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PsyDome
Ungrateful

Registered: August 2001
Location: bla bla bla bla bla bla
Posts: 1339

while all mentioned fixes are dandy and nice, i think an updated answer to two far more serious questions need some answering...

what about rankings?
what about secure logins?

if those get fixed, nothing else really needs fixing

__________________
Things that suck in Worms 3D:

Redicilous online-play, No rankings online, No team stats, Limited scheme-options
No in-game level-editor, Useless random map-generator, No control remapping
Graphics, Sounds, Camera

Worms 3D - Really bad games: 0 - 10

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Old Post 17 Jan 2004 08:55
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Run
Senior

Registered: August 2002
Location: Midlands, Balsall Common
Posts: 1338


quoted :: Lexx

- Boot *Voting*.... Adding boot support to the client is a 'responsibility'. No offense to the l33t amongst us, but you'll boot a newbie on their first turn given chance (how are they meant to learn??). Boot voting wud be a more 'democratic' method of adding the boot support some ppl want.



Argh, that'll never catch on. It's a debatable subject, but I have my reasons for suspecting that's a bad idea.


  • What if a bunch of newbs join? Will you be relying on the other newbs to boot each other?
  • What if a group of people set out to ruin your game by entering and not leaving?
  • I'd rather rehost than enter a long game with an unskilled tedious someone - I'm sure many more would. Would it really be sensible to make things harder for the hosts by effectively forcing them to recreate their game all the time?


There's always passwords for those who don't like newbs, I'll accept that, but someone may want to host a game for any skilled person who does not know a password beforehand, rather than selected individuals.

The Host should have ultimate control. Those who don't like it don't have to play under that rule - so it's already a democracy. Why screw it all up?
[*]

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Old Post 17 Jan 2004 10:20
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TonY
Being watched

Registered: February 2003
Location: California, USA
Posts: 251

Deadcode, are you saying that the computer will be able to rope? To RR?

I've thought about this a lot... and had concluded that it is possible, but so hard to program that no one would bother, are you really planning to make them play the games people play online? Oh... and are you going to buff up the default game AI? Gets sorta boring if they only know how to use like 5 weaps ;o

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Old Post 17 Jan 2004 10:22
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xxxAZxxx
Junior

Registered: August 2001
Location: Under the clouds
Posts: 238


quoted :: Run

quoted :: Lexx

- Boot *Voting*.... Adding boot support to the client is a 'responsibility'. No offense to the l33t amongst us, but you'll boot a newbie on their first turn given chance (how are they meant to learn??). Boot voting wud be a more 'democratic' method of adding the boot support some ppl want.



Argh, that'll never catch on. It's a debatable subject, but I have my reasons for suspecting that's a bad idea.


  • What if a bunch of newbs join? Will you be relying on the other newbs to boot each other?
  • What if a group of people set out to ruin your game by entering and not leaving?
  • I'd rather rehost than enter a long game with an unskilled tedious someone - I'm sure many more would. Would it really be sensible to make things harder for the hosts by effectively forcing them to recreate their game all the time?


There's always passwords for those who don't like newbs, I'll accept that, but someone may want to host a game for any skilled person who does not know a password beforehand, rather than selected individuals.

The Host should have ultimate control. Those who don't like it don't have to play under that rule - so it's already a democracy. Why screw it all up?
[*]


If you've got ranks, you don't need to boot - you know who's a n00b and who isn't.

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-Az

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Old Post 17 Jan 2004 10:44
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Pioneer322
Senior

Registered: August 2003
Location: Largo Florida
Posts: 762

Good idea for that.. but usually some old school people might start playing as no one would remember that guy.. and start booting him for that silver rank... but.. oh well.

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Old Post 17 Jan 2004 10:51
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routine_er
Newbie

Registered: October 2003
Location: Kansas
Posts: 32

Run posted some good points. Boot voting is certainly an idea but it would never work. The Host should have complete control of the game IMO, including kicking, banning (even IP if necessary), and anything in between. Anyone who kicks a noob just for being a noob should be slapped. hard. with a brick. twice. My point is, if a host is hosting a game, it's their game, and they should be able to do with it what they want. Which reminds me of something else. Is there going to be support for limiting the # of players in your game, as in W3D? This is not a necessity, but I think it would make things easier (when hosting games).

Making Worms understand all the rules to ropers, shoppers, and all types of game would be nice, but that might be something they're not willing to take the hill on just yet. However if they did, I wouldn't be against it (so long as it doesn't take away from the gameplay at all).

