2.36 Changelog (old discontinued test version)

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RaptorXI
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Re: 2.36 Changelog

Postby RaptorXI » Thu Dec 08, 2016 9:53 am

Just remove tracking wins and ELO, pro games is still the same.

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Quetra
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Re: 2.36 Changelog

Postby Quetra » Fri Dec 09, 2016 3:03 am

Most competitive games have a ranked system of one type or another, often using ELO. Now due to the nature of wc3 lobbies and the ability to easily make new accounts/wipe your stats, ELO is not as meaningful as it should be. However, despite its flaws, some people strive to increase their ELO as it gives them a purpose to playing the game. I don't see the point of taking that away from those players. People will always like to play on the team with the more experienced players regardless of whether ELO is tracked or not, because people like to be guarenteed competent teammates.

There are also some upsides to the general experience of having ELO whether you like to track your own stats or not. You can identify for example when a player is less experienced by their number of games and losses and know you will need to instruct them on the game, or ask them to move from the mid slot.

So overall, I don't think removing ELO would have a positive impact on the majority of players and therefore I am against removing it. Autobalance is a bad idea as well because of the prevelance of people going on new accounts despite being high elo players, as well as the amount of players who cannot play mid despite having high elo.

An update on the status of the next version: I am considering pushing out an update within the next week which addresses a few bugs in 2.35: mostly concerning the new General unit and era rewards not being applied. Considering the large impact the changes in 2.36 will have I'd like to have longer testing it with players to gauge its impact and then present a version for next month.

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Re: 2.36 Changelog

Postby RaptorXI » Sat Dec 10, 2016 1:00 am

So naive.

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Quetra
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Re: 2.36 Changelog

Postby Quetra » Sat Dec 10, 2016 2:15 am

If you have nothing constructive to say feel free to not post.

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Re: 2.36 Changelog

Postby Noctosphere » Sat Dec 10, 2016 3:57 pm

I was thinking about a wonder you could add.
I don't know what its name could be, but I have the effect it could do.
So in short, it would give a random amount of gold every tick to the owner.
I was thinking about something like this :
(considering it's a medieval wonder)
50% chance to give 50 gold
25% chance to give 100 gold
15% chance to give 150 gold
5% chance to give 200 gold
4% chance to give 225 gold
1% chance to give 500 gold

what do you think?

for the model/name of the wonder, I was thinking, if it's industrial, of some kind of casino, what do you think?

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Quetra
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Re: 2.36 Changelog

Postby Quetra » Sat Dec 10, 2016 7:43 pm

As far as income wonders go, I have been thinking for a while of adding a new one for Industrial. (not for 2.36 though which has enough in it already.) Especially useful if I do end up keeping the combined panama/hoover/mills wonder as it provides competition for that industrial income slot.

Regarding your idea, I'm afraid I don't like it. I am against far reaching RNG like that. If I make anything more income related, it will be a fixed income or related to lane control. Using 'Casino' as a name for any new Industrial income wonder is a good thought though actually, and I'll remember that if I do introduce one.

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Re: 2.36 Changelog

Postby Noctosphere » Sat Dec 10, 2016 7:59 pm

How about this :
Since you like the idea of casino, why not making a real casino. look at this,
the amount of gold received would depend on the amount of camp/dock the player own.
We could even push it further and make it depend on the amount of "spawn" the owner possess.
By spawn, I mean the number shown at the end of the game (Supperior Spawner)
So, a Warrior camp count as 1, Archer Camp as 2, longbow camp as 3, etc.

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Quetra
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Re: 2.36 Changelog

Postby Quetra » Sat Dec 10, 2016 8:03 pm

So essentially an income wonder for sides then since they are the ones with a larger amount of spawns? Interesting idea. It seems cool if a bit complicated (for example it's not easy to judge how much income you will get before building it, so you can't be sure whether building it will be worth it or not.) I could make a command to show the player what their spawn number is though.

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Re: 2.36 Changelog

Postby Noctosphere » Sat Dec 10, 2016 8:19 pm

yeah, also, another problem would be the amount received for each spawn, if we take it that way.
I mean, if it is industrial, we have around 40-50 spawn for side lane (bottom at least)
so if we make it 5 gold per spawn, then we have 200-250 gold of permanent income (won't vary), which is a bit much, isnt it?
if we reduce it, for exemple to 2, we get 80-100 gold of permanent income, which is more balanced, however, you get only 2 gold of increases for each spawn (800 gold of investment at this moment), which isnt really a good investement, right?.
So I think it would be better to be for each camp/dock and have it give more gold, for exemple 10 gold per camp/dock, that makes about 90 gold for bot, who usually go for 9 camp.
However, a way to fastly increase the income would be to mass warrior camp, so, to make it balanced, deactivated camp shouldn't count

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Re: 2.36 Changelog

Postby Quetra » Sat Dec 10, 2016 8:23 pm

Why not just make it a percentage of the gold cost of the camp? E.g Munitions Plant costs 2400g. 1% is returned as income (24). Assuming you have 9 Munitions Plants you will get 216 income. That's not unreasonable if the gold cost of the wonder is comparable to the cost of Stock Exchange.

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Re: 2.36 Changelog

Postby Noctosphere » Sat Dec 10, 2016 8:25 pm

a percentage of all your camp value sounds really good :)
after all, better job means more cash to spend at casino :lol:

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Re: 2.36 Changelog

Postby Quetra » Sat Dec 10, 2016 8:26 pm

Yes actually I really like this idea. I will experiment with it for 2.37.

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Re: 2.36 Changelog

Postby Noctosphere » Sun Dec 11, 2016 9:00 am

Another idea for you, and it could be implemented in 2.36 since it doesn'T change any gameplay
Just changing the Hardened Bunker model to another one, like one of those :
http://www.hiveworkshop.com/threads/bun ... urce-19999
http://www.hiveworkshop.com/threads/bun ... urce-20000
What do you think?

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Re: 2.36 Changelog

Postby alteregok » Sun Dec 11, 2016 9:10 am

I think incoming from building camps is changing fundamentals of civwars. civwars is not a castle fight. incoming from marketting skill and lane control should be separated from incoming from building units itself.

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Re: 2.36 Changelog

Postby RaptorXI » Sun Dec 11, 2016 9:53 am

it's irony to explain and repeat everything again and again but

1.) Problems and bugs of the map:
a.) Claiming jokes that playing Castle Fight is a problem are just not true when there are ez pz solutions, for example restarting Warcraft 3.
b.) I use Gproxy Varlock for a long time now without any problem when playing another map but Civ Wars, when suddenly someone quits for whatever reason and a desync happens, must be a totally random event.
c.) Since you, Civiliznations, are the one and only at the moment making the map, it is your task actually to read through some thousand lines of code and try everything possible to fix that damn bug. There is a worldwide tournament running. And the way you style yourself here as an innocent person while swinging the ban hammer and insulting just for fun at your clan channels proves to me the fact that you moved to your own galaxy.

2.) Even the most powerful beings here on ENT, the reds or however they call themselves, sometimes fail epic hard and are unwilling to conceal.

3.) What the 2.36 will be once it's done and uploaded on the public bot, makes me not want to play new versions anymore, together with how the bans und unbans are starting to get handled.

this might be my own bb from a once loved game, just another one


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