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Author Topic: EIRR & 1v1 issues  (Read 9062 times)
0 Members and 3 Guests are viewing this topic.
Bear Offline
EIR Veteran
Posts: 903


« on: November 26, 2017, 08:40:09 am »

I understand that no one should push his units to high veterans with a 1v1.

But could it  not be possible to introduce the following change.

In a 1v1 you can not lose any units from the launcher but they will not get XP to.

It should just be a way to test different and get to learning.

Maybe then players would be willing to play a 1v1 while waiting for hours for a game.

And someone like me would not have to test in a real game because nobody wants to play a 1v1.
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XIIcorps Offline
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Posts: 2558



« Reply #1 on: December 04, 2017, 03:21:16 pm »

Sure bear, you work out how to code it and it'll get implemented.
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Tachibana Offline
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Posts: 1270


« Reply #2 on: December 04, 2017, 03:58:01 pm »

As it stands, eir 1v1 matches get you -50% or -75% exp penalties on your units. Also, as far as I know, there is no rule in eir against playing 1v1's if you want. However, the line is drawn when battles are clearly being arranged solely for farming unit veterancy by having one player feed the other hundreds of units.
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Bear Offline
EIR Veteran
Posts: 903


« Reply #3 on: December 04, 2017, 05:49:36 pm »

Sure bear, you work out how to code it and it'll get implemented.

I mean it just fine with this game.

Since I am almost noob and describe what bothers me and what should be different, I can help you to understand the problems of those who will get to know this game on Steam.

You can assume that or not.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #4 on: June 13, 2018, 11:56:47 am »

1v1s should be released to full xp or be remade, because we need the flexibility with steam launch and small playerbase.
Perhaps they will be viewed more positively these days.
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Tachibana Offline
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Posts: 1270


« Reply #5 on: June 13, 2018, 01:15:14 pm »

The only way you could really make a 1v1 interesting within EIR style play is either change the win condition or remove call in timers. Currently, its basically just a set of "your turn, my turn" after the initial engagement.
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Unkn0wn Offline
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Posts: 18379


« Reply #6 on: June 13, 2018, 01:55:12 pm »

Yea, one idea we had in the past would be to have 1vs1s with VP points in the center of the map like vCOH. That and dedicated 1vs1 batallions. Then you can let people earn full xp, though would probably still have to weed out the farmers.
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Smokaz Offline
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Posts: 11418



« Reply #7 on: June 13, 2018, 01:59:34 pm »

The only way you could really make a 1v1 interesting within EIR style play is either change the win condition or remove call in timers. Currently, its basically just a set of "your turn, my turn" after the initial engagement.

You are right to mention these, but the way I see it anything that can be easily done on the dev-side to make 1v1s more attractive is a good thing. So ideally, both what I mentioned and what you mentioned could be done.
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Tachibana Offline
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Posts: 1270


« Reply #8 on: June 14, 2018, 02:06:49 pm »

I'm not sure how you would change wincons, but could this work for call in timers for a 1v1?





      if Player_HasUpgrade(World_GetPlayerAt(i), EIRUPG."INSERT_FACTION_HERE"."INSERT_NAME_HERE") then
         for x = 1, World_GetPlayerCount() do
            local subpid = Player_GetID(World_GetPlayerAt(x)) - 999
            if players[subpid].race == 2 or players[subpid].race == 3 then
               if countAxisPlayers == 1 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer * 0
               elseif countAxisPlayers == 2 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer
               elseif countAxisPlayers == 3 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer
               elseif countAxisPlayers == 4 then
                  players[subpid].defaultSpawnTimer = defaultSpawnTimer
               end
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #9 on: June 17, 2018, 03:37:04 am »

This could work but the win conditions are an important one to address. One way to go about that however could be to have dedicated 1vs1 maps that feature only frontline sectors so players don't have to spend any time capping around with infantry.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #10 on: June 17, 2018, 05:05:30 am »

Why the sudden desire for 1v1s? They function so poorly with EiR that a 1v1 mode might as well be a separate mod.
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Dauntless07 Offline
EIR Veteran
Posts: 60


« Reply #11 on: June 17, 2018, 09:34:16 am »

Why the sudden desire for 1v1s?
Isn't it obvious? With the wait times in launcher to find 4 people minimum to start a game, it's not something people trying the mod for the first time are likely to forgive. People are getting ever-impatient in our instant gratification world.
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #12 on: June 17, 2018, 12:47:01 pm »

They function poorly because no one has bothered to help them function. The limited sector idea by Unknown is actually pretty genius. It could basically create a VP mode style game flow in a 1v1 for newer players.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #13 on: June 17, 2018, 02:57:24 pm »

The problem is implementation. I'll need to take a look, but it might involve creating new VPs for the map--and that'd require new maps to be made using that VP entity.
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #14 on: June 17, 2018, 03:05:13 pm »

Not quite. I think what unknown was getting at was limiting the total sectors in a map. Say you have a 1v1 map, but just 3/5 sectors dispered aroudn the midpoint of the map. You would keep the +/- POP objectives, but having just those few sectors would focus the gameplay. Pseudo victory points in essence. Imagine for example introducing Angoville to EIRR. Have once sector around the southern windmill, one sector aroudn the northern houses and a third sector around the west fences.

3 sectors to emulate 3 vps.
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Tachibana Offline
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Posts: 1270


« Reply #15 on: June 17, 2018, 03:16:53 pm »

Not quite. I think what unknown was getting at was limiting the total sectors in a map. Say you have a 1v1 map, but just 3/5 sectors dispered aroudn the midpoint of the map. You would keep the +/- POP objectives, but having just those few sectors would focus the gameplay. Pseudo victory points in essence. Imagine for example introducing Angoville to EIRR. Have once sector around the southern windmill, one sector aroudn the northern houses and a third sector around the west fences.

3 sectors to emulate 3 vps.

Quick rough draft. 2 basic sector for each player + 3 to fight over:

« Last Edit: June 17, 2018, 03:57:33 pm by Tachibana » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #16 on: June 19, 2018, 10:21:02 am »

Yea, I could go into the mapbuilder and give you a 1vs1 map with sectors like that. You'd still need adjusted call-in timers and ideally seperate 1vs1 profiles for the launcher however, otherwise you'll still have the issue of people milking 1vs1s for vet.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #17 on: June 19, 2018, 10:52:28 am »

Getting EiRmod to help clean up the launcher is a good goal for now. Separate profiles for 1v1s and new maps to boot would require far more work than myself and EiRmod are likely capable of.
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #18 on: June 19, 2018, 08:16:45 pm »

I can test out the SCAR when i find some free time. If making unique 1v1 companies is a major block, maybe we can jut let the exp penalty stay in place for now?
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #19 on: June 24, 2018, 05:38:56 am »

Yea, I could go into the mapbuilder and give you a 1vs1 map with sectors like that.
Angoville winter?
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