On redwraith's idea for the 'Press PageDown to chat!' message, I'm all for it, because the first thing I do every game is press PageDown, so I don't think it could bother anyone.

Last edited by routine_er on 17 Jan 2004 at 11:25

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Old Post 17 Jan 2004 11:23
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redwraith
Junior

Registered: July 2002
Location: Bavaria, Upperpfalz...
Posts: 171

Please don't make a kick option!! The host can also rehost instead of booting players. This voting stuff isn't good either. Imagine 3 noob players play against 2 pros. The noobs could boot the pros just because the noobs are the majority. People would start to boot the enemy just because they are losing. I don't want to join a game and be booted only because the host doesn't like me although I play with all the rules and never cowed. With the "Press page down to chat!" message everybody will know how to chat and therefore you can tell the person who is cowing that he is playing against the rules. If he still continues cowing then there is a rule called Kill The Cow or the host can just rehost and boot the cower in the lobby.

Thank you very much, Deadcode, for your work for the worms community! With these great features many people who left 2D worms will come back and play it again. By the way, hardcoded rules would be awesome. The best game ever will even become better. I don't see a reason why people still can complain.

Cya

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Old Post 17 Jan 2004 11:33
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Pioneer322
Senior

Registered: August 2003
Location: Largo Florida
Posts: 762

Voteing booting is my option.

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Favorite series games - Sonic, Megaman, Worms, henta... opps i mean battletech - Worms team is Veritechs, yes i know robotech, but its also good for VT or vertical tank like in Steel Battalion
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Old Post 17 Jan 2004 11:47
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mcktwist
Junior

Registered: December 2002
Location: The dumpster behind your local McDonalds.
Posts: 312

DeadCode, are you taking suggestions? Voting is gay, the host should be in complete control. Anyway, here are mine.


  • Worms Skimming Doesn't end turn- On some maps and RR's you can skim your worm, and land on another piece of land, but it ends your turn. Id like your turn to keep going
  • Folders For Maps- Its really hard to find maps you want when you have over 200. So if we could make folders and organize them according to game type it would be awesome
  • Vertical Maps- maybe instead of flat maps, we could rotate them and make them vertical, but same size. More game types could come out of that
  • Timed Mines and Grannys- if instead you could time mines and grannys instead of mines being on proximity. And timing grannys would be a cool extra too.



And again DC, we are all grateful to you, you are a worming God to me now, good work on it. We wormers appreciate it. (Remember me? I played you a while ago, we both live in California)

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#84 as a top poster. Yay?

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Old Post 17 Jan 2004 12:12
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redwraith
Junior

Registered: July 2002
Location: Bavaria, Upperpfalz...
Posts: 171


quoted :: mcktwist

  • Worms Skimming Doesn't end turn- On some maps and RR's you can skim your worm, and land on another piece of land, but it ends your turn. Id like your turn to keep going
  • Folders For Maps- Its really hard to find maps you want when you have over 200. So if we could make folders and organize them according to game type it would be awesome
  • Vertical Maps- maybe instead of flat maps, we could rotate them and make them vertical, but same size. More game types could come out of that



I really like these ideas! But timed mines and grannies are not necessary in my opinion.

Cya

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Old Post 17 Jan 2004 12:30
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Pioneer322
Senior

Registered: August 2003
Location: Largo Florida
Posts: 762

Timed mines are a good idea, same for granny... Say if your playing a roper, instant mines being dropped would save some time from it being water dropped if you miss the worm... then again someone would make up a rule not to have instant mines.
The G-ma... Maybe, but it wouldnt be the traditional weapon.

__________________
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Favorite series games - Sonic, Megaman, Worms, henta... opps i mean battletech - Worms team is Veritechs, yes i know robotech, but its also good for VT or vertical tank like in Steel Battalion
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Pioneer322.shorturl.com
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----
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Old Post 17 Jan 2004 12:53
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iiWizarDii
Newbie

Registered: January 2004
Location: Boise
Posts: 9

very nice usggestions mctwast, i always thought about that, u could like skim, then shoot rope, that woudl be cool.

Tnx again DeadCode ;D

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Old Post 17 Jan 2004 12:56
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routine_er
Newbie

Registered: October 2003
Location: Kansas
Posts: 32

I'd go for timed grannies, but the mines should still need to be proximity like they have always been, or you're dropping a nade.

