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What is your biggest issue with EIRR?
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Topic: What is your biggest issue with EIRR? (Read 11488 times)
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Pasqualle
Coder
Posts: 19
infrastructure
«
Reply #20 on:
August 15, 2009, 10:23:09 am »
This mod has a potential to become more successful than the original game, but
I see a missing infrastructure and missing strategy to build a community. You have enough members who would like to help and make the product better and the community stronger, you just not asking them for help. If you are making something for free, then the required step to make it succeed is to find as many contributors as you can.
One easy way to fix many problems is to make the website better.
1. like look at the front page: there is no information about what europeinruins is. It is a basic element but it needs to be there. Without it you are losing many contributors and many players.
2. the video tutorials and shoutcasts are great. That is what gets people into this mod. Trying the mod will just drive people away. it is really complicated to start a game for the first time. you need to embed selected videos into this website.
3. where is the "how can I help?" section?
a) This website is a forum now. Who are the moderators? You have enough active forum members, so recruit some moderators. Don't mix moderators with forum administrators.
b) documentation. the forum is not really suitable, but a wiki like software with restricted edit permission would be a good start. I thing there is a quite large mass of documentation already, but it is not structured. create a documentation team from trustworthy users who are willing to help.
c) designers. you need graphics to make the site appealing. You do not have to do it, I bet there are users who can help you with that.
d) developers list? who should I contact? how to become part of the development team?
simple summary: convert users into project contributors, and you will get something you have never imagined..
Logged
Nevyen
Honoured Member
Posts: 2365
Re: What is your biggest issue with EIRR?
«
Reply #21 on:
August 15, 2009, 11:00:54 am »
All great ideas mate, If i remember correctly you wished to help a few months ago, but you didn't want to join to team, has that stance changed?
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Smokaz
Honoured Member
Posts: 11418
Re: infrastructure
«
Reply #22 on:
August 15, 2009, 11:21:36 am »
Quote from: Pasqualle on August 15, 2009, 10:23:09 am
This mod has a potential to become more successful than the original game, but
I see a missing infrastructure and missing strategy to build a community. You have enough members who would like to help and make the product better and the community stronger, you just not asking them for help. If you are making something for free, then the required step to make it succeed is to find as many contributors as you can.
One easy way to fix many problems is to make the website better.
1. like look at the front page: there is no information about what europeinruins is. It is a basic element but it needs to be there. Without it you are losing many contributors and many players.
2. the video tutorials and shoutcasts are great. That is what gets people into this mod. Trying the mod will just drive people away. it is really complicated to start a game for the first time. you need to embed selected videos into this website.
3. where is the "how can I help?" section?
a) This website is a forum now. Who are the moderators? You have enough active forum members, so recruit some moderators. Don't mix moderators with forum administrators.
b) documentation. the forum is not really suitable, but a wiki like software with restricted edit permission would be a good start. I thing there is a quite large mass of documentation already, but it is not structured. create a documentation team from trustworthy users who are willing to help.
c) designers. you need graphics to make the site appealing. You do not have to do it, I bet there are users who can help you with that.
d) developers list? who should I contact? how to become part of the development team?
simple summary: convert users into project contributors, and you will get something you have never imagined..
Really great post filled with good points. There should definitely be a more noticeable link to the tutorials.
The tiny text under the ventrilo link is just, too tiny! Some big red letters with the question "NEW PLAYERS CLICK HERE" with some basic explanations and links to how to sign up and links to other important content.
More moderators also sounds like a great idea.
The idea of the wiki-thing sounds really good.
«
Last Edit: August 15, 2009, 11:23:44 am by Smokaz
»
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CafeMilani
Aloha
Posts: 2994
Re: What is your biggest issue with EIRR?
«
Reply #23 on:
August 15, 2009, 11:50:26 am »
its all about the homepage atm i think.
make a thread where u ask for guys who want to help creating a new website (structure, design, etcetc.)
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Pasqualle
Coder
Posts: 19
Re: What is your biggest issue with EIRR?
«
Reply #24 on:
August 15, 2009, 11:53:33 am »
Quote from: Nevyen on August 15, 2009, 11:00:54 am
All great ideas mate, If i remember correctly you wished to help a few months ago, but you didn't want to join to team, has that stance changed?
Sorry but no, I really do not have the time to join (make commitment to) any team.. But I am here if you need ideas (or solutions) for project management or website improvements.
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Aggamemnon
Donator
Posts: 418
Re: What is your biggest issue with EIRR?
«
Reply #25 on:
August 16, 2009, 01:26:08 am »
Back to OP.
Tanks Repair costs and tanks being able to retreat when repairing.
Repairing in the field should have an inherent risk involved imo.
It costs between 60-120 munitions for AT, but for 40-80 you can repair and use the tank again without fear of losing it while fixing it.
Doctrine abilities that allow you to move and repair should allow you to retreat also, otherwise, you should be stuck repairing.
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"Success on D-Day, depended entirely on these men"
Draken
Chess master
EIR Veteran
Posts: 1850
Re: What is your biggest issue with EIRR?
