Oh crap, you're right. If an individual player can disable that for his own screen, it might take out some of the lag for laggers, so they won't get lynched or killed based on just that reason, alone.
You pretty smart, man.
And no, your humor is stale, as always.
Oh by the way, you should put a disclaimer on how controversial names can get you raped/killed/lynched easily.
Bug Report: Player was survivor and had a bullet vest on. He still died.
Check your triggers pertaining to this.
This. I had my 2nd bullet vest on and still died.
Also, having controversial names is awesome. Justin Bieber = Death on first day. Sherlock Holmes = Death on first night. An entire room full of controversial names however, is a game filled with epicness.
It's steadily creeping up to first page. Should be there on Sunday. The game's very well made, looking forward to the new roles.
Actually, it's already been to the 1st place spot in US. If you're referring to other regions, then that's nice to know.
Yes, I do agree that controversial names will definitely put awesomeness in the game, but DRx should put a disclaimer telling them how this could make them likely targets. They can call themselves whatever they want, but they should know that it's not recommended when playing the game in a serious fashion.
Edit:
Plus points for Masons and keeping their comrades alive?
We played this on our EU map night and the reason I haven't given feedback so far is because I know it won't be too helpful. The map is great, great fun, but what it needs is POLISH! Better terrain, smoother 'cinematics', smoother set-up and options, perhaps more roles, stuff like that. Of course, I think you already know this as I think you intended this release to be 'WIP' and not a 'finalized product'.
But do they get extra points for keeping their group mates alive? They should be rewarded more points if they're not just going to act like normal citizens, and actually take advantage of their secret group to survive.
It's pretty smooth... Maybe it's just lagging for you because of all those night sceneries.
Also, make the intro a little faster. People are now getting bothered by it.
Oh! And give the dead players the ability to hear what's happening at night. Like what the Masons and Mafians are talking about.
And I'm still hoping you could display what the dead players were talking about after the game finishes.
Smoother cinematics? What, are you expecting me to go through film school to improve this stuff? There are not many cinematics in the game but they're not exactly jarring except for a temporary camera cut out before executions.
Smoother options? As far as I'm concerned, it can't get any smoother. Again, are you expecting commercial-grade UI?
More roles are coming.
Edit: whoa hold on, you were playing a rather old version in the map night. EU version was probably updated just a couple hours after you played, ironically.
And I thought I had 10 games in total. Now I have 6... Oh well.
Oh, and stop whining, you're just making a map, and they're just making suggestions.
If you can't deliver what they want, then just say it politely. You're becoming that vexal guy who thinks he can just go screw around the forums, just because his map's in the top 10 or whatever.
Rollback Post to RevisionRollBack
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Not 'smoother' as in 'more suave camera effects', smoother as in... 'more polished', really. In most games I play, most of the time players spend in the map is spend waiting. I understand there needs to be time for players to make their arguments and all, but most of that is done within 10 seconds 90% of the time, after which people just sit around waiting for the map to continue. The night cinematic is also a bit bland and empty.
Really all I mean as a whole is 'polish', I guess. Take a look at a map like KotH Observers (or IcCup-Jug as it is on US, I think). Or Catalyst, or Nexus Word Wars, or THE Card Game, or actually even SOTIS. Your map is great fun, but it feels 'crude'. It feels like, if you could polish it more, make it more interesting to watch, lower wait times, it could be right up there in my top 5 of best maps. It seems to lack refinement. I don't mean that in an offending way, I'm just saying that your map can be a crystal clear bomb of awesomeness whilst right now it's more of a seriously awesome 'proof of concept'.
I agree with whoever said it earlier. If your dead, it would be cool if you could hear the mafia and masons and whatnot. And I'm glad your adding more roles, sounds great. :D
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Polishing something as completely as you say for a map as complicated as Mafia will take a very long time, and I've already had to put off literally everything else in my life to make what I've done so far a reality. Worse still, except for the terrain I'd have to do it all myself because the code has some very strict inherent requirements. Really, the workload I'm now forced to deal with requires a dedicated team, not just one man (and that's even after going through the hurdle of teaching every member about the confusing code).
