Competetive multiplayer

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Re: Competetive multiplayer

Postby Caphriel » March 15th, 2012, 9:27 pm

Go ahead :lol2:
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Re: Competetive multiplayer

Postby Huumy » March 17th, 2012, 3:11 am

Caphriel wrote:To be specific, you're assuming factions are poorly balanced, you're assuming maps are poorly balanced, and you're assuming that the developers are community need to be educated on very basic principles of balancing strategy games for fair competition. It comes across as insulting and condescending.


This is what I wanted to say with my long rant.
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Re: Competetive multiplayer

Postby SlowThinker » March 17th, 2012, 10:39 am

:D soon one should be afraid of posting any ideas here
(...not that I think BasiC's idea was thought over well)

and don't you think only a developer who suffered by a personality disorder could feel insulted by something like that?
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Re: Competetive multiplayer

Postby pyrophorus » March 17th, 2012, 2:37 pm

SlowThinker wrote:and don't you think only a developer who suffered by a personality disorder could feel insulted by something like that?

Oh c'mon, it's a fundamental of netiquette:

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    - Read both mailing lists and newsgroups for one to two months before
      you post anything.  This helps you to get an understanding of
      the culture of the group.

(http://tools.ietf.org/html/rfc1855)
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Re: Competetive multiplayer

Postby SlowThinker » March 18th, 2012, 11:58 am

I suggest we move the talks about netiquette here:
viewtopic.php?f=17&t=36388

------------------------------------------
Edit: the main topic:

Taking into consideration the weight of luck in Wesnoth, the faction balance is more than sufficient.
In other words:
Most "unfair results" (a weaker player beats a stronger one) are caused by the (combat) luck, not by the faction imbalances.

(My apologies if I insulted anyone :wink: )
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