have a sour taste about the last eirr revival fix.

Then take your sour taste somewhere else and stop whining about it on our forum. Simple as that. I am sick of assholes like you coming and bitching all the time - and offering nothing of value in return.

Nor do we need to -cough cough- tell potential players to fuck off, especially when the mod is already a bit lacking in terms of said potential players.

Yes we do. If they offer nothing but negativity and meaningless bullshit, they can just fuck right off.
Put out the right product and the players will come - simple as that. Pander to the vocal minority like this mod did for several years you will end up with a shit community, shit forums, and a broken mod - exactly where we ended up right now.




Title: Re: Organising a game
Post by: GrayWolf on November 04, 2015, 08:17:38 am

Yes we do. If they offer nothing but negativity and meaningless bullshit, they can just fuck right off.


Take it easy Mister, there are many players who love to play EiR (who also say bullshit about it at the same time), but at the current state, let's face it, it's dead.


Would be cool to add doctrines again, because that is EiR. Without it there is only a bunch who will play it.

I understand the whole idea of testing and all, but if there is no testers, it might be a good idea to stop it for now, get some players again and continue the testing later on? Anyway, we there is enough balance ideas for now :)


Title: Re: Organising a game
Post by: Hicks58 on November 04, 2015, 08:50:48 am
Put out the right product and the players will come - simple as that.

Since we seem to be in a no-BS mood today...

Why hasn't the right product been put out then? There has been a staggering amount of time to do so, and the resources required to do it have been ever-present. We both know RGD patches can be spat out in a relative heart-beat and at least 60-70% of the mod's issues can be fixed RGD-side.

Yeah, people shouldn't be dicks about it and should respect the efforts of the devs. On the other hand, people are generally only dicks in the first place when you give them reason to be. It's very much a two-way street.


Title: Re: Organising a game
Post by: Dauntless07 on November 04, 2015, 11:44:36 am
I'm up for a game, but I can't be on whenever because work. For me, any time after 5:00 PM Eastern US is good; Whenever on a weekend.


Title: Re: Organising a game
Post by: tank130 on November 04, 2015, 12:17:43 pm
Quote
Why hasn't the right product been put out then? There has been a staggering amount of time to do so, and the resources required to do it have been ever-present

Is that right Hicks? A staggering amount of time for 2 coders to completely re-code the doctrines, implement a new repair system, and possible rework a new design element in regards to vehicles / armor.

I guess if they have no life, no job and want to devote every hour of their time to Eir they have had a staggering amount of time to achieve the task.


Title: Re: Organising a game
Post by: Hicks58 on November 04, 2015, 05:34:49 pm
Yes, over a year IS a staggering amount of time Tank.

And recoding doctrines, implementing a new repair system, as well as reworking a new design element for vehicles and armour? The only hard one in that department from a technical viewpoint would be the design rework for vehicles and armour, and that's only if your proposal was technically complex in the first place. Doctrines and repair system are both RGD side stuff, with minor launcher changes for the doctrines which would be using the existing layout just in a different manner.

Recoding doctrines? If you've put the drafts together, one week of "No-life" coding, or one month of weekend coding. New repair system? One solid evening of RGD coding, two if you don't want an all-nighter. New design element for vehicles and armour? That can vary to shit on what it could be, so it could be anything from a 20 minute launcher price/pop/pool change up to a solid month of doing combined RGD/SCAR wizardry.

We both know coding this shit doesn't take ANYWHERE near as long as you make it out to be. Also you seem to forget I was there once and the only major obstacles to coding was kicking Nikomas in the dick to get it done to schedule, and pointless discussions/arguments.

So the only real reason you can be into this over a year later for "Having the right product put out" is that somebody has been holding up the chain - Either a lack of permission to code what is present, or a lack of ideas put forward to be coded.


Title: Re: Organising a game
Post by: tank130 on November 04, 2015, 09:13:38 pm
Yes, over a year IS a staggering amount of time Tank.

