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Grriffy
28 Aug 2012, 06:50
Great implementation guys.

- One bug i notice every now and then is the grenades (and sometimes a worm) teleporting after landing? I guess because both player's physics model the landing differently?

- It is kinda annoying to have players surrender during the final countdown when they are obviously going to lose, and thus robbing me of any bonuses. Perhaps the bonuses could still be awarded if they surrender in the last 30 secs?

- An of aspect of the original games I loved was the falling damage. It added to any damage that flung a worm off a cliff, but it also meant you couldnt be so careless about jumping off cliffs to go prod someone into the sea, because youd lose your turn for taking damage.

Thanks again guys, and keep up the good work.

JLo
29 Aug 2012, 14:45
Thanks Grriffy...

1) Synchronization bug - being fixed :)

2) Very good idea!!! We'll look into this.

3) Fall damage is there, although it may not be as sensitive as other Worms games. We'll look into that - thanks!

caveman
29 Aug 2012, 16:08
What if an opponent's surrender returned your reinforcements to you, too (or a pro-rated quantity of reinforcements)? It's disappointing to play for 1:30, be way ahead, then have the opponent drop and lose your reinforcements. (Forgive me if they are returned/not consumed, but it didn't appear so when it happened.)

JLo
4 Sep 2012, 18:22
You're right Caveman, it doesn't happen yet, but it should do (and we're sorting it out asap)....

QUITTING PLAYER should get nothing back - They get to keep their XP and coins earned. Everything else is lost in cyberspace.

JILTED PLAYER should get some or all reinforcements back (unless they were not charged e.g. during a Stress Test!)
Reinforcements will be reimbursed depending on length of time played:

3:00 - 2:30 = 4 Reinforcements back
2:29 - 1:30 = 2 Reinforcements back
1:29 - 0:30 = 1 Reinforcement back
0:29 and 0:01 = nothing back

JILTED PLAYER will also get any bonuses that they would have won i.e. Worm damage, land damage, accuracy.


We're also going to give players the incentive NOT to quit a battle, even if they are losing or think they are going to lose badly. e.g. coins for 1st place & 2nd place. If someone quits, the JILTED PLAYER still gets their 1st place coins :)

caveman
5 Sep 2012, 05:42
We're also going to give players the incentive NOT to quit a battle

Love it! I appreciate adding an incentive over adding a disincentive/penalty since sometimes there are valid reasons for leaving a match due to real-world "interference".

CmhSquirre
5 Sep 2012, 22:45
That is a great idea!

Sephiroth
6 Sep 2012, 00:53
Yeah, im pretty much done playing vs others until this is implemented.

4 online games in a row with seperate people, and 3 of them raged.

caveman
6 Sep 2012, 05:28
Now that I think about it, would it be possible to have the AI take over for the rage quitter? That way I can continue the battle but the offender won't see any benefits.

Sephiroth
6 Sep 2012, 21:23
You're right Caveman, it doesn't happen yet, but it should do (and we're sorting it out asap)....

QUITTING PLAYER should get nothing back - They get to keep their XP and coins earned. Everything else is lost in cyberspace.

JILTED PLAYER should get some or all reinforcements back (unless they were not charged e.g. during a Stress Test!)
Reinforcements will be reimbursed depending on length of time played:

3:00 - 2:30 = 4 Reinforcements back
2:29 - 1:30 = 2 Reinforcements back
1:29 - 0:30 = 1 Reinforcement back
0:29 and 0:01 = nothing back

JILTED PLAYER will also get any bonuses that they would have won i.e. Worm damage, land damage, accuracy.


We're also going to give players the incentive NOT to quit a battle, even if they are losing or think they are going to lose badly. e.g. coins for 1st place & 2nd place. If someone quits, the JILTED PLAYER still gets their 1st place coins :)

Im digging the jilted bonuses that were implemented today. Even though, I am noticing more last minute ragers now.

How about something back at least for those who quit last minute (it happens a lot)
3:00 - 2:30 = 4 Reinforcements back
2:29 - 1:30 = 2 Reinforcements back
1:29 - 0:00 = 1 Reinforcement back


Also,

Slightly confused on how the scoring works.

In a match, and kill three of their worms, with 50hp on the 4th, I still have 300+hp, and they get 150xp vs my 50xp.

Burnz
6 Sep 2012, 21:39
Im digging the jilted bonuses that were implemented today. Even though, I am noticing more last minute ragers now.

How about something back at least for those who quit last minute (it happens a lot)
3:00 - 2:30 = 4 Reinforcements back
2:29 - 1:30 = 2 Reinforcements back
1:29 - 0:00 = 1 Reinforcement back

Thanks for the reply. The problem with giving a reinforcement back in the last 30 seconds is that's usually around the last turn mark. Which means the player has played pretty much a full game bar 1 turn. So giving a reinforcement back on top of winning bonuses when there was only 1 turn left would be a little too generous and easily exploited.

Sephiroth
8 Sep 2012, 14:56
Thanks for the reply. The problem with giving a reinforcement back in the last 30 seconds is that's usually around the last turn mark. Which means the player has played pretty much a full game bar 1 turn. So giving a reinforcement back on top of winning bonuses when there was only 1 turn left would be a little too generous and easily exploited.

Should make an extra penalty for leaving after 0:59 then.

Remember, rage quitters are jilting us out of more than what it could have been. IE: When people usually quit on me it's around the time I have all of their worms bunched together, or when theyre severely low on health where a nice banana bomb or shotgun can finish them off, losing out on 3~4 total kills.

Perhaps they should lose the reverse amount of reinforcments.

3:00 - 2:30 = 1 Reinforcements lost
2:29 - 1:30 = 2 Reinforcements lost
1:29 - 0:00 = 4 Reinforcement lost

Burnz
8 Sep 2012, 16:56
Should make an extra penalty for leaving after 0:59 then.

Remember, rage quitters are jilting us out of more than what it could have been. IE: When people usually quit on me it's around the time I have all of their worms bunched together, or when theyre severely low on health where a nice banana bomb or shotgun can finish them off, losing out on 3~4 total kills.

Perhaps they should lose the reverse amount of reinforcments.

3:00 - 2:30 = 1 Reinforcements lost
2:29 - 1:30 = 2 Reinforcements lost
1:29 - 0:00 = 4 Reinforcement lost

I see what you're saying, however then we are adding harsh punishments, not everybody that quits are rage quitting. Some people could have genuine problems on their end, it's very hard to track. I'm sure for example yourself would feel hard done by if the game crashes on your end in the final turn and then we take an extra 4 reinforcements from you even though that crash isn't your fault.
That being said the game is still in Closed Beta and evolves everyday, who knows what features may turn up next ;)

Jagerheavy
8 Sep 2012, 17:12
I will avoid opening another topic
- why not do lands closed ? with ninja chord unlimited or not
- themes worms 2 were awesome (I Would like see them again)