I dunno about losing the turn after skimming because I don't rr that much, but I can see where it'd be handy.

Folder for maps- Yes. I would have suggested it had I remembered. I placed abbreviations in front of all my maps to sort the game type, and I had to take all the maps that weren't the best so the list wouldn't be so long. This would be helpful.

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Old Post 17 Jan 2004 19:15
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JOExTWAx
Newbie

Registered: August 2001
Location:
Posts: 83

Ideas for beta 3/final patch.

I thought of some stuff! I also posted this on cl2k but McTwist advised me to put it here as well. . .

Have an option to have random health crates. By that i mean the amount of health each one gives you. Crate spy would of course see this too... i just think it would add an extra element to games like sheep fort and maybe proper. Shouldn't bee too hard to do either

Also an option for reselection of parachute would be spiffy, like from that old silkworm program Mostly because I'm lazy and therefore hate tapping f8 3 times for every 1 time i jump in a t17.

Also variable amounts of gravity in Low gravity toolkits, and maybe if its a cavern map even reverse gravity Which is the value -1 to -255 instead of the normal 100 (or 50 that low gravity usually makes it) Sorry you probably know that already but just in case i dont want you to have to look it up and stuff. The maximum gravity (255) would be desirable to get cause you'd give your enemy a ****load of fall damage, and really low gravity would be good because your enemies would fly right off the map. Disable some values (say -15 to +15) because it's annoying to watch a worm fall slowly or skid along the roof, and there isnt much use for them.

Double damage. If you get one and you cant attack, why not have a button that saves it to the weapon menu and deactivates it? like press - if you dont want to use it. Perhaps a count down for how long you can deactivate it for. It would hardly be fair to be able to go around and rope knock people onto mines and such and then deactivate it after they've exploded.

If you get two dx2's it should add up, (from normal to 2x to 4x to 6x etc.) same as if you get two low gravities (normal to random value to half the random value, etc)

Here are some old ideas i'll regurgitate: Power settings for low gravity and jetpack. You can set the power setting for them to be random as well, ideally. Ability to make unlimited jetpack fuel. I imagine that it was only set to 30 because people would fly out of the map area's limits. Dont think this is a big problem, really. If people fly that far away they are basically commiting suicide anyway.

There are 10 numbers on the keyboard, so why can the nade only go to 5 second fuse? Low gravity, especially if it has a random value and can go lower than 50% if random gravity change is enabled, will make your shot go higher and therefore make you need a higher grenade fuse.

Maybe an option to be able to adjust the amount of gravity change with a low gravity, with the number keys. This could be interesting if you're in a bng and you already have unlimited low gravs. Since it's a game of skill, you'd want to be able to control it. This would eliminate the not being able to use really strong winds to get someone in a deepish hole, for example.

Add on for fast walk (since there are no more free slots in the menu) if you press a shortkey button: This would make your worm not detonate mines that it walks over. Good for battle race and various other game types.

Power setting for invisibility? Maybe a lower power would work for a set amount of turns, or after the number of turns dim your worm to make it harder to spot for a few more, or some combination of the two (if theres a way to do that without drawing new sprites, i expect there isnt since you had to make underwater sprites for everything) A higher power might make your worm disappear altogether for a few turns even if you attacked, and make the screen not scroll with your worm or show falling/sliding animations for those watching.

Wow, i just came here to say one idea which was the varying health crates, but it turned out that i had lots of ideas I think that the majority of these would be fairly easy to add to the game, as they just manipulate numbers and such, but they would add to the gameplay a great deal. I'd like to see some of these things if possibleee...

You've been an excellent addition to team 17 david, and your work on the beta has been truly excellent. I thank you for all the work you've done, and how you're always available to chat/game The new beta 3 features sound really great and I'm sure that it will save the otherwise dying w:a. (my only fear is that cl2k will die, and joe loves clan games!) Thanks to everyone who read this long-assed post too (this means you AndrewTaylor, SargeMcCluck, Squirminator, etc...)

