I have come across several posts on these forums where Single Player-only people say that they want a better AI and that they would not mind playing agains other human players in principle but don't want to suffer the company of Jerks on ICO. (Perhaps they logged on a few times and had a bad experience.) It's a shame that a concern about jerky immature kids prevents people from playing onlne.
I have two solutions to this problem. (1) If you're interested, I know of a small group of folks who schedule private direct connect-to-IP games around 10:30 pm U.S. Eastern Standard Time (or 7:30 pm Pacific Time). This group is seeking new members for games that use Normal speed settings and the Bailknights graphics improvement and the Sins Plus mods. PM me if you're interested and I'll send you to the right person. (2) We could establish a committee-managed Grown Adult Players Club on ICO (which would also be for teens who qualify).
Here is my idea. A list of people who are members of the club will be established and maintained. On Ironclad Online, you would add these people's names to your Friends List for your Club name account. (It would need to be updated for the addition of new members and the removal of members.) Club members would only be allowed to use a single name for Club gaming purposes and they wouldn't add other people to their Friends List--club members only for the Club player name. There would be rules about bad behavior and a discipline system. Games on ICO would be set up using the "Friends Only" option so that only other club members could join. I could also set up a private discusson forum for this.
How does that sound? Would you play online if you could join an exclusive mature players only club? The club could also be expanded to have different leagues and different friends lists based on skill if it ever picked up enough players.
There will always be jerks around. Don't let them get to you and try to enjoy the game. Honestly, the most satisfying moment you can imagine is when you finally beat one of those jerks and watch him quit in a rage. If you stick with it, then you'll get there one day.
Or make changes to ICO which allow players to make private flags against other players accounts (not player names) giving them the choice to enter into another game with such players.
Steam and RelicOnline use Friends Lists which work well for a player that uses the system lots but its not so good for the casual gamer and it tends to promote rigged or bias teams where experienced friends naturally prefer to be on the same team.
I also agree with Darvin3's point, in many ways having idiot players gives you something to aim at hehehe so don't limit your ability to fight them just make it an informed choice.
Being one of these "Single Players who want..." I'll throw in my two cents.
Avoiding jerks is not the only reason for me not to play online. (of course it is one of them).
Online play versus people you don't know has two other major drawbacks:
1. Of course people want to win (no matter if jerk or not). Therefore you have to adapt the winning strategies: Rushing, Spamming, Feeding, which Single Players (at least I) don't like.
2. No epic games. "unrivaled scale" as it says takes many hours to finish in huge multi-star maps. Usually too much for one evening.
A third problem, but probably only for me and a few others is time shift. When you guys play at 10:30 pm EST its around 4:30 am European Central Time around here. A time where I usually like to sleep
So if a mature Sins Club could offer
"no rush, no feed, no spam" games as well as "continuous games" (played 2-4 hours, saved and continued another day) as well as "no jerks inside" as well as "early afternoon games" (which would be late evening for me), I actually might join that club
Well, it is a strategy game after all. Sometimes it makes strategic sense to spam and sometimes it doesn't. Knowing when to do that and to what extent is part of the strategy. I tend to favor a no holds barred set of rules for the game play except for actual cheats such as using the Z-axis for a game designed and intended to be played in an XY plane. How would you determine how much of one ship type is too much and when someone is breaking the rules? Also spamming out a single ship type is actually potentially dangerous for the spammer since it can be countered by someone who knows what he's doing.
I don't completely understand people's problem with feeding in team games. Isn't deciding who should be fed by who and how much and when part of the strategic aspect of a team game? If the guy who is getting fed starts to lose, it could be disastrous since those resources might have been put to better use elsewhere. Also, feeders tend not to have much in the way of fleet and are very susceptible to getting hit over the middle. (That's actually very common.) In many games I ask other players NOT to feed me unless I ask for it when I think that the money and resources would be better used elsewhere or given to another player. Feeding the wrong guy too much could cost a team the game.
As far as rushing goes, one solution might be play custom maps where players start near their allies and at a comfortable distance from opponents. An organized community could promote the play of custom maps.
I can't help you with the game times. The private connect-to-IP club that I know of comes out of the U.S. West Coast. However, that shouldn't prevent anyone from setting up a European club. As far as an ICO-based players club goes, times shouldn't be an issue since games would be set up spontaneously just like how the are set up spontaneously now on ICO, only members of the club could play in them.