In short: Doing as Mozared asks is going to take more time than the entire development cycle up until now (easily more than 200 hours).
Edit: This isn't to say that I won't be polishing the game, but some massive changes like you suggest are out of the question.
If your dead, it would be cool if you could hear the mafia and masons and whatnot.
That might not be such a good idea if the dead have an outside way to contact the alive.
Also, polishing the terrain / lighting / cinematics really shouldn't take that long. It'd probably take me 10 hours at max, considering how small the map is. It's testing triggers / data editor stuff that takes a long time.
Why would a camera panning across scenery cause lag? I've never had a problem.
Just a theory: Desyncing? Like if one guys computer receives the data packet that instructs your client to run the cinematic command first, it lags when it needs to wait for other players to sync to the same view. Especially with 14 players in game. Might also be an effect of players with computers that are a little slower in graphics rendering.
There are so many game ruining tactics, yet it has no happened yet to me. I wanna know what everyone's talking about. Could make the experience better.
Cameras panning across scenery only causes lag if the angle is so that the entire map is being rendered. Rendering all the terrain / doodads at once is really hard on mid to lower-end computers. As long as the camera is at a 40-90 degree angle or so, pointing at the ground mostly, it shouldn't make people's computers lag.
Also, polishing the terrain / lighting / cinematics really shouldn't take that long. It'd probably take me 10 hours at max, considering how small the map is. It's testing triggers / data editor stuff that takes a long time.
The current terrain took about 10 hours, yes. He's asking for a 30-hour terrain made by an expert.
Also, he doesn't refer to polishing the existing execution cinematics; he's asking for mini-cinematics for everything, which will take a very long time to do.
Not so much on computer lag. More on client-server latency. From my understanding, bnet needs to synch all the clients together. So whenever it waits for everyone to receive that data and send back a handshake to say "I've received the data" It lags.
@DarkRevenantX: Go
Oh crap, you're right. If an individual player can disable that for his own screen, it might take out some of the lag for laggers, so they won't get lynched or killed based on just that reason, alone.
You pretty smart, man.
And no, your humor is stale, as always.
Oh by the way, you should put a disclaimer on how controversial names can get you raped/killed/lynched easily.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
This. I had my 2nd bullet vest on and still died.
Also, having controversial names is awesome. Justin Bieber = Death on first day. Sherlock Holmes = Death on first night. An entire room full of controversial names however, is a game filled with epicness.
It's steadily creeping up to first page. Should be there on Sunday. The game's very well made, looking forward to the new roles.
@Shad0wsEdge:
Actually, it's already been to the 1st place spot in US. If you're referring to other regions, then that's nice to know.
Yes, I do agree that controversial names will definitely put awesomeness in the game, but DRx should put a disclaimer telling them how this could make them likely targets. They can call themselves whatever they want, but they should know that it's not recommended when playing the game in a serious fashion.
Edit:
Plus points for Masons and keeping their comrades alive?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Masons already get a slight point boost because they have no active abilities.
Also I'm aware of the Survivor problem and will have it fixed later today.
We played this on our EU map night and the reason I haven't given feedback so far is because I know it won't be too helpful. The map is great, great fun, but what it needs is POLISH! Better terrain, smoother 'cinematics', smoother set-up and options, perhaps more roles, stuff like that. Of course, I think you already know this as I think you intended this release to be 'WIP' and not a 'finalized product'.
@DarkRevenantX:
But do they get extra points for keeping their group mates alive? They should be rewarded more points if they're not just going to act like normal citizens, and actually take advantage of their secret group to survive.
It's pretty smooth... Maybe it's just lagging for you because of all those night sceneries.
Also, make the intro a little faster. People are now getting bothered by it.
Oh! And give the dead players the ability to hear what's happening at night. Like what the Masons and Mafians are talking about.
And I'm still hoping you could display what the dead players were talking about after the game finishes.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@Mozared: Go
Smoother cinematics? What, are you expecting me to go through film school to improve this stuff? There are not many cinematics in the game but they're not exactly jarring except for a temporary camera cut out before executions.
Smoother options? As far as I'm concerned, it can't get any smoother. Again, are you expecting commercial-grade UI?
