Plea to the developers to stop breaking our empires!

Discussion in 'General' started by Spike, Mar 1, 2019.

  1. Spike

    Spike Long Live The King!

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    I have been playing empires for around 11 years now and seen alot of developers take over and do there own thing but the most recent development team has done alot of damage to the mod with bad/broken updates.

    Can you just please look at state of the mod currently and stop pushing updates and changes we did not ask for. It really looks like none of you haven't the faintest idea what your actually doing in terms of developing a game, for the games sake and the community's sake please just either stop pushing broken updates or just quit and move on to a different game.

    I would say empires really needs a new development team of people who actually know what they are doing instead of the people that are developing it currently.

    I know this seems extremely toxic however me and others are really beginning to get fed up of the pure stupidity of the current development team.

    Im only giving feedback isn't that what you guys wanted ? If you want me to give examples of some of the bad/broken updates please let me know.

    Also might i add there are still people that do play empires and that enjoy empires and you people are really making it difficult for people to carry on playing empires when so much bad is being done to it.
     
    Last edited: Mar 1, 2019
    Xyaminou likes this.
  2. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Yes, we do want you to report issues you discover in the game. Have wanted for the better part of a decade, really. Please post any issues you may be seeing in the game (preferably with reproduction steps, that saves us a lot of time fixing problems) on these forums or wherever else is actively monitored by the team.

    I understand that you're passionate about Empires and feel worried some changes are going to impact the game negatively. We're quite passionate too, and are acting in good faith, with careful thought put behind any implemented changes. But, as all humans, we are not infallible, and sometimes make mistakes. Those mistakes may take time to become fully evident. Folks like you discussing those kinds of changes make it easier and faster to pick up on problems, so it's nice when you bring them up and we can discuss them in a civil manner and analyse them further.

    To that end, I'd appreciate it if you re-read any post before hitting that "send" button to make sure you're not being - as you admitted yourself - toxic. Actions of that kind don't help anyone's cause.
     
  3. Xyaminou

    Xyaminou Member

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    LOL
     
  4. Sgt.Security

    Sgt.Security Member

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    Spike, you are not just a "concerned citizen".

    You were the scripter before me, and believe me, you don't want me to bring up how much it means.

    Basically you left the room, and I entered the room for 3 years, I know exactly what you left inside, you can't lie to me.
     
    Last edited: Mar 2, 2019
  5. Lazybum

    Lazybum :D Staff Member Moderator

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    Still want those 1 slot weapons, those really would have been a great addition.
     
  6. Spike

    Spike Long Live The King!

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    Yea it would of i actually still have the weapons scripts ^_^ shame i never got chance to add them it really would of added a better variety of weapons to the light tanks early game ^_^

    Code:
            }
    
        "Fragmentation Missile"
        {
            "Name"            "Fragmentation Missile"        //name given when selecting weapons
            "HUD Name"        "FR/ML"                //name displayed in the weapon area of the vehicle HUD
            "Description"        "A fragmentation missile with a high splash damage that is good against infantry"        //description given when selecting weapons
            "Icon"            "vehicles/gui/weapons/ml_fast_sml"        //icon drawn in the GUI
            "HUD Icon"        "vehicles/gui/weapons/ml"
            "Size"            "1"        //number of slots required when selecting weapons
            "Type"            "3"        //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
            "Cost"            "65"
            "Team"            "ALL"        //team that can use this "NF" or "IMP"
            "Research"        "Chemistry"        //name of research item that must be researched before using
            "Sound Firing"        ""
            "Sound Impact"        "Vehicle_ML.Impact"
            "Sound Reloading"    "Vehicle_Weapon.Reload"
    