The biggest problem with this sort of thing is getting the needed critical mass of people needed to make these sorts of things successful. However, if enough people respond to this thread an express interest, it might be possible to get an ICO-based club going. People could start out by using my custom map pack where players start near allies and where different sides of the map are pretty much balanced:
http://tinyurl.com/Sins3
I like this idea alot Centurion. Alot.
I think the key to bringing in more SP crowd is longer games. Multi stars etc etc. And knowing that you can save the game and start it up if time runs short.
If you master a way to allow long epic games to played then you would have more MP on ICO. Currently Im sure alot of SP players also play LAN with friends cuz they can have those epic long games and the ability to save and start up again another time.
Another thing is to focus on causal fun!
Well, I would certainly hope I would be one of the "teens who qualify."
At any rate, some sort of system would be nice. Perhaps at the end of each online match, you could rate the person in multiple ways. I mean, you can skip it of course, but let's say you played with someone who helped you quite a bit. You would want to give them credit for it. However if you found someone who swore every other word, used the Z-Axis, and bragged upon winning, you are obviously going to record that. So, let's say that the following are the things you rate them on:
Strategic Ability: Also referred to as macroing, this has to do with their overall ability to play the game. Players who are awesome strategists are incredibly hard to beat as they will outproduce you every way.
Tactical Ability: Also referred to as microing, this has to do with their ability to control individual ships. Good tacticians can often defeat a force that is far numerically superior.
Knowledge of the Game: This has to do with your sheer knowledge of the game. JJ, Darvin, Amish, and others would score quite high in this as they are masters of the game mechanics.
Team Play Capability: This is related to how well someone works with other players. This is basically how well they work on a team. For example, someone who falls in as a feeder because they don't want to fight even though they are on the front line would be scored low while someone who would submit to whatever role they were put into would receive a higher score.
Agreeableness: Basically, how friendly someone is. If someone has an incredibly low Agreeableness score, they could essentially be blacklisted as opposed to someone who is very helpful who would be highly recommended as a nice person to be around.
The first four categories would be used to determine skill levels of players, ensuring that games would have an opportunity to be balanced. The final category would be listed separately and would show whether or not someone would be fun to play with. I mean, sure, you can ignore the rating, but for new players who are likely to get killed their first few games, it would be nice. Losing is a pain, but when you lose to a jerk, it just amplifies it.
Please note however that those five categories were just things that I pulled off the top of my head.
forums go boom!
I don't completely understand people's problem with feeding in team games.
I can fill in this one. Feeding destroys game balance by allowing players to spam or fast tech in ways that weren't intended by the developers. Normally, you'd have to develop your economy a bit before you could start spamming illums or whatever. But with someone feeding you, you can completely ignore early expanding and focus entirely on spamming units. You aren't supposed to have a fleet like that so early, and thus easily crush people who were playing 'normally'. It also puts Team Feeder ahead in resources, as the player feeding can stay at 0 upkeep while the other team will all have to buy fleet cap upgrades. Team Feeder also gains further resource advantage as they only have to purchase one set of upgrades, while the other team must all buy upgrades to keep at the same unit power. The only way to stop it is to do the same thing yourself, which leads to unsatisfying games one way or another. You'll notice the vast majority of modern RTS' have removed this option entirely, because no good ever comes from it.
I've played large arranged team games in Warcraft 3, the only other played RTS I can think of that still allows resource transfers, and the same thing happened since that game uses similar upkeep mechanics. The team playing normally always loses to Team Feeder.
i second this. 10:30pm US EST for me is roughly midday the next day when im neck deep in work... (Australia)
for this reason, its effectively impossible for me to play online with people from America... which, i can assume, is the majority of the forum/online community at any one time...
i know you cant fix that, but its something you should take into consideration somehow.
i also agree with all of Extremor's other points of consternation. For more SP players to join an MP game, some concessions will have to be made to make the MP game feel more like a SP game you can immerse yourself into with real, responding characters, not a competition match to be won.
however, even though it may not apply to me, i like your ideas Centurion, and i support the formation of such a club (although, someone will have to run try outs for acceptance, because without any random could join and then you have the exact same problem outside, as in)
/signed
Now that I get the impression that there are guys lurking these forums who might actually have the same POV like me, I support your efforts to form such a club and would like to request a special sub division for "mature, epic, continuous, casual, no feed, no spam" gamers
On second thought I guess not playing "team games on small maps" but "FFA on huge maps" would actually help a lot to form such games I have in mind.