And recoding doctrines, implementing a new repair system, as well as reworking a new design element for vehicles and armour? The only hard one in that department from a technical viewpoint would be the design rework for vehicles and armour, and that's only if your proposal was technically complex in the first place. Doctrines and repair system are both RGD side stuff, with minor launcher changes for the doctrines which would be using the existing layout just in a different manner.

Recoding doctrines? If you've put the drafts together, one week of "No-life" coding, or one month of weekend coding. New repair system? One solid evening of RGD coding, two if you don't want an all-nighter. New design element for vehicles and armour? That can vary to shit on what it could be, so it could be anything from a 20 minute launcher price/pop/pool change up to a solid month of doing combined RGD/SCAR wizardry.

We both know coding this shit doesn't take ANYWHERE near as long as you make it out to be. Also you seem to forget I was there once and the only major obstacles to coding was kicking Nikomas in the dick to get it done to schedule, and pointless discussions/arguments.

So the only real reason you can be into this over a year later for "Having the right product put out" is that somebody has been holding up the chain - Either a lack of permission to code what is present, or a lack of ideas put forward to be coded.

Well Hicks...... You appear to be quite the expert on how to control the environment and get things in production, so perhaps you would like to take on that responsibility?

Perhaps you would like to find a way to force the guys to get coding? Oh wait, you would first need to get them all to agree on exactly what is getting coded.
We have two experienced coders that do not agree 100% on all the related changes
We have two inexperienced coders that do not agree 100% on what should be coded and they also do not agree 100% with the two experienced coders. On many issues they agree, but on some they do not. All the issues combined have an influence on the design and the design influences what is to be coded.

As the owner of this mod and the only guy who has consistently kept it alive for the past 4 years, I also have some ideas on where I would like to see the mod go. I have watched my investment dwindle into nothing as a dev team continues to spew out the same old shit in helter skelter fashion, applying band aid fixes promoted by a very vocal minority.
I have watched this mod disintegrate because of an elitist attitude and complete lack of forethought towards future growth and accessibility. Again, listening only to the vocal minority who yell just put the shit out there and fix it later.

Hell, some of those dumbasses even suggested just eliminating the launcher like it is just as easy as that - no complete recode of the entire mod required......lol. But I digress.

In a nut shell Hicks, you make it sound like a very simple solution that should be pounded out in a week or so. I look forward to your proposal of bringing all 4 coders into 100% agreement, and ensuring that my design philosophy is incorporated - unless of course you feel I have not earned the right to want the mod to take a minor turn in direction.


Title: Re: Organising a game
Post by: ItsDouggernaut on November 05, 2015, 05:35:49 am
The fact that this forum post started by me asking if anyone wants a game descended into arguing within 3ish posts is kind of disappointing.
Can we all just have a bit of sympathy and remember that the reason we are even here on the forums is because we all enjoy what was/is (depending on your opinion of the current situation) an extremely enjoyable mod.

Yes it is in a rough patch...... but arguing on the forums does nothing to help; trying and drum up some new players as personally the lack of doctrines will make joining the mod much easier.

And if it does fall flat then I would like to thank all the players for playing with me over the past few years I have had and incredible amount of fun on the mod.

I would also like to thank tank and the coders for keeping the mod going as long as it did/will. I really appreciate the time and effort you put in in developing a fun and enjoyable mod and I'm sorry for the numerous times when the community has been unnecessarily toxic towards you!



Title: Re: Organising a game
Post by: ick312 on November 05, 2015, 05:47:03 am
well i come back to check forums and nothing changed XD

Except that it is now Tank that is hacked on and not me. Seems like those guys who are passionate about eirr and want to contribute always get mobbed.

But seriously:
The Technical stuff is really not that big. Replacing the launcher with a web based Launcher is easily coded, there is even the option to use Engines like construct 2 (which makes it possible to develop a launcher EVEN without engennering skills).