            "Damage Type"        "Missile"
            "Ammo Type"        "0"        //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
            "Damage"        "45"        //damage done by projectile
            "Speed"            "2800"        //speed of projectile
            "Gravity"        "0"        //effects of gravity on the projectile, only for projectiles
            "Heat"            "3.0"        //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
            "Weight"        "30"        //weight in terms of effects on engine and weight restrictions for chassis
            "Cycle Time"        "0.3"        //time between shots
            "Clip Size"        "3"        //ammo loaded per reloads
            "Total Ammo Clips"    "12"        //max ammo clips carried (0 is the same as not using clips)
            "Unlimited Ammo"    "0"
            "Reload Time"        "2.0"        //time to load one clip
            "Projectile Spread"    "0.5"        //only applicable to machine guns at the moment
            "Heat To Target"    "0.1"        //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
            "Inertia"        "1"        //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
            "Explosion Radius"    "500"        //radius of damage sphere to hurt surrounding entities
            "Explosion Force"    "200"        //force of explosion
            "Explosion Sprite"    "1"
            "Muzzle Flash"        "muzzle_default_ml"
    
                //only for missile launchers
            "Dumb Missile"        "1"        //'1' if missile flies straight ahead
            "Homing Missile"    "0"        //'1' if missile flies towards locked on target
            "Guided Missile"    "0"        //'1' if missile follows crosshairs after launch
            "Missile Range"        "0"        //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
            "Lock On Time"        "0"        //time it takes for a homing missile to lock onto the target under the player crosshairs
            "Lock Range Modifier"    "0"        //modifies
                   
            }
       
        "Armour piercing MG"
        {
            "Name"            "Armour piercing MG"        //name given when selecting weapons
            "HUD Name"        "AP/MG"            //name displayed in the weapon area of the vehicle HUD
            "Description"        "Standard armour piercing round"        //description given when selecting weapons
            "Icon"            "vehicles/gui/weapons/mg_std_sml"        //icon drawn in the GUI
            "HUD Icon"        "vehicles/gui/weapons/mg"
            "Size"            "1"        //number of slots required when selecting weapons
            "Type"            "0"        //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
            "Cost"            "65"        //cost of this weapon added onto vehicle cost
            "Team"            "ALL"        //team that can use this "NF" or "IMP"
            "Research"        "Physics"        //name of research item that must be researched before using
            "Sound Firing"        "Vehicle_BioMG.Fire"
            "Sound Impact"        ""
            "Sound Reloading"    "Vehicle_Weapon.Reload"
    
            "Damage Type"        "APBullet"
            "Ammo Type"        "1"        //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
            "Damage"        "5"        //damage done by projectile
            "Speed"            "1000"        //speed of projectile
            "Gravity"        "0"        //effects of gravity on the projectile, only for projectiles
            "Heat"            "2"        //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
            "Weight"        "20"        //weight in terms of effects on engine and weight restrictions for chassis
            "Cycle Time"        "0.1"        //time between shots
            "Clip Size"        "20"        //ammo loaded per reloads
            "Total Ammo Clips"    "6"        //max ammo clips carried (0 is the same as not using clips)
            "Unlimited Ammo"    "0"
            "Reload Time"        "3.0"        //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
            "Projectile Spread"    "0.015"        //only applicable to machine guns at the moment
            "Heat To Target"    "0.1"        //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
            "Inertia"        "1"        //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
            "Explosion Radius"    "0"        //radius of damage sphere to hurt surrounding entities
            "Explosion Force"    "1"        //force of explosion
           
            }
    
            "Mk1 auto cannon"
        {
            "Name"            "Mk1 auto cannon"        //name given when selecting weapons
            "HUD Name"        "Mk1/C"            //name displayed in the weapon area of the vehicle HUD
            "Description"        "3 round burst automatic cannon"        //description given when selecting weapons
            "Icon"            "vehicles/gui/weapons/cn_std_sml"        //icon drawn in the GUI
            "HUD Icon"        "vehicles/gui/weapons/cn"
            "Size"            "1"        //number of slots required when selecting weapons
            "Type"            "1"        //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
            "Cost"            "65"
            "Team"            "ALL"        //team that can use this "NF" or "IMP"
            "Research"        "Electrical Engineering"        //name of research item that must be researched before using
            "Sound Firing"        "Vehicle_CN.Fire"
            "Sound Impact"        "Vehicle_CN.Impact"
            "Sound Reloading"    "Vehicle_Weapon.Reload"
    
