Paragraphs are friends. Do not fear them.
Dhaeman
[quote]It seems to me that the issues related to balance are quite moddable. Why don't people create mods to suit their taste and play those? It is impossible to balance this game for the average fan and the pro at the same time. Javaslinger[/quote] I was under the impression that it is either balanced or it's not. I didn't think there were separate tiers for different types of gamers... MMORPGs are the only games I know of that have to split their balance and that's only if
Read reviews, not scores. Every review from these group of people that "banded" together to support a small developer made many a mention about the game's length and lack of a campaign. Don't assume a game will be your dream game just because you want it to be.
This is why a separate competitive ladder (or something similar) is a must for 1.04. Casual and competitive gamers should not be forced into playing together.
Sieges were balanced quite well as of 1.02. I don't understand the changes there. Not sure what to think of LRM/assailant/illus changes quite yet.
Same error happens to me...my best suggestion is to close xfire when playing. I'm waiting until xfire or Sins releases their next patch in the hope of it randomly being fixed.
These look good. Thanks for providing a good baseline build order to the community.
More people must fix their hosting issues and not rely on others. 'tis the only way.
If the host is defeated and leaves then don't blame the host for the game ending. It's an issue that needs to be addressed in ICO (or more people to fix their own hosting issues). Everyone has the right to leave their games...they just need to get a loss for doing so . :p
As said before, 1.03 will bring a lot of players back to the fold.
The 1.03 preview thread mentions that ICO is getting more of an overhaul in 1.04. Hopefully this means there will be ranked games. At the very least it is simple enough to make a quit=loss in ranked game and non-ranked games do not add a win, loss, or game total to your stats. If wins & losses exist they should mean something. With the current system you get competitive and casual players in the same game and it sucks for both parties. They are two different mindsets that have very diff
Are you going to add a column for map and/or team size?
If the strategy is paramount then why don't games start with less credits and more crystal?
The problem is there is no competitive field in Sins. Only pub games. Either way that certainly is rude but just because someone is competitive does not mean they are going to act that way. I may laugh at noobs in my own little world but I'd rather play out the game and help them improve than run away and quit. Chances are there is someone equally as new to the game on the other side...
I agree that we need more modes of play and more paths to victory. By more modes of victory I mean games with completely different mind sets such as assassins, capital victory, and victory point markers. By more paths to victory I mean the ability to win by tech/economic domination, cultural domination, galaxy control, etc. Bombing a planet for 20 minutes is alleviated by producing more siege frigates. The defender should happily take a 20 minute siege because that means he has time to
I like the comments with your shots!
Disagree completely with OP for two reasons. A) Games would go on longer than they already do. Losing your fleet has to mean something. Without these upkeep costs you could crank out an entire replacement army in a matter of minutes. B) It forces you to make a tough decision in upgrading your fleet size. Upkeep is good as is.
Probably Vasari at the moment. But I hate charged missiles...if the ability worked out better than my probably would upgrade to definitely.
The OP is probably reasonable enough to understand that someone who is losing badly would accept leaving and taking a loss rather than play on. The problem is that if you are ever out of the lead you can leave with repercussion. So the simple answer is allow the other players to agree to a save & continue option. Other than that a quit should be a loss...
Email a few replays from reload to crash to [email protected].
Third time to post something but found a small set of tweaks I feel are important: -Tab through units works to tab through units of same type if the units selected are all of the same type -Option to turn off autouse of abilities by default -Group activation/deactivation of autouse abilities (instead of having to control each one manually) -Group use of abilities where when using an ability manually the computer chooses one randomly with enough antimatter and no co
No file found?
My this is a long thread. Are you really reading everything? Anyway after playing a few more MP games I feel a domination victory condition is a must (60-70% control between you and allies). Once the % control is reached a 10 minute countdown timer starts. If in losing a planet you drop below that domination % then the countdown will start over at 10 when the proper % is reached. Games drag on a lot longer than needed and thus this will improve MP. Anything that lets us play shorter, hi
I would recommend PPC advertising. Someone searches for 4x game or PC RTS and boom there is your ad to a very interested party for a very low price. That's what I do for a living and I believe Sins could benefit greatly from this. At the very least even if volume is significantly lower the ROI will be higher from a well run campaign. This is a much more hands on medium and may be a bit more to handle than you're interested in. But it is quite the powerful advertising tool.
Add a code that alerts the player B when player A wants to quit. Player B can then let player A quit without taking a loss. If player B does not allow player A to quit without loss then player A is alerted of this before leaving. He then receives a "Are you sure you wish to quit? You will receive a loss" message. This takes care of saving and playing later. Game still needs a domination mode one way or the other...