I believe that there have been many guys with visions how this game should be through out the years and that these guys have been scared away. Mainly from the same Persons.
With that loss of human resources, willing to contribute, it is simply impossible to develop a high quality product.
Additionally, those guys who actually only attacked , instead of being constructive and make pushes to a final product, They have been put into power positions.
Which is was like a poison, not only for the community but also for the development.

I am convinced that only a purified community and development team can succeed in creating an enjoyable game. Cause the ideas have been there, the atmosphere has just been to hostile to advocate them.

If you one day want to drop the launcher, then i still offer what i have coded. The little part of SCAR that is missing is easy to make.
And no i am not willing to join you or to code anything for you.

good luck


Title: Re: Organising a game
Post by: tank130 on November 05, 2015, 10:37:47 am
But seriously:
The Technical stuff is really not that big. Replacing the launcher with a web based Launcher is easily coded, there is even the option to use Engines like construct 2 (which makes it possible to develop a launcher EVEN without engennering skills).


Are you sure about that ick......

Here is a PM you sent me:
hey tank,

I am currently working on a weblauncher for my mod - and if EIRR ends, then at least the idea should continue and i could make an announcement on the forums. So kind of keeping the community or parts of it together.

kind regards ick

In six days from this post, it will be exactly one year since you said you were working on your web launcher. Sounds pretty easy peasy to me!!!



Title: Re: Organising a game
Post by: Shabtajus on November 05, 2015, 01:42:48 pm

Are you sure about that ick......

Here is a PM you sent me:
In six days from this post, it will be exactly one year since you said you were working on your web launcher. Sounds pretty easy peasy to me!!!



ouch


Title: Re: Organising a game
Post by: Hicks58 on November 05, 2015, 03:14:56 pm
Post aimed at myself.

As always Tank, you prefer to take the accusatory tone with a defensive stance whenever anybody dares to put forward critique.

The simple reality is that getting this shit done is not technically difficult and it never has been.

Yet it hasn't been done. Always little bits here and there.

So instead of asking me to put forward proposals as an "expert in controlling the environment and getting things into production" (Lol at that dig there btw) why don't you try asking yourself why the people management hasn't been in place to make people agree on shit to get it done? 4 Coders having disagreements is holding up the chain? That's not a technical problem, that's a people problem, which if I'm not mistaken... Is your speciality?


Title: Re: Organising a game
Post by: chuggachar on November 05, 2015, 04:40:26 pm
How about we make a new thread for this instead of spamming this thread with off-topic content!


Title: Re: Organising a game
Post by: Hicks58 on November 05, 2015, 05:02:18 pm
Regardless of what I may have to say, Chugg has a fair point. This thread was made with the intention of organising a game, rather than discussing the intricacies of the mod itself.


Title: Re: Organising a game
Post by: tank130 on November 05, 2015, 08:41:41 pm
That's not a technical problem, that's a people problem, which if I'm not mistaken... Is your speciality?

I believe the phrase you are looking for is "you are not volunteering hard enough".

I certainly do not expect Volks to delay his schooling just to get this done faster - do you?


Title: Re: Organising a game
Post by: Hicks58 on November 06, 2015, 06:38:56 am
I believe the phrase you are looking for is "you are not volunteering hard enough".

You've gotta stop falling back to the old scathing defence Tank, it's getting in the way of a sincere discussion even if it appears to be a forceful one.

My intent is that you're in charge of the mod. If there is conflict of opinion holding shit up, it's your place to clear off the conflicts and get the gears moving again, is it not?

I certainly do not expect Volks to delay his schooling just to get this done faster - do you?

Of course not, but he's not the only coder is he? Even if he can't code, I imagine he'd be able to find time here and there to be advisory to those other 3 coders you do have for the occasional piece that they struggle on?

I'm being confrontational as shit here Tank, but it's because I honestly do care about this mod. I may not have invested money, or been in a leading dev position for 4 years, but I've sure as hell dumped a LOT of personal time and effort into it. It's painful to watch when this mod is perfectly capable of recovery.