Keep up the great work!

ice

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Old Post 17 Jan 2004 20:34
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Pioneer322
Senior

Registered: August 2003
Location: Largo Florida
Posts: 762

[QUOTE=<]ice[/QUOTE]
Thos are great ideas, tho its likely some of those are going to be denied.. not that I dont want them to its just that I think it would take longer for beta3 to come out with finding Those bugs and holes... but still great ideas.. everyone

__________________
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----
Favorite series games - Sonic, Megaman, Worms, henta... opps i mean battletech - Worms team is Veritechs, yes i know robotech, but its also good for VT or vertical tank like in Steel Battalion
----
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Pioneer322.shorturl.com
----
Mechaholic, or mech geek www.mektek.net
----
Over 14 Mech games bought... now counting up all the money I have spent on any game
Current Status - Alive; Fa la la la la, lalalala?

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Old Post 17 Jan 2004 21:01
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JOExTWAx
Newbie

Registered: August 2001
Location:
Posts: 83

It wouldn't be possible to have my ideas backwards compatible with older patches, that's the only problem. So they're best suited for the final patch which i assume will be a forced update.

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Old Post 17 Jan 2004 21:05
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Deadcode
Team17 Helper

Registered: December 2001
Location:
Posts: 86

Winnowing


quoted :: JOExTWAx
It wouldn't be possible to have my ideas backwards compatible with older patches, that's the only problem. So they're best suited for the final patch which i assume will be a forced update.
Yes, they could be backwards compatible. But would they add to the game? I don't think so.

Anyone else who is thinking of posting a laundry list of ideas here, please do not. If you really want to share your ideas, do so sparingly! Think about whether it would really add to the game or just meaninglessly complicate it.

For example. DamageX2 is instant-use for a reason. It adds challenge... you have to think of something you can do on that turn that will make good use of it. And if you cannot, well, that's the luck of the draw. There's a reason for it being that way. A DamageX2 you could save up would be far too powerful.

A Random gravity utility? How in the world is someone supposed to use that skillfully? It's hard enough remembering the effect 1/2 gravity has on things across the board. There are many elements of randomness and luck in the game, but there's a balance to them.

Reselection of the parachute... that's tempting, and funnily enough it's what got me into modding W:A in the first place. But it's controversial. I do think it gave me wonderful practice and confidence on the parachute, that I can still apply now without the crutch of autoreselection. It could do the same for some other people, maybe. But it could also upset old-schoolers, and cause confusion when people try to reselect manually.

I like mcktwist's first three ideas. Folders for maps is something I've wanted myself, and have delayed only because I want to do it right. Turning off the turn-ending of bumped heads and skimmed worms could be quite helpful and wouldn't cause confusion, only relief. Vertical maps probably would not require much code change but could make for interesting game types.

BTW, just to make something clear all this talk about "Boot Voting" applies only to in-game booting, which is currently not allowed at all. In my opinion it is far too controversial to implement without a level of analysis that may not be feasible. Even if implemented as a revokable experiment, how would data be collected on its use without an invasion of privacy? How could the decision be made whether to keep or revoke it? Newbies need to learn somehow, but will they come here to complain or will they simply leave the game? Would such a feature subtly undermine the dynamic of the worming community in a way that would never fully be understood?

Just some things to think about.

-Deadcode

EDIT: Joe, the jetpack-fuel idea actually is a decent one. :-)

Last edited by Deadcode on 18 Jan 2004 at 02:55

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Old Post 18 Jan 2004 01:35
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zippeurfou
Newbie

Registered: August 2002
Location: France
Posts: 33

Hi, everyone.
First I have to say thanks to all Team17 staff (deadcode including ofcourse ).
I'm french and not really good in english, so....well sorry if u don't understand me. Just notice me it and i will try say it with another way.

Well all the upgrade are quite nice and I know it must be really hard and long. Then a big thanks again !

I'm very surprised and happy to see some T17 staff as deadcode concidering all worms beta request and taking attention for all. I'm suprised because i though he wouldn't have time for it but...as I see he cares of us so much !

Well as everyone i've some suggestion:

_The most important for me: Doing a poll with some suggestion that u don't know yet if u want add them in the game, and let the worms commaunity vote.

_Make a "server pack" wich tell u everything to do a server in worms. Then everyon will be able to create his own server.

_ Making the username registration. I've made a clan and i can say honestly it's really boring to have to boot members because they are aliasing. Another exemple: When i heard i've lost a game and that i know i've never payed this person it's kinda sad because i've no proof it wasn't me =/.

_A more complete terrain editor. I was thinking that if we could say where to place worms by default it would be cool (Imagine a roperace wich u don't have to wastle 5 minutes to put ur worms at start). Possibility to place object where we want, barrel mine.

_Possibility to add a CPU player online.

