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Teeworlds
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Between 2020-02-01 00:00:00Z and 2020-02-02 00:00:00Z
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@Assa way overkill imo :(
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[freenode] JewZeus BOT 2020-02-01 05:39:38Z
so I think I have a reasonable idea for how to do balancing in this game so it is better than this no-balancing or balancing-programmed-by-hedgehog, and basically my thought is that each player has a "max armor/health" variable that is changed by player kill streak
05:40
so basically if you ARE CURRENTLY ON a kill streak your armor + health can drop to some certain minimum, I think a good baseline is probably 5 each so you can actually be one-shot killed, because that's the only way to make it fair against the fucking 10
05:40
-year-veteran DDRACE players
05:40
so this is clear this is NOT a game mode suggestion, this is a way to fix this dogshit fairness situation
05:41
or at least, a proposed starting point of trying to fix how dogshit the balancing/fairness is in this :D
05:42
also corollary idea, if you're on a negative streak/death streak, maybe it's fair to nerf-up the noobs who aren't going to hit anybody anyway
05:42
up to 15/15 health/armor
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[quakenet] rand BOT 2020-02-01 07:23:48Z
@JewZeus you should open an issue about this topic on github
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@Dune ???
10:41
ah the namespace
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rand: no gameplay issues on github, they become very messy :/
11:00
Btw it would mean that dying regularly is necessary to be a flagger
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[quakenet] rand BOT 2020-02-01 11:15:02Z
oops, my bad
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i made a mistake: a process spawning 10 workers, but each worker spawning 10 more workers ...
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[freenode] JewZeus BOT 2020-02-01 16:41:02Z
Dune, it basically needs that adjustment, but the mechanism of it also nerfs up the noob players in CTF so they stand a few more hits
16:41
-5 armor/health or +5 health armor if you get on a losing streak
16:41
I mean, at this point its a lot of people letting kids play type stuff too
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Well why do players tend to try to make games easy nowdays? If you are Bad and die a lot that just means to get better
17:20
Also all those good vanilla players are not playing ctf5(no really often)
17:22
The evolution of "games" and "players" are just a joke, compared to 15years ago
17:23
Games which doesnt require a brain are mostly mainstream
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Agree with shootxen
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I agree with the sentiment but I think Teeworlds is ill-equipped to be a competitive game and achieves the "casual community game" pretty well
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[freenode] JewZeus BOT 2020-02-01 21:19:29Z
shootXen, this whining about people "trying to make the game easy" does not fit. There's a clear need for this, because the MOST COMMON order of events on a game server is 1 long-term empty server gets a player, 2) a second, usually more advanced player also joins, 3) the more advanced player swings around and the newer player can't play the game effectively until they 4) ragequit and leave an EMPTY SERVER AGAIN
21:20
making a game that induces rage-quitting means you are inducing players to not-play. none of the physics have to change, I don't want to nerf the game so it's not fun for the advanced players, but fuck, if you can get a 5-kill streak in this game, basically you don't need full health and full armor
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[quakenet] rand BOT 2020-02-01 21:21:44Z
that's why a training ground/mod could be a nice improvement for teeworlds
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[freenode] JewZeus BOT 2020-02-01 21:21:49Z
no
21:21
insufficient
21:22
it's unreasonable to demand the average player sink 50 hours of learning JUST TO PLAY
21:22
that's stupid
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[quakenet] rand BOT 2020-02-01 21:22:34Z
I strongly disagree with the unfair solution you are stating
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[freenode] JewZeus BOT 2020-02-01 21:22:44Z
what is unfair?
21:23
come on, be specific, "if you're on a killing streak you have less HP, if you're on a dying streak you have more HP"
21:23
I won't say this is a perfect solution?
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I find this idea interesting as well
21:23
it gives some more challenge to the pros, even
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[freenode] JewZeus BOT 2020-02-01 21:23:50Z
but it's better than this "oh lets just treat the 10 year veterans and the 10 minute noobs as equals"
21:24
because, they fucking aren't
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[quakenet] rand BOT 2020-02-01 21:24:08Z
making harder for tees to survive
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yes
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[quakenet] rand BOT 2020-02-01 21:24:17Z
this is already the case
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[freenode] JewZeus BOT 2020-02-01 21:24:23Z
harder for SKILLED tees to survive
21:24
but only on in-game data
21:24
not even server records
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[quakenet] rand BOT 2020-02-01 21:25:08Z
then, newbies will die on second hit
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[freenode] JewZeus BOT 2020-02-01 21:25:14Z
no they won't
21:25
the noobs get the extra HP
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some sort of autobalancing sounds isn't too bad, I think, rand
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[quakenet] rand BOT 2020-02-01 21:25:58Z
then starting a killing streak
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[freenode] JewZeus BOT 2020-02-01 21:26:08Z
yeah, and then de-nerf a bit
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[quakenet] rand BOT 2020-02-01 21:26:11Z
and loosing their advantage
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yes
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[freenode] JewZeus BOT 2020-02-01 21:26:15Z
and then re-nerf as they die more
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it shouldn't apply capgames ofc
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[quakenet] rand BOT 2020-02-01 21:26:22Z
so dying just aftes
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[freenode] JewZeus BOT 2020-02-01 21:26:38Z
it's not like any of these are 1-life games?