«
Reply #26 on:
August 16, 2009, 03:17:22 am »
There is "Getin started" subforum but there should be "Green/ newbie section"
So players would know were to ask questions.
I'm not sure about it but maybe we should give players option to hide their stats?
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LuAn
EIR Veteran
Posts: 572
Re: What is your biggest issue with EIRR?
«
Reply #27 on:
August 16, 2009, 01:02:34 pm »
My Biggest Issue with EiR:R
Due to the "everything has to happen fast and effective" mentality of the people, they tend to "mass" or "maximize" things out for better effect and use them all alone
So instead of 1 squad/vehicle they use 2 instead, double the firepower, double the effect, less casualties on my side.
And this "instead of using a single squad/vehicle of one type I use several clustered together" thing totally bugs me.
I would love to see a negative group zeal added so that as soon as two squads of the same type (e.g. 2 rifles) are together in a area they receive negative modifiers. If they are two different squads (e.g. ranger + rifle) no modifiers should be applied.
The same thing should happen for vehicles: if two vehicles of the same type (e.g. 2 Shermans) are in the area they should receive negative modifiers. If they are two different vehicles (e.g. Sherman + Halftrack) no modifiers should be applied.
Unit upgrades shouldnt be considered, e.g. 1 Bar Rifle + 1 Sticky Riflemen should still receive the negative modifiers.
Why do I propose such a thing?
Because I think instead of one-player-rambo-blobbing action, people should combine forces not only within their own army, but more with their teammates, of course the negative group zeal would work over the entire team ( Player1 Rifles + Player2 Rifles should receive the negative group zeal).
Now it seems that this might be a bit harsh, so if it would be too gameplay disturbing, I think that for basic infantry ( and by basic I mean very basic: Engies, Rifle, Tommy, Recon, Sappers, Pios, Volks, Grenadiers, PGrens) the group zeal treshold can be upped to 3 squads.
In other words:
My biggest issue with EiR is "blobbing". (or spamming units and using/moving them in a pack)
(My second minor issue would be that Rifles, vanilla Rifle Weapons of every kind, are completly useless and should be improved.
If a assault force with SMG's charges at a squad with Rifles, they should receive some heavy damage until they are in close range. Meaning that the Accuracy for Rifle Weapons should be change to be:
Good Long Range Accuracy, Better Medium Range and crappy short range.
Or something like that, but rifles should very good Long - Medium range weapons and should be really powerfull at those ranges.)
Example Screenshots of what is my biggest issue with EiR:R:
«
Last Edit: August 16, 2009, 07:28:29 pm by LuAn
»
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aka
UckY
Sach
EIR Veteran
Posts: 1211
Re: What is your biggest issue with EIRR?
«
Reply #28 on:
August 16, 2009, 01:23:37 pm »
I think when a player hovers over a game with a bunch of players who are say 10-2 it should come up with a big warning saying, 'this game will be HARD difficulty, however you will receive extra PPs. If you are new to the game you should consider looking for opponents more your level.'
Hopefully this will minimize newb stomps. Obviously this warning would not appear if it was a game against one guy 10-2 and one guy 2-10.
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Sach Wins!
Would people please stop killing my AVREs. Not cool.
GarnierMcGarvey
Community Mapper
Posts: 80
Re: What is your biggest issue with EIRR?
«
Reply #29 on:
August 17, 2009, 11:05:44 am »
This:
Quote from: Unkn0wn on August 17, 2009, 09:12:47 am
With the new system in place people have almost exclusively been playing Gold Sector and Abbeville. (more PPs)
This is the quickest way to end map variety. The map you choose to play on should never affect the warmap or your own company in any way.
Logged
Pak88mm
EIR Veteran
Posts: 423
Re: infrastructure
«
Reply #30 on:
August 17, 2009, 11:16:32 am »
Quote from: Pasqualle on August 15, 2009, 10:23:09 am
This mod has a potential to become more successful than the original game, but
I see a missing infrastructure and missing strategy to build a community. You have enough members who would like to help and make the product better and the community stronger, you just not asking them for help. If you are making something for free, then the required step to make it succeed is to find as many contributors as you can.
One easy way to fix many problems is to make the website better.
1. like look at the front page: there is no information about what europeinruins is. It is a basic element but it needs to be there. Without it you are losing many contributors and many players.
2. the video tutorials and shoutcasts are great. That is what gets people into this mod. Trying the mod will just drive people away. it is really complicated to start a game for the first time. you need to embed selected videos into this website.
3. where is the "how can I help?" section?
a) This website is a forum now. Who are the moderators? You have enough active forum members, so recruit some moderators. Don't mix moderators with forum administrators.
b) documentation. the forum is not really suitable, but a wiki like software with restricted edit permission would be a good start. I thing there is a quite large mass of documentation already, but it is not structured. create a documentation team from trustworthy users who are willing to help.
c) designers. you need graphics to make the site appealing. You do not have to do it, I bet there are users who can help you with that.
d) developers list? who should I contact? how to become part of the development team?
simple summary: convert users into project contributors, and you will get something you have never imagined..