            "Damage Type"        "Kinetic"
            "Ammo Type"        "0"        //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
           
            "Damage"        "30"        //damage done by projectile
            "Speed"            "3300"        //speed of projectile
            "Gravity"        "0.15"        //effects of gravity on the projectile, only for projectiles
            "Heat"            "3"        //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
            "Weight"        "40"        //weight in terms of effects on engine and weight restrictions for chassis
            "Cycle Time"        "0.20"        //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
            "Clip Size"        "3"        //ammo loaded per reloads
            "Total Ammo Clips"    "30"        //max ammo clips carried (0 is the same as not using clips)
            "Unlimited Ammo"    "0"
            "Reload Time"        "1.5"        //time to load one clip
            "Reload Amount"        "3"     //number of projectiles gained per reload "tick" if not using clips
            "Projectile Spread"    "1"        //only applicable to machine guns at the moment
            "Heat To Target"    "0.1"        //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
            "Inertia"        "1.5"        //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
            "Explosion Radius"    "100"        //radius of damage sphere to hurt surrounding entities
            "Explosion Force"    "50"        //force of explosion
            "Explosion Sprite"    "1"
            "Muzzle Flash"        "muzzle_std_cn"
    
                //only for missile launchers
            "Dumb Missile"        "0"        //'1' if missile flies straight ahead
            "Homing Missile"    "0"        //'1' if missile flies towards locked on target
            "Guided Missile"    "0"        //'1' if missile follows crosshairs after launch
            "Missile Range"        "0"        //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
            "Lock On Time"        "0"        //time it takes for a homing missile to lock onto the target under the player crosshairs
            "Lock Range Modifier"    "0"        //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
            }
           
            "Biological Cannon"
        {
            "Name"            "Biological Cannon"        //name given when selecting weapons
            "HUD Name"        "Bio/CN"            //name displayed in the weapon area of the vehicle HUD
            "Description"        "This cannon fires a shell containing a biological agent. Players and vehicles hit by the explosion will continuously suffer damage which lasts a few seconds."        //description given when selecting weapons
            "Icon"            "vehicles/gui/weapons/cn_std_sml"        //icon drawn in the GUI
            "HUD Icon"        "vehicles/gui/weapons/cn"
            "Size"            "1"        //number of slots required when selecting weapons
            "Type"            "1"        //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
            "Cost"            "65"
            "Team"            "ALL"        //team that can use this "NF" or "IMP"
            "Research"        "Biology"        //name of research item that must be researched before using
            "Sound Firing"        "Vehicle_CN.Fire"
            "Sound Impact"        "Vehicle_CN.Impact"
            "Sound Reloading"    ""
    
            "Damage Type"        "Explosive"
            "Ammo Type"        "0"        //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
            "Damage"        "25"        //damage done by projectile
            "Speed"            "3300"        //speed of projectile
            "Gravity"        "0.15"        //effects of gravity on the projectile, only for projectiles
            "Heat"            "10"        //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
            "Weight"        "40"        //weight in terms of effects on engine and weight restrictions for chassis
            "Cycle Time"        "0"        //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
            "Clip Size"        "1"        //ammo loaded per reloads
            "Total Ammo Clips"    "30"        //max ammo clips carried (0 is the same as not using clips)
            "Unlimited Ammo"    "0"
            "Reload Time"        "3.0"        //time to load one clip
            "Reload Amount"        "5"     //number of projectiles gained per reload "tick" if not using clips
            "Projectile Spread"    "1"        //only applicable to machine guns at the moment
            "Heat To Target"    "1"        //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
            "Inertia"        "1"        //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
            "Explosion Radius"    "300"        //radius of damage sphere to hurt surrounding entities
            "Explosion Force"    "100"        //force of explosion
            "Explosion Sprite"    "3"
            "Muzzle Flash"        "muzzle_bio_ml"
    