21:26
I mean some ddrace maps
21:26
but not the vanilla game
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[quakenet] rand BOT 2020-02-01 21:27:01Z
this is only about delaying the frustration
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why won't you entertain the idea at all, rand?
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[freenode] JewZeus BOT 2020-02-01 21:27:24Z
the delaying of the frustration is what lets a new player get better for a little while longer
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[quakenet] rand BOT 2020-02-01 21:27:43Z
ilj
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[freenode] JewZeus BOT 2020-02-01 21:27:54Z
instead of moving on to a less-frustrating game, of which we are in the middle of a rennaissance, perhaps y'all have also noticed
21:28
this game has staying power, it is a good game, but the fairness basically doesn't exist, and the 10 years of reflexes basically give some players what may as well be cheat mode from the other side of the learning curve
21:29
I've only played since december? and I'm already making people ragequit. I don't mind this handicap on myself.
21:30
I want people to have fun, so that they'll play and I can fucking well play with them. that's why this needs fairness.
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one would have to see whether these mechanics can be abused though
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[freenode] JewZeus BOT 2020-02-01 21:30:58Z
they probably can, I don't think they're so suitable for 1v1 matches, especially of equally skilled players
21:31
but in general? on a 2v2 ctf, and every scale above that? I think it works
21:31
in a 1v1 of a noob vs pro, I think it has potential to work also
21:31
somebody gets ahead and their HP is down by the amount they are ahead by
21:31
etc
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[quakenet] rand BOT 2020-02-01 21:39:27Z
I don't think community issue should be handled by changing the gameplay
21:40
while autobalancing could bu improved by better statistics on player
21:40
in teambased game I mean
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[quakenet] heinrich5991 BOT 2020-02-01 21:41:29Z
is it a community issue if I want to play against lower-skilled players and have fun?
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ctf = camp the flag >:D
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[quakenet] heinrich5991 BOT 2020-02-01 21:41:57Z
it would be cool if it was possible, don't you think?
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That's called smurfing, a term I also learned of recently :o.
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[quakenet] rand BOT 2020-02-01 21:43:01Z
my experience is: quit when noobs are playing, level down when it's interesting enough, do my best when there are better player
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rand: some games have casual modes that bend the gameplay to make it less frustrating for newbies
21:43
newcomer retention is an issue :(
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[quakenet] rand BOT 2020-02-01 21:43:45Z
basically, play when it is fun/challenging
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I guess rand is right with, old pro players should learn when to "level down", in order to make the game more appealing for new players.
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[quakenet] rand BOT 2020-02-01 21:44:23Z
Dune: are we talking about vanilla ?
21:45
I guess iCTF was a casual mode in a way back in the days
21:45
I don't like changing the gameplay based on your K:D, but I don't think the general idea is so bad
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I liked dune's (implicit) idea of putting it in another gametype
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[quakenet] rand BOT 2020-02-01 21:47:23Z
my point is, this is not suited for current vanilla gametype
21:47
my opinion
21:48
but I do think it could be and should be tested as a mod
21:50
training mod/stuff should be implemented to though
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[freenode] JewZeus BOT 2020-02-01 21:52:42Z
rand part of the reason the training stuff is fundamentally not an actual solution is that muscle memory is built up by successive repitition, over thousands of iterations, and there is no reasonable way to put a player through that other than making the game fun enough to play that they'll play it
21:53
I'm not against "raw mode" for advanced players or something, but this game is very unforgiving of the noobs who should be staying and hanging out, getting better
21:54
I mean, for fucks sake, there's slither.io that's been out for 5 years unchanged despite this also being a generic category of game now
21:54
mass play the whole time, because it's so accessible via browser
21:55
but there's teenet as a thing that existed for a minute? this game can do that stuff, but it has to be welcoming enough to new players that they stay
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[quakenet] rand BOT 2020-02-01 22:01:44Z
trainging repeating stuff to actually be better right after
22:01
*training
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[quakenet] heinrich5991 BOT 2020-02-01 22:02:06Z
meh
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[quakenet] rand BOT 2020-02-01 22:02:38Z
bunch of games start with a tutorial or something to get the mechanics of the game
22:03
*training is about repeating...
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[quakenet] heinrich5991 BOT 2020-02-01 22:03:13Z
I think all new multiplayer games have some way of equalizing the skill amongst players
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[quakenet] rand BOT 2020-02-01 22:06:26Z
the main mechanics I see is to avoid disbalanced games
22:06
because players are ranked
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[quakenet] heinrich5991 BOT 2020-02-01 22:06:58Z
plus comeback mechanics
22:07
e.g. in dota
22:07
you get more gold for kills if you're behind
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[freenode] Choscura BOT 2020-02-01 22:51:06Z
well, I want to be able to switch out comptuers with my kids in a lan party, type going-by-current-score dynamics
22:51
which is part of why I think the way to do it by score
22:52
<also to avoid confusion? I use two different screen names on IRC, one's a pi that's basically text only and one's to be able to check media links and such, I'm also JewZeus>
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