And at the end it's gonna be published on "ratemyenemy.com"? I don't think this is the way it should be. Who should give these ratings? The other team? By what criteria? Do you want to be rated by others judging your play style? So if you don't feed, you are a bad team player. If you don't spam you are a bad strategist. If you lose it obviously is a lack of knowledge. And so on.
Furthermore you need lots of players (probably more than the current overall online community) to have any use of these ratings. Imagine I am looking for a game with players who are good at "macroing", bad at "microing", average at "team play", whatever "knowledge" (what's that category good for anyway?) and very "kind". To find such a game there need to very many open games with different skill sets which requires even more players.
forums went booooooooom!
I can't say that this thread has resulted in a flood of posts from people who would be interested in something like this, but I'm glad to see that some people think it would be a good idea. Unfortunately perhaps less than 1% of the people who ever purchased Sins read this discussion forum, so although I'm sure there are enough people out there to support and populate a thriving multiplayer clubs community, it's probably never going to happen on a large scale since they'll never see this thread.
It's a nice idea mate, I would really be interested but I'm in the UK and my gaming time wouldn't sink with them times at all
Online Sins is almost a lost cause at this point. People will play TCP/IP with friends, but ICO just never took off. I like Sins, and never hesitiate to recommend it to friends looking for something different, but just doesn't work well as a competitive game. And there's a massive snowball effect at this point, as the only people who do still play online play with other experienced players they know and curbstomp the random novices. These people were just looking for a fun game, they have no interest in playing Illuminator Wars. They tend not to ever come back after that; not the mention it's not easy to find a game in the first place. I've tried several times, waiting for 10+ mins, found nothing, and never returned.
Ive waited over an hour for ppl to not be afk and to pick teams. I refuse to do that again.
PUG is probably the best way to keep things relatively even. You can always suggest 1212 or TvB but someone will complain it's stacked and then you will have to PUG it to keep them happy. Actually, in one case we actually did end up TvB after a PUG...
Anyways, here are two suggestions to speed up your PUG:
1) volunteer to be captain, then (this is the big one) offer the other captain first pick. Deciding who picks first is one of the biggest delays in PUGs.
2) check out people's records BEFORE the picking process begins so you know who your picks will be if you are captain. If you suspect you will be captain, go so far as to write down your order of preference for picks so you can just list them off when it comes time.
IDK, PUG seems more trouble that its worth Darvin. After spending grand total 2.5 hrs in game lobbies why ppl bitched and moaned even after things like you suggested were use. Hell I was a capatin once. It only expaned on the problem.
Can't solve everything; personally I think PUG is a necessary evil if there's no obvious ways to split the teams evenly. Certainly if it's done right it should be pretty quick. The alternative is to play 2's where it's pretty easy to get consensus. People don't seem to like 2's, though.
I did that with Perfect Dark Zero once. This guy was being an ass and swearing people out, so I just kept running up to him, disarming him, and running away. He got SOOOOO mad... then he challenged me to a 1-on-1-rockets match... he used a rocket launcher, and I just kept sneaking up, disarming him, and running away.
But yeah... best games are when whether your opponent is near skill level or not, you're respectful. I love it when you end up playing games with folks who will be like, "Nice kill" and jokingly mock/banter with you as well. That's what gaming is all about, y'know? Sitting around with friends and swapping playful insults that are meant to be jokes, not to hurt people's feelings. Win or lose, have fun.
I remember Centurion used to promote MP by claiming the interaction between Humans (as opposed to Ai vs Humans) is much more interesting, quoting a game where an opponenet said to him :imagine a great big space penis coming up behind you....
well, its not entirely true, i was playing a Distant Stars map of our Solar System, and as it turned out, the planet Uranus became a frontline planet...
every 5 mins had the AI saying "Im coming for Uranus" or "Uranus will be mine"...
I could barely stop laughing long enough to beat back the invasion attempt =P
Thats when you know you have played sins to much, when the Ai wants a piece of you.
LOL. I guess if I had more time in the games I would give my planets funny names, like "Beat it, Jackass".
hahahahaha
At this point, I think that a better AI is probably more important. I mean, lets face it, multiplayer for this game didn't take off. A better single player AI could very well be a better selling point than upgrading the multiplayer.
Well, when Stardock updates the client, the multiplayer experience should improve.
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