                //only for missile launchers
            "Dumb Missile"        "0"        //'1' if missile flies straight ahead
            "Homing Missile"    "0"        //'1' if missile flies towards locked on target
            "Guided Missile"    "0"        //'1' if missile follows crosshairs after launch
            "Missile Range"        "0"        //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
            "Lock On Time"        "0"        //time it takes for a homing missile to lock onto the target under the player crosshairs
            "Lock Range Modifier"    "0"        //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
    
            //for biological weapons: when a player or vehicle is hit, the damage (Damage) is inflicted every specified amount of seconds (Interval) over a total amount of time period (Time)
            //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
            "Player Bio Damage"    "12"    //damage inflicted to players every interval
            "Player Bio Time"    "5"    //total time to inflict damage to players
            "Player Bio Interval"    "1"    //time inbetween each infliction of damage to players
            "Vehicle Bio Damage"    "12"    //damage inflicted to vehicles every interval
            "Vehicle Bio Time"    "5"    //total time to inflict damage to vehicles
            "Vehicle Bio Interval"    "1"    //time inbetween each infliction of damage to vehicles
    
            //explosion effects
            "Explosion Speed"    "14"    //how fast the explosion sprite fades (15 is default fps)
     
  7. Spike

    Spike Long Live The King!

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    I hope you realize security that i never got chance to add the scripts overhaul i did due to me being removed plus i wasn't really in all that long. I love how long you have been at scripter longer than me and you really haven't even done alot. Its not like i did nothing while i was scripter i had alot of stuff in the works for example the light tank weapons and the overhaul of the tank combat and infantry combat.

    Ive done a hell of alot more in my overhaul of the scripts than you ever did in your years of being scripter you haven't really seemed to do alot other than minor nerfs and buffs. So please security do me a favor and get of your high horse for once and put your ego to one side.
     
    Last edited: Mar 4, 2019
  8. Sgt.Security

    Sgt.Security Member

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    There's so many things to say.

    First, before you were made the scripter, you were supported by quite a few guys including me, and I bet you don't know, most (if not all) of us regretted and considered it a mistake.

    Second, "I didn't have time" or "I didn't have the chance" is a really, really convenient excuse, which SOMEONE also used to explain his inactivity for a year.
    You clearly had the time & chance.

    Third, I took over a terrible version of scripts.
    Here's the list of things I reckoned when I signed up, after v2.6.9:
    (1) Arties were almost never used except on Money.
    (2) NF tanks >> BE tanks, including medium tanks and heavy tanks.
    (3) APC >> AFV/LT
    (4) Regarding infantry weapons : HMG was so weak, SMG3 was so weak, BEAR was so weak, NFHR was so weak. Also, if you, or anyone else still think any of the listed weapons are weak, that means they were absolutely trash because I have buffed all of them, and guess who left me with them?
    (5) The only armors that were ever researched were Deflective and occasionally Composite. Absorbant, Regen, Capacitive, Reactive were all super weak, like, completely out of question to research any of them, there was also a "Budget" armor that really didn't have a place to fit in at all, I know that because I have buffed/reworked them.
    (6) Most engines were weak.
    (7) The only usable vehicle MG was HEMG.
    ...etc
    I could list literally a dozen more broken stuff, but I'll stop here.

    During my time I also discovered a few fundamentally broken stuff that no scripter before me has ever discovered/addressed, some of them were code issues and some of them were script issues.
    For example, did you know that weapons had been dealing minimal damage ALL THE TIME? It was a coding error and guess what, we concluded that the bug had been there since the beginning, it survived through like 10 scripters.
    You could say that some of the crappy stuff that I had to take over weren't your fault. But out of the few patches you actually submitted, you failed to address them.

    https://wiki.empiresmod.com/Change_Log Check after v2.6.9 until now, you can see the stuff I've done.