_ saving chat logs to a file wich can't be edited. Good proof when cheaters admit they cheat.

_Theree is a bug in my wa and some others. When sd comes or when u use a skunk the game crash often maybe we can fix it.

_Possibility to put worms sound totally off.

Well i've more idea but i just want to know if even one of them is intersting for you.

..:: EDIT ::..
Too many image in my message lol.

Last edited by zippeurfou on 18 Jan 2004 at 09:00

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Old Post 18 Jan 2004 01:55
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PsyDome
Ungrateful

Registered: August 2001
Location: bla bla bla bla bla bla
Posts: 1339


quoted :: PsyDome
while all mentioned fixes are dandy and nice, i think an updated answer to two far more serious questions need some answering...

what about rankings?
what about secure logins?

if those get fixed, nothing else really needs fixing
i'm gonna bump these questions... i don't konw if deadcode has anything to do with them, but he might know something

__________________
Things that suck in Worms 3D:

Redicilous online-play, No rankings online, No team stats, Limited scheme-options
No in-game level-editor, Useless random map-generator, No control remapping
Graphics, Sounds, Camera

Worms 3D - Really bad games: 0 - 10

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Old Post 18 Jan 2004 03:18
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redwraith
Junior

Registered: July 2002
Location: Bavaria, Upperpfalz...
Posts: 171

Please don't change the weapons! They is no need for a change IMO.Changes at the weapons might mess the whole game!
Furthermore I don't think that a maximum player limit would be useful for online game. The reason is that most people would set the limit to the maximum anyway. When I host a game I usually wait until 6 people join and then I boot the noobs and the people who are cows. When I host a game for 2 mates and 4 other players join first and then the mates I boot the others and keep the mates. But if I limited the number of players to 4, the mates couldn't get in just because they are too late although I actually wanted to play with them.

I have got some suggestions (I will try to make the list as short as possible..):

1. An option in the map editor screen to disable automatic girders. If you set girders to 1 there would be the automatic girders which are placed if the game thinks there is not enough land. But if you set girders to 0 there wouldn't be any automatic girders. Often I made maps but when I played them there were automatic girders everywhere and made the map unplayable although there is a piece of land where one could place all the worms.

2. For the weapons settings: It would be nice if one could set how many exemplars a weapon crate contains. For example you could set that every time you collect a rope in a crate you get 1 rope instead of the normal 3 ropes.

3. For the scheme settings: An option to enable / disable mined crates like in Worms 2. If one enabled mined crates a few crates explode when you collect them and don't give you a weapon.

4. The in-game chat window should be scrollable. When it's your turn and the other players talk a lot you don't see everything they wrote without such a feature.

5. Please make it possible to use "-", "_", "=", "'", "*" etc. in Wormnet names and in the names of they game you host. Then one could get rid of the loads of X's in the names and the words would be easier to read. [EDIT: One should only enable "-", "_" and "'"]

6. There should be an in-game option for the host called "Back to the game lobby". If the host picked the wrong scheme or the wrong map he could use this option to get back to the game lobby without having to rehost the whole game or ask everybody to surrender.

7. When you make a draw game but don't want to play another round one can only press "exit" or "play again". There should be also an option to get back to the game lobby in order to change the scheme & map without having to rehost the whole game in AG.

8. Make it possible to add CPU players to online games.

9. Make it possible to host games without human teams but only CPU teams like in Worms 3D. Then one could watch the game and could learn how to use the weapons as skilled as the CPU player. That would be useful especially for noobs.

10. CPU players should be able to use more than about 5 weapons. At the moment they mostly use only bazooka, grenade and shotgun, even if another weapon could be used more strategically. Maybe they should also be able to use the jetpack, rope, parachute and bungee.

11. A cool feature would be if one could change the colour of the water. In worms 1 the water can change the colour. Then it should be also possible to do this in W:A.

12. Secure logins and ranking. The ranks should also be showed in the game lobby, too, not only in the rooms like "Anything goes". One could show the ranks of the different players also during the games.

13. A mission editor which allows to make own missions and training missions. This idea would be really good feature.

14. There is a little bug: when you go to the map editing screen by the options field on the main screen the current settings (ammount of girders, landscape, objects) of the shown map are discarded. They should be kept like they do when you go to the map editing screen by he multiplayer field.

15. Could you fix the bug which appears when people disable V-Sync of their graphics card?

I think most of my suggestions are rather easy to put into praxis and aren't harmful to the gameplay.

