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Messages - guilhermecahu

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I was trying to play a public multiplayer match and for some reason, when it was on the character select screen, the Ready button wasn't working for me. That'd mean I would need to have waited for the timer to end and play a match with random amulet and ring. I had to leave the room because of that.

After leaving, suffering the penalty and rejoining the room (with the same players as before) I realized that one of the players wanted to use the same character I had chosen (1. because s/he was joining and leaving the room constantly, knowing I was there as a "competitor" to select the same character and 2. becahse s/he indeed selected that character when he finally decided to stay in the lobby and play) and probably the bug has something to do about that. Maybe both of the players were choosing the same character and then, for some reason, the game didn't respond well to this.

In the end, my connection failed and I couldn't even start the match.

Bugs! / Re: "Ready" screen doesn't appear for full match lobby
« on: January 30, 2016, 02:38:28 AM »
Now go and fight those bugs ʕง•ᴥ•ʔง

Bugs! / "Ready" screen doesn't appear for full match lobby
« on: January 29, 2016, 06:27:49 AM »
I was trying to play and after joining a room, this player cc1196 entered, completing it, but s/he never clicked on Ready when that screen appeared. We were all kicked and rejoined the same room around 3 times. In the end, the Ready screen wasn't appearing anymore even with 4 players in the room and the status banner kept "Searching".

Feedback & Suggestions / Re: Mercurio's version of "thank you."
« on: January 14, 2016, 02:19:14 AM »
Its minor I suppose, but I play Mecurio most often and his version of "thank you" really bothers me. If people congratulate me on a victory or a move or whatever, "I will remember this" sounds a lot more smug then thankful. If they play a beneficial card on me it sounds more threatening then thankful. And people who have played Mecurio might know that means "thank you", but new players or players who have ignored the character don't.

Anyone who happened to have played against me, yeah, I meant thank you there. *Cough*
I use Merucurio quite frequently and I have the same issue. Whenever I'm online and I use his "thank you" message, I imediatelly regret and think "f*ck, now everyone is coming after me".

Feedback & Suggestions / Some random personal opinions and feedback
« on: April 02, 2015, 01:33:30 PM »
Here we go:
- the after-battle screen is really cool now. The titles the players receive after the match and the animation showing the progress to unlock new rings are really nice;
- the settlements' animation when they're terrorized - and the sound effects of