    Fourth, back then, your so called "overhaul" was horrible, we tested that and we decided it's not worthy to work on.
    Yes, we, the dev team actually reached a consensus to ditch the so called "overhaul", so I moved on to improve the stuff you left me with, aka 2.6.9.

    Also, you are not the only one with his version of "overhaul", I am counting literally a dozen of players that have had his own version of "overhaul", saying that you have/had one doesn't mean much. Especially you, out of everyone else were actually given a chance to do something.
    It's easy for anyone to say "I got this nice world that I have planned but I am still working on it."

    Fifth, knowing my history, there's only three possibilities that one can be removed from the Empires development team.
    (1) You have to resign. If you did, this also means you ditched the game, and yes that clearly makes you a "concerned citizen".
    (2) You have to be inactive for a really long time. But you did a few things, so I think this wasn't the case for you.
    (3) You have to do some really, really naughty stuff.
    So, which one happened to you?
    If you actually tried, I wouldn't have got to touch the seat at all, just so you know.

    Last, you haven't changed, even one bit.
    You still have your anger management issue even though you claimed that you have dealt with it.
     
    Last edited: Mar 5, 2019
    mrmeow likes this.
  9. Spike

    Spike Long Live The King!

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    First of i have changed i have finished my transition from quite a buff guy into a lovely slim femboi with a nice butt and legs so i have actually changed also its not a good idea to presume if someone has changed or not due to you not even knowing me one bit.

    And for the anger bit i don't think its any secret that im quite mentally unstable and do have issues with bipolar and other things. So securirty are you incapable of not being an actual egotistical arrogant person for once in your life ?

    And also the issues you guys see as being quite small are killing the server population during peak times you guys would actually see that if you played the game on a regular basis however i rarely see any of the devs playing. And im pretty sure im not the only person who knows this.
     
    Last edited: Mar 7, 2019
  10. Not Kidpaler

    Not Kidpaler Member

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    No offense, you managed to say a lot of nothing in your reply. You have 2 sentences regarding personal stuff which comprised only 2 sentences of what Security said. You failed to address any other point that he has brought up and focused on two personal things. So instead of letting personal bashing get to you, could you reply to the many other points security brought up?


    Like what? I played pretty regularly up until about 3 weeks ago and I thought the game was pretty good, even improved in some aspects. Had to take a break due to real life stuff happening. Please don't just respond "its being ruined", you do this a lot and it doesn't really point anything out.
     
  11. Spike

    Spike Long Live The King!

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  12. Not Kidpaler

    Not Kidpaler Member

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    You realize you are not helping your argument at all right? You are so desperately craving attention you are turning to some randoms online to brag about whatever figure you have and derailing your own thread.

    I asked you for specific examples of how the game is being ruined and you link how someone compliments your figure. You do everyone a disservice and this thread should be locked or deleted now because you've shown you have 0 idea of what you are talking about.
     
    Last edited by a moderator: Mar 8, 2019
  13. Sgt.Security

    Sgt.Security Member

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    Life lesson, Spike.

    Being mentally unstable is not something you should proudly say, it's also not something you can use to ask for leeway or anything.

    You either contain your issue and act like everyone else, or you are being treated like everyone else, especially that we are on the Internet.

    Also, please stop using jokes to try to "laugh off" serious discussions, it's not funny during said discussions and as Kidpaler said, it's not helping.

    Now, https://steamcharts.com/app/17740#All
    You are not the first guy I ran into saying "The game is dying" "devs are killing the game"
    Like they don't know the existence of Steam chart and can just talk out of their asses.

    I check Steamchart on a regular basis.

    A few things to mark.
    Mar~Oct 2015 (During your time)
    Nov 2015 (When I signed up)
    Summer 2017 (Hardcore Server popped up)

    I have seen the worst, you (or anyone else) are not scaring me with empty accusations like we are killing the pop.