Cya

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Old Post 18 Jan 2004 04:40
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PsyDome
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Registered: August 2001
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quoted :: redwraith
5. Please make it possible to use "-", "_", "=", "'", "*" etc. in Wormnet names and in the names of they game you host. Then one could get rid of the loads of X's in the names and the words would be easier to read.

and instead have names like =-**-roper***-===

think again

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Old Post 18 Jan 2004 06:25
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zippeurfou
Newbie

Registered: August 2002
Location: France
Posts: 33


quoted :: redwraith
Please don't change the weapons! They is no need for a change IMO.Changes at the weapons might mess the whole game!
Furthermore I don't think that a maximum player limit would be useful for online game. The reason is that most people would set the limit to the maximum anyway. When I host a game I usually wait until 6 people join and then I boot the noobs and the people who are cows. When I host a game for 2 mates and 4 other players join first and then the mates I boot the others and keep the mates. But if I limited the number of players to 4, the mates couldn't get in just because they are too late although I actually wanted to play with them.


Well the current system is quite good i think.


quoted :: redwraith
I have got some suggestions (I will try to make the list as short as possible..):

1. An option in the map editor screen to disable automatic girders. If you set girders to 1 there would be the automatic girders which are placed if the game thinks there is not enough land. But if you set girders to 0 there wouldn't be any automatic girders. Often I made maps but when I played them there were automatic girders everywhere and made the map unplayable although there is a piece of land where one could place all the worms.


Put less freespace in your map and there won't be a girder.



quoted :: redwraith
2. For the weapons settings: It would be nice if one could set how many exemplars a weapon crate contains. For example you could set that every time you collect a rope in a crate you get 1 rope instead of the normal 3 ropes.


Well i like to have 3 ropes or 3 cluster bomb... because this is often to small weapon.


quoted :: redwraith
3. For the scheme settings: An option to enable / disable mined crates like in Worms 2. If one enabled mined crates a few crates explode when you collect them and don't give you a weapon.


I think if that have been removed in wa, there is some raison.


quoted :: redwraith
4. The in-game chat window should be scrollable. When it's your turn and the other players talk a lot you don't see everything they wrote without such a feature.

I agree.


quoted :: redwraith
5. Please make it possible to use "-", "_", "=", "'", "*" etc. in Wormnet names and in the names of they game you host. Then one could get rid of the loads of X's in the names and the words would be easier to read.


Well, I prefer easy nickname, and understable...


quoted :: redwraith
6. There should be an in-game option for the host called "Back to the game lobby". If the host picked the wrong scheme or the wrong map he could use this option to get back to the game lobby without having to rehost the whole game or ask everybody to surrender.


I think this would be hard to program just for a wastle of time (like 20 seconde).



quoted :: redwraith
7. When you make a draw game but don't want to play another round one can only press "exit" or "play again". There should be also an option to get back to the game lobby in order to change the scheme & map without having to rehost the whole game in AG.


I agree with the first thing.




quoted :: redwraith
8. Make it possible to add CPU players to online games.


Already said, don't copy my suggestion .


quoted :: redwraith
9. Make it possible to host games without human teams but only CPU teams like in Worms 3D. Then one could watch the game and could learn how to use the weapons as skilled as the CPU player. That would be useful especially for noobs.


Well I think if we can add CPU players, we can do it.


quoted :: redwraith
10. CPU players should be able to use more than about 5 weapons. At the moment they mostly use only bazooka, grenade and shotgun, even if another weapon could be used more strategically. Maybe they should also be able to use the jetpack, rope, parachute and bungee.


I think deadcode as already said he has planned to make CPU I.A. better.




quoted :: redwraith
11. A cool feature would be if one could change the colour of the water. In worms 1 the water can change the colour. Then it should be also possible to do this in W:A.


not bad idea...but not really important.


quoted :: redwraith
12. Secure logins and ranking. The ranks should also be showed in the game lobby, too, not only in the rooms like "Anything goes". One could show the ranks of the different players also during the games.


Not bad idea again...but still not really important and wastle of time to program i think.



quoted :: redwraith
13. A mission editor which allows to make own missions and training missions. This idea would be really good feature.


This already exist, just check the fan website.



quoted :: redwraith
14. There is a little bug: when you go to the map editing screen by the options field on the main screen the current settings (ammount of girders, landscape, objects) of the shown map are discarded. They should be kept like they do when you go to the map editing screen by he multiplayer field.


not really important.




quoted :: redwraith
15. Could you fix the bug which appears when people disable V-Sync of their graphics card?