More roles are coming.
Edit: whoa hold on, you were playing a rather old version in the map night. EU version was probably updated just a couple hours after you played, ironically.
@DarkRevenantX:
gt_stats_func
some error like that happened...
And I thought I had 10 games in total. Now I have 6... Oh well.
Oh, and stop whining, you're just making a map, and they're just making suggestions.
If you can't deliver what they want, then just say it politely. You're becoming that vexal guy who thinks he can just go screw around the forums, just because his map's in the top 10 or whatever.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@DarkRevenantX: Go
Not 'smoother' as in 'more suave camera effects', smoother as in... 'more polished', really. In most games I play, most of the time players spend in the map is spend waiting. I understand there needs to be time for players to make their arguments and all, but most of that is done within 10 seconds 90% of the time, after which people just sit around waiting for the map to continue. The night cinematic is also a bit bland and empty.
Really all I mean as a whole is 'polish', I guess. Take a look at a map like KotH Observers (or IcCup-Jug as it is on US, I think). Or Catalyst, or Nexus Word Wars, or THE Card Game, or actually even SOTIS. Your map is great fun, but it feels 'crude'. It feels like, if you could polish it more, make it more interesting to watch, lower wait times, it could be right up there in my top 5 of best maps. It seems to lack refinement. I don't mean that in an offending way, I'm just saying that your map can be a crystal clear bomb of awesomeness whilst right now it's more of a seriously awesome 'proof of concept'.
I agree with whoever said it earlier. If your dead, it would be cool if you could hear the mafia and masons and whatnot. And I'm glad your adding more roles, sounds great. :D
Polishing something as completely as you say for a map as complicated as Mafia will take a very long time, and I've already had to put off literally everything else in my life to make what I've done so far a reality. Worse still, except for the terrain I'd have to do it all myself because the code has some very strict inherent requirements. Really, the workload I'm now forced to deal with requires a dedicated team, not just one man (and that's even after going through the hurdle of teaching every member about the confusing code).
In short: Doing as Mozared asks is going to take more time than the entire development cycle up until now (easily more than 200 hours).
Edit: This isn't to say that I won't be polishing the game, but some massive changes like you suggest are out of the question.
That might not be such a good idea if the dead have an outside way to contact the alive.
Also, polishing the terrain / lighting / cinematics really shouldn't take that long. It'd probably take me 10 hours at max, considering how small the map is. It's testing triggers / data editor stuff that takes a long time.
Just a theory: Desyncing? Like if one guys computer receives the data packet that instructs your client to run the cinematic command first, it lags when it needs to wait for other players to sync to the same view. Especially with 14 players in game. Might also be an effect of players with computers that are a little slower in graphics rendering.
3 mafians, 2 serial killers, 5 townies.
Who will win?
Pretty fun game. Watch it in my perspective. ^_^
@Sephiex:
There are so many game ruining tactics, yet it has no happened yet to me. I wanna know what everyone's talking about. Could make the experience better.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@FuzzYD: Go
Cameras panning across scenery only causes lag if the angle is so that the entire map is being rendered. Rendering all the terrain / doodads at once is really hard on mid to lower-end computers. As long as the camera is at a 40-90 degree angle or so, pointing at the ground mostly, it shouldn't make people's computers lag.
The current terrain took about 10 hours, yes. He's asking for a 30-hour terrain made by an expert.
Also, he doesn't refer to polishing the existing execution cinematics; he's asking for mini-cinematics for everything, which will take a very long time to do.
Testing 123.
Weird forum bug. Can't edit posts.
I thought DRx banned me from his thread for excessive posting. XD
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@Vicboy: Go
I tried watching replay before. it doesnt show custom dialogs and stuff. all you can hear are blurbs in the background =/
@Sephiex: Go
Not so much on computer lag. More on client-server latency. From my understanding, bnet needs to synch all the clients together. So whenever it waits for everyone to receive that data and send back a handshake to say "I've received the data" It lags.
@FuzzYD:
Did you pick a player?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@Vicboy: Go
I'm going to try that now :D
Edit: It worked. YEAAAAAAAAAAAAAHH! I have a replay of my SK victory now.