On point and as much as i hate helping noobs without vent i agree we need to at least baby people alot more for the sake of growth. Thats the real issue honestly is that we really need to hold peoples hands and lead em like some person that works with Seniors and have the patience to see em to their task. Shit is tought but someones gotta do it.
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Exactly.
There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.
-GamesGuy-
Most Hated player in EiR....Pak88Mm
Unkn0wn
No longer retired
Posts: 18379
Re: What is your biggest issue with EIRR?
«
Reply #31 on:
August 17, 2009, 11:41:23 am »
Quote from: GarnierMcGarvey on August 17, 2009, 11:05:44 am
This:
Quote from: Unkn0wn on August 17, 2009, 09:12:47 am
With the new system in place people have almost exclusively been playing Gold Sector and Abbeville. (more PPs)
This is the quickest way to end map variety. The map you choose to play on should never affect the warmap or your own company in any way.
It's something we are trying out for now, once we've all given it a little more time we can do an in-depth review. It's also really only an 'interim-warmap' in preparation for the 'real deal'
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LeoPhone
Honoured Member
Posts: 0
Re: What is your biggest issue with EIRR?
«
Reply #32 on:
August 17, 2009, 11:41:48 am »
my biggest issue is when someone makes a suggestion of some sort, and either the devs dont respond or they respond with
''yeah, were looking at that already''
or
''its gonna be redone soon''.
how about a
''hey! thats a good idea, il ask the other devs if we can put that in. and make you a dev afterwards ofcourse...''
and if you dont like it at all, just start talking about minefails.
Logged
mapleleafsnation
EIR Regular
Posts: 33
Re: What is your biggest issue with EIRR?
«
Reply #33 on:
August 17, 2009, 12:08:47 pm »
The overwhelming number of armor. On both sides.
That's the scary thing for new players. Armor is probably what requires the deepest understanding of micromanagement and game mechanics, it's more about knowing the little tricks than having a hard tactic. Vehicles just play games of baiting and nipping at the enemy. It's something which is really hard to wrap your mind around, especially for casual CoH players who really never, ever read about the stats.
The option of having different kind of games like infantry only, infantry and light vehicles, everything, and vehicles only. Would add flavor to the game while helping newer players be able to play slower games.
Either this or limit the overall number of vehicles that can be fielded by a team at any time. Anything over 3 vehicles is really hard for new players. The balance of vehicles is fine in my opinion, but their sheer number is very scary.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: What is your biggest issue with EIRR?
«
Reply #34 on:
August 17, 2009, 12:13:33 pm »
I would welcome a general reduction of any vehicles. Reducing their number would make it more interesting. No more 5 - 10 tanks and vehicles from one player.
Logged
VERTIGGO
EIR Veteran
Posts: 392
Re: What is your biggest issue with EIRR?
«
Reply #35 on:
August 18, 2009, 03:46:18 pm »
In simple terms, the special "Death Star tractor beam" like abilities that for a fixed, and often low, price grant almost guaranteed death for certain enemy units.
Like Tank shock, treadbreaker, slow, stun, PzFst criticals, button, etc.
See:
http://forums.europeinruins.com/index.php?topic=11744.0
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TOV units = intentionally OP marketing gimmicks
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: What is your biggest issue with EIRR?
«
Reply #36 on:
August 18, 2009, 09:02:40 pm »
Quote from: LeoPhone on August 17, 2009, 11:41:48 am
my biggest issue is when someone makes a suggestion of some sort, and either the devs dont respond or they respond with
''yeah, were looking at that already''
or
''its gonna be redone soon''.
how about a
''hey! thats a good idea, il ask the other devs if we can put that in. and make you a dev afterwards ofcourse...''
and if you dont like it at all, just start talking about minefails.
I reply like this if people actually are working on it.
I also attempt to elaborate, and explain ideas when appropriate
I'll work on it more if its being seen as a issue =(
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That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
tank130
Sugar Daddy
Posts: 8889
Re: What is your biggest issue with EIRR?
«
Reply #37 on:
August 19, 2009, 09:22:02 am »
I would like to see the launcher get some upgrades. A kick button would be my first wish.
Far too often people join a game only to go watch TV or mow their neighbors lawn or some dumbass thing leaving everybody to wander if they are returning soon or not.
As well, when I create a game and an obvious smurf arrives, I would like the option of kick.
Is there a way in the launcher to set the map. So many times you get to CoH and the big battle starts over the map selection. I have even seen members leave at that point because they do not want to play the selected map.
On that subject, if you host the game in the launcher, you should host the game in CoH.
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tank130
Sugar Daddy
Posts: 8889
Re: What is your biggest issue with EIRR?
«
Reply #38 on:
August 19, 2009, 09:24:09 am »
Oh ya, one more thing.
I donated but don't have one of those funky tags for my name
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Malevolence
Donator
Posts: 1871
Re: What is your biggest issue with EIRR?
«
Reply #39 on:
August 19, 2009, 10:20:53 am »
You have to PM Salan, unless you donated under the name "tank130", which I don't think your bank or any other reputable monetary instution would let you use for the account owner...
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Vet has nothing to do with unit preformance.
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We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
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