Good point.


quoted :: redwraith
I think most of my suggestions are rather easy to put into praxis and aren't harmful to the gameplay.

Cya





Well I gave my opinion up to you.
There is a lot of good thinking.



======================================



quoted :: PsyDome

quoted :: PsyDome
while all mentioned fixes are dandy and nice, i think an updated answer to two far more serious questions need some answering...

what about rankings?
what about secure logins?

if those get fixed, nothing else really needs fixing
i'm gonna bump these questions... i don't konw if deadcode has anything to do with them, but he might know something



I totally agree, secure logins and ranking would be very nice

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Squirminator2k
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A Maximum Player Limit would be good if you just want a game with a couple of people - you don't always have all of the time in the world. It's annoying when you get a couple of people in, you're all set up, they're bulbed up and just as you go to click "Start" a couple of other people join in. It's annoying as Hell. Personally I'd love a Maximum Player Limit.

The reason Booby Trapped Crates were removed was because they ditracted from the gameplay and everyone just disabled the setting anyway. utting it back in would be like giving you the option of using the WWP frontend on WA - no one would use it.

Incidentally anyone who boots Newbies simply because they're Newbies should be burnt alive.

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Old Post 18 Jan 2004 08:18
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Pioneer322
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quote ::
A Maximum Player Limit would be good if you just want a game with a couple of people - you don't always have all of the time in the world. It's annoying when you get a couple of people in, you're all set up, they're bulbed up and just as you go to click "Start" a couple of other people join in. It's annoying as Hell. Personally I'd love a Maximum Player Limit.


Well, there is a maximum player limit weth the pre-beta3... For those that don''t know, go to the box that lists all the players, hover mouse on the line on the bottom of the box til the mouse changes appearence to 2 arrows, click hold and drag up or down to set max player limit :O.

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Old Post 18 Jan 2004 08:21
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FlowingWater
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That's true Pioneer, the Maximum Player Limit has been around for a long time now because of the pre-beta 3.

It isn't perfect though. I have used it many times when I play 1on1 league games, but the people who were joining when I set the Limit could still enter my game.

Even though I'd like a more definite Limit, I really don't think it's important. What's important to me is that Deadcode doesn't lose interest by being overwhelmed by all these ideas.

If you take on too much Dave, it can be hard on you.. There are a lot of good ideas out there, as you've seen, but realize that they'll only keep coming. People have been holding them inside for so long, and now's their chance to just pour them all out.

Also, Psydome, you're right about ranks and logins, but Deadcode is working on the game itself. I haven't heard an update about who has replaced CleanAir.. but once that happens, you should talk to that person about ranks and logins.

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Old Post 18 Jan 2004 09:10
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TonY
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Redwraith and others had some good ideas (Redwraith had some good smaller ideas too)... but here are two I'd really like to be implemented:

1) Use the sprites from Worms 2 to add additional water colors to W:A.

2) A "placing area" would be a nice feature on a rr map... the computer would place worms in a row without stacking them as long as possible, then it would start stacking going from back to the front of the row.

Oh and btw deadcode, I'm about halfway done with that RR map =)

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Old Post 18 Jan 2004 10:24
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Raptor666
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Nice to know this stuff is finally being sorted. Fancy playing Worms again (haven't played in a few months), and some changes would be nice, especially full-colour maps online in PNG format .

Although this is probably in the unnecessary catagory, is there any chance of the frontend being modified to remove it's palette-driven stuff so it can be modded with some full-colour, alpha-transparent PNG's or something to give it a facelift? Same for gravestones if possible. smaller files with smoothed edges would rule . maybe could even use the smaller filesize to make the graves themselves a bit bigger.

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Old Post 18 Jan 2004 11:11
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Run
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Re: Winnowing


quoted :: Deadcode
Vertical maps probably would not require much code change but could make for interesting game types.



*gasp*

This is better than i expected....

Given what you just said, is there anything big standing in the way of very very very very wide maps?

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Old Post 18 Jan 2004 11:43
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JOExTWAx
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ability to save schemes that you make when you're hosting online?

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Old Post 18 Jan 2004 13:23
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mcktwist
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I think people are asking too much of customizablity. I mean, we cant turn WA into Worms2 in one patch.