    Also, my personal experience of arguing with people on forums is that, when they don't make counter-argument about part of a previous post, that's because they got nothing to say about that so they moved on to find other easy ones to say something about, to make it not look like he's been completely defeated.

    And that "easy one" has usually been Ad hominem, as Mr.Spike's been demonstrating.
     
    Last edited: Mar 8, 2019
  14. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Hello this thread made me look for my account password at 7 in the morning and I don't appreciate having to do anything at 7 in the morning.

    Please remain respectful towards other members in your posts. Failure to do so will lead to potential unpleasant consequences.
     
  15. mrmeow

    mrmeow Member

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    lol game set and match, i was going to reply in a very general sense, that i get what you mean spike, but haha all those big changes reminded me of how nerfed some stuff was. the game itself is extremely damn balanced right now, you can not deny that truthfully.
     
  16. Sgt.Security

    Sgt.Security Member

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    I can literally make a 10-pages long thread(or post) about the things I have done that improved the game with a one-way ticket (with v2.6.9 as the reference point)

    But I got better things to do, so I'll just leave you guys with two things.

    Our public change log: https://wiki.empiresmod.com/Change_Log

    and

    Our public Git script section. I am behind all game balance changes starting from "28 Jan, 2016". (Even if it's seemingly submitted by someone else)
    : https://git.empiresmod.com/empires_public/empires_scripts/commits/develop
     
    D.D.D. Destroyer likes this.
  17. bunnyhopper

    bunnyhopper Member

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    You might think you have "improved" Empires. But for who ?
    Sorry but having a mostly infantry player do vehicle scripts was a major mistake.
    Spike and Spartacus had decent intentions but both had their time cut short before being able to working out balance.
    Majority of the community loved Empires..The way it was. I understand trying new things. But if they don't work you shouldn't force it.
    Like sounds, tank turrets, and bots. If people wanted these gimmicky things then they play better more modern and optimized games.
    People played Empires for the nostalgia and the community. You have kill it.
    Basically downhill since the 2013 rushed port. Every time people who played and cared about the game tried helping they was pushed out.
    Really wish source had been released like planned. Then you guys could have had your current small clique and the rest of us could have had our none garbage version.
    Because honestly most of the garbage like the new tank turrets, sounds, should have all just been server addons not forced into updates.
    The classic BS about how it's not allowed to share valves source is and has been a lie. Valve has publicly posted the source sdk for many many years.
     
  18. Not Kidpaler

    Not Kidpaler Member

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    Except it hasn't been killed. The majority of players generally don't care about many of the changes. It's a very small subset that really care, and even then most of them are still playing. Tons of players come back and are amazed at the progress Empires has made, and are amazed its even still being updated. Granted, these people play once a week, but thats fine. We should be increasing the "casual" playerbase that play it once to twice a week in order to prevent them from burning out.

    Empires gets about 150 new players a week, retention needs to be improved because you can't keep relying on "The Old Guard" as they come and go and are gradually shrinking as time goes on. People just get tired of the same thing everyday, especially when hundreds of new games come out everyday. Empires isn't exactly a "relaxing" game, it's competitive and that kinda drives people away due to sheer toxicity and stressful play. Changes are necessary to keep the game alive to appeal to more new people by making it easier to pick up while maintaining the skill ceiling, while trying to retain the Empires feel.
    Except its not for us. Empires doesnt have a license to work on the source engine.

    Edit: Thank you for being relatively specific. But I'm curious, how do the bots impact you negatively?
     
  19. Lazybum

    Lazybum :D Staff Member Moderator

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    I laugh at this, security spends as much time in a tank as mr x, which is to say nearly all the time because being in a tank is the only way to be an effective player in large maps or once heavies start rolling.