Title: Re: Organising a game
Post by: tank130 on November 06, 2015, 07:45:06 am
It's painful to watch when this mod is perfectly capable of recovery.

Yup, couldn't agree more. When we have the correct design put together, we will code it and get it out there. Simple as that; and it will happen when it happens.

Quote
My intent is that you're in charge of the mod. If there is conflict of opinion holding shit up, it's your place to clear off the conflicts and get the gears moving again, is it not?
If I was to take the position of complete dictator and say just do it whether you like or not. I am very strong in my opinions, but I don't want to take that approach on all issues.


Title: Re: Organising a game
Post by: Hicks58 on November 06, 2015, 08:32:16 am
If I was to take the position of complete dictator and say just do it whether you like or not. I am very strong in my opinions, but I don't want to take that approach on all issues.

You don't need to be a dictator to force a decision. Assuming the decision of what changes are being made is in the coders hands, you just need to force THEM to agree on a decision.

Considering your real life position, I imagine you don't need me to provide ideas in how to do this.


Title: Re: Organising a game
Post by: TheVolskinator on November 06, 2015, 09:18:02 am
The only other coder I ever hear from is Tachi (I don't know if Bolt is on the roster, but if he is, then he's also in). Problem being, our other 'experienced' coder hasn't said a word to me in more than a month. And since I'm ghetto coding the changes in a separate mod so that I can test stuff as fast as possible, it's hard to integrate the changes that the other have made.

As a music major there's an added problem: this major is a massive time sink. It leaves a pathetically small amount of free time for me to do stuff, and I'm fine with admitting that I suck at forcing myself to sit down and code after a day or a week of school or typing out concept documents for the mod. I can do it, but the willpower necessary, in my case, is ridiculous.

Time management isn't my thing, and I'm in the position of having made too many promises and obligations to too many people...I'd need a 30 hour day to complete all the crap I'm trying to do.


Title: Re: Organising a game
Post by: chefarzt on November 06, 2015, 11:26:36 am
That deeper look into your "organization" is....refreshing.  ;D
Keep it coming...


Title: Re: Organising a game
Post by: tank130 on November 14, 2015, 03:08:26 pm
You don't need to be a dictator to force a decision. Assuming the decision of what changes are being made is in the coders hands, you just need to force THEM to agree on a decision.

Considering your real life position, I imagine you don't need me to provide ideas in how to do this.

Just an update:

All decisions have been made and the design is in place. The majority of the coding requires a skill set that only Scotz has. He responded to my PM sent several days ago, but did nothing with it.

In other words - we are at a stand still because Scotz is holding us up. I would love to tell him to volunteer harder, but I doubt that will be successful.

Coding in the stuff the others can do with out him will just result in a further broken mod.

I have put ads out for other coders, but we have received 0 response in 6 months.

Quote
Considering your real life position, I imagine you don't need me to provide ideas in how to do this.
Considering my real life position of employing a large number of people, none of real word solutions work - so I am very open to your insight on how to make people do things they do not get paid for.


Title: Re: Organising a game
Post by: Hicks58 on November 14, 2015, 03:55:01 pm
Considering my real life position of employing a large number of people, none of real word solutions work - so I am very open to your insight on how to make people do things they do not get paid for.

My point was with regards to forcing a decision, not forcing the actual coding. The coding itself is of course, in the hands of the coders to get up and do when they can.

All decisions have been made and the design is in place.

This is good news, progress is being made. How big of a chunk is Scotzmen's piece that he needs to code though?


Title: Re: Organising a game
Post by: tank130 on November 14, 2015, 04:42:03 pm
well...... apparently public shaming worked  ;)


Title: Re: Organising a game
Post by: Hicks58 on November 14, 2015, 04:48:07 pm
In my defence, I've been quiet for a loooong time, and simply watching.


Title: Re: Organising a game
Post by: Tachibana on November 14, 2015, 05:20:01 pm
Just to give everyone a heads up. US now has access to zook rifles and something else special.