OH and deadcode, thanks for thinking about the vertical maps idea, it would add even more schemes and hours to WA.

No sound FX, for music playing. You probably already put this option in, but a simple user friendly button to turn off all sounds so you can listen to some tunes. Thanks deadcode.

I just had a funny idea for the game. You know how there is a think bubble? What if you could chat in the think bubble when its not your turn, it would be really funny too, like when somebodys about to attack your worm you can make the worm say something and the bubble comes up and your words are there in small print. Just an idea, I dunno how much coding it would take.

Edit: you know what, i think Im done giving you ideas, seeing that you are already bombarded with ideas anyway. Ill just end this post with my top 4 ideas so it sinks in.

1. No sound FX button
2. Folders for maps.
3. Vertical Maps
4. Skimming worms doesn't end turn.

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Old Post 18 Jan 2004 14:01
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MuitoLouco
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thumbs up

Wow I can't believe all the suggestions you've gotten, Deadcode! It's been only 2 days, do you think you can keep up?

The suggestion of choosing or not to end turns when worms bump their heads on the ceiling, that seemed more important recently ;p But you're right mck, this is not such a good idea.

I have 1 other suggestion:
Country FLAGS on Wormnet?
Do you have control over what flag appears when a certain language is selected in Windows' Control Panel?

If so, I would like to know why Malta has a flag but not Chile, and other similar cases.
Maybe you could ask some people to get you extra bitmaps with more national flags?
Ecuador's flag would be cool... I'd help get some... hehe

That's what I think.
Deadcode, maybe keep going on Wormnet instead of working too hard!

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Old Post 18 Jan 2004 15:37
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X101
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I like most of the ideas that don't change the gameplay. In my opinion, most of the ones that do change the gameplay (weapons in particular) are for the worse.

In the case of selecting maps from folders, perhaps the best way would be to adopt a "Windows Explorer" style approach, with a list of sub-folders (within user/SavedLevels) in the left pane and a list of maps in the right pane. A quick edited screenshot below.

I'm not sure there'd be enough space to implement that on the terrain editor screen. Maybe a similar idea in a popup like the import map selection.

Edit: I realise that the screenshot doesn't accomodate files in the SavedLevels directory itself, but it was done in a rush and doesn't show much that the text doesn't anyway.

X101 has attached this image:

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Old Post 18 Jan 2004 15:59
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TonY
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I just got another idea...

You should allow people to change the game resolution in between online games without going all the way back to the options menu.

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Old Post 18 Jan 2004 17:54
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JOExTWAx
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vertical maps is the best idea ever...i didnt suggest it because i didnt think it was possible...

a customizable map size would be even better =D

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Old Post 18 Jan 2004 18:02
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Pioneer322
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Like this?

[ugly cause it needed to be shrunk

Pioneer322 has attached this image:

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Old Post 18 Jan 2004 18:20
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TonY
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No Pio, instead of 1920x696 it would be 696x1920. Just imagine a normal map flipped on its side =)

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Old Post 18 Jan 2004 18:34
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Pioneer322
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Ah, I see, already I came up with some scheme ideas
Dot race = Go down the map set with billions of dots with 2 sections to put your worm in, and find your way to the bottom, then stairs to get back up
Stairs race (lol?) = You can/may figure this one out...

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Old Post 18 Jan 2004 18:37
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mcktwist
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quoted :: MuitoLouco

Don't forget the suggestion of not ending turns when worms bump their heads on the ceiling.


Eh? Why? That just prevents people from being good at roping, if you don't suck, you shouldnt hit your head on the ceiling, end of story.

As for the vertical maps, its worms plinko. For all you people who have seen the price is right. heres my sketch. i might be getting ahead of myself. ANyway, you throw an HHG down and try to get the most points.

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Old Post 18 Jan 2004 19:41
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Misterags
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Hey guys, it looks like the w:a community just came out from under a rock. I really do think that a well done patch could bring it back alive and well again, which is something we're all for.

-Misterags

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Old Post 18 Jan 2004 21:33
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iiWizarDii
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Re: Winnowing


quoted :: Deadcode


Anyone else who is thinking of posting a laundry list of ideas here, please do not. If you really want to share your ideas, do so sparingly! Think about whether it would really add to the game or just meaninglessly complicate it.




herm, just thought that should be brought up again, and i like mck****s price is righ tidea

edit: hahaah your name got censored :P

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Old Post 18 Jan 2004 21:53
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