    Some people don't like bots because it gives false representation of people playing. Of course it's been a minute since I actually looked but I don't think source servers list bots as actual players anymore? The other thing is people fear bots will end up in the main game more, a sign of whats to come. Which is also dumb because empires is a bit too complicated for bots to do much on comm maps. Misfire did really good work but it would take quite the team to make bots effective any time soon.

    Which might be a real point some people have, if it took x amount of time to develop something that was either not welcomed or not done very well people will ask,"why didn't you just spend the time on something better?". Which as every dev for this game will say, it's not just what we do in our free time but what interests us. No one wants to spend time doing something they don't want to do, they'll just stop altogether(people who fix bugs are magical though, lots of <3 for them). Sometimes things people work just don't work out either, or need time for refinement. I can't think of many things that were flawless additions first time out.
     
  20. Sgt.Security

    Sgt.Security Member

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    Again, so many things to say.

    TL;DR You are basically saying that we should never try to move our lazy asses and change the fact that Empires has always been a community game and we've been sticking with, at most 20 average pop for good.

    Sorry, not following this attitude and I am pretty sure most active devs won't.

    I improved scripts, from the very dev before me, therefore I have done my part in improving the game.

    First, I am not a mostly infantry player.
    If we have decent statistics it would show that I spent maybe 2000+ actual hours in a vehicle and I am arguably one of the best driver out there, with 300 ping.

    (fun fact, Lazybum confirmed this when I was typing this reply, you know how true it is then. Also to Lazybum : Thanks for clearing that out but I feel offended when you compare me with Mr X. To me it's like I am saying you are as dedicated to this game as Mrdie.)

    Second, don't talk like you signed my dev application, you didn't, and I don't know who you are but you probably weren't even there.
    I like Spartacus so I am excluding him from this statement : As I said, "had the time cut short" is not a valid excuse to defend someone who left the position and/or to be used by the person himself to try to rule out the responsibilities or anything.

    I am pretty sure you don't use this excuse IRL as well, it might be true but it shows how much you care, or how much you don't care, goes to Spike.

    First, why did we replace the sounds? I wasn't the main guy who pushed that, but I believe it's more about having someone who's right here to continue to work on them.
    Although we later realized that's not true, but we thought the guy who originally worked on the sound wasn't coming back.
    But what's done is done, the current dev is willing to improve the sound, if people would be so kind to give actual feedbacks instead of saying stuff like "just roll back to the old sound" or rolling back to old sounds on their own, I am sure things will get better.

    Now, I have a feeling that people like you who claimed "whatever we had was a success" "people liked the game the way it was" or "we are now sitting in the abyss" just never looked at https://steamcharts.com/app/17740#All
    Or, even paid slightest attention to the game's population.

    The truth is : We never had better population, I am talking about far better btw, not just 5 more average. We did not have 5+ loaded servers going. The best we ever got was a server full of 60 people, that's it, we weren't going anywhere.
    Now, this is going to sound harsh but the way Empires worked was a big pile of failures.

    Empires has always been a community game.
    It's the players themselves that are keeping the players around, NOT the horrible game mechanics.

    Okay, we do have some horrible game mechanics that are keeping players around, and guess what, many of them are bugs, exploits and "features" that's actively kicking new players away.
    Melee upgrade, infantry mines..etc
    We noble vets have/had so many tools to abuse newer players, why bother moving our asses when we can continue having these fertilizer to help us sitting at 10 average pop for good, right?
    I am pretty sure dev team has always been open, if someone REALLY wanted to help he could've signed up.
    I am not denying that we did reject a few guys because they failed to prove anything and were being generally malicious.

    Now, are you saying that you guys would rather sit with your 5 average pop little community game for good and we, on the other hand, can go ahead and try to change that, is that what you are saying?
    Not saying we will successfully change it, but you are basically saying that we shouldn't even try.

    Last but not least, who are you? I mean you are clearly on an alt and I'd really like to know.
    Or I should say, saying what you just said on an alt is not nice.
     
    Last edited: Mar 13, 2019
    MegaMLGgaming likes this.

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