New multiplayer mode possibility?
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- Elvish_Pillager
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There would never be any reason to break an alliance. Interestingly, you could win the game instantly by allying with all other players.varradami wrote:I don't understand the resistence to this idea.
Like "I backstab you because I'm feeling like being evil! Never mind that I don't get anything useful out of it..."
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
You may have noticed this, but Wesnoth is not ... [any of those games]. But, alliance breaking can go into the fork as a preference. I don't know what to call the fork yet - PrefNoth? In fact, RPG mode could be another preference, so RPGNoth would be a subset of PrefNoth.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
Let me just quote a Red Hat employee who I think put this far more eloquently than I can....
David
(from http://www.livejournal.com/users/udrepper/7326.html -- and no I don't agree with everything he said there, but that paragraph was great).Ulrich Drepper wrote: The fundamental problem is that configuration options are bad. Be it at runtime or at compile. Ideally there is one configuration which works everywhere. Every new configuration increases complexity. Not linearly but instead exponentially. Each option might influence every other option. This is a disaster not only for users, but also the developers. It means exponential growth of testing. Which of course won't happen and therefore the code is basically untested. For developers this means that often only one or two configurations are really tested. Any us of another configuration is probably doomed to failure in any non-trivial project.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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- Elvish_Pillager
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Care to back up your statement with any evidence whatsoever?skullcrusher wrote:Changing alliances would be a good option for mature players who understand that this is only a game.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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Well there's me. Perhaps you. Seriously, if someone is going to sulk because their ally flipped on them then don't invite that person back. Alliance flipping should be an option. Good players should not have to suffer because of the immaturity of others.Elvish Pillager wrote:Care to back up your statement with any evidence whatsoever?skullcrusher wrote:Changing alliances would be a good option for mature players who understand that this is only a game.
The true enemy is within yourself.
Good players win with or without allies.skullcrusher wrote:Well there's me. Perhaps you. Seriously, if someone is going to sulk because their ally flipped on them then don't invite that person back. Alliance flipping should be an option. Good players should not have to suffer because of the immaturity of others.Elvish Pillager wrote: Care to back up your statement with any evidence whatsoever?
- Elvish_Pillager
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Care to provide any reasons whatsoever why backstabbing would be in any way a good thing?skullcrusher wrote:Well there's me. Perhaps you. Seriously, if someone is going to sulk because their ally flipped on them then don't invite that person back. Alliance flipping should be an option. Good players should not have to suffer because of the immaturity of others.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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Sure. Suppose you play multiplayer without teams. It may be advantageous to ally with another player to bring you closer to the victory. Didn't anyone here ever play Risk?Elvish Pillager wrote:Care to provide any reasons whatsoever why backstabbing would be in any way a good thing?
The true enemy is within yourself.
- Elvish_Pillager
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You can already do that.skullcrusher wrote:Sure. Suppose you play multiplayer without teams. It may be advantageous to ally with another player to bring you closer to the victory. Didn't anyone here ever play Risk?
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
I think you may want to try ¨Doesn't anyone here ever play Diplomacy?¨.
However, i don't see alliances as something you want to break, after all, Wesnoth is not a game where the last man standing wins.
And yes, i did break alliances in Starcraft, but just when playing with my friends, becuase we had time to spare. It was like ¨i have 10 min more¨ and then ¨ok, break alliances and everyone to the center for a last stand¨ and the one with the highest score won, regardless if he survived or not.
However, i don't see alliances as something you want to break, after all, Wesnoth is not a game where the last man standing wins.
And yes, i did break alliances in Starcraft, but just when playing with my friends, becuase we had time to spare. It was like ¨i have 10 min more¨ and then ¨ok, break alliances and everyone to the center for a last stand¨ and the one with the highest score won, regardless if he survived or not.
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"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Elvish Pillager wrote:You can already do that.
No, there's more to it: sharing ZOC's (like not being held up by your allies), and sharing the map view, at the very least. So technically, this is NOT currently possible in multiplayer.ryn wrote:for making AND breaking alliances, we simply need an option to send a message to any player, but to that player alone.
I still don't think it's a grand idea for Wesnoth, since Wesnoth is about skirmishes, not political dealings on a grand scale like Diplomacy (although these often provide a good storyline). This is one of the reasons why a campaign is broken up into scenarios.
Try some Multiplayer Scenarios / Campaigns
Just to clarify the discussion (I have no opinion on the matter except that it should wait for post 1.0 if implemented)
what you want is not so much a way to "ally" and/or "betray" other player
what you want is a way to easily enable and disable some player interactions on a blink
an array where for each player you could give and take away advantages whenever you want
like
"prevent my units from atacking"
"show him my map"
"share victory" (works if you win only. he has to tick his box for you to win if he wins)
"share healing"
"share leadership"
etc... the idea is that you can provide him with bonus and take them away whenever you want, however, he is the one who decides if he gives you bonus.
everything else is trust through negociation etc...
what do you think ?
what you want is not so much a way to "ally" and/or "betray" other player
what you want is a way to easily enable and disable some player interactions on a blink
an array where for each player you could give and take away advantages whenever you want
like
"prevent my units from atacking"
"show him my map"
"share victory" (works if you win only. he has to tick his box for you to win if he wins)
"share healing"
"share leadership"
etc... the idea is that you can provide him with bonus and take them away whenever you want, however, he is the one who decides if he gives you bonus.
everything else is trust through negociation etc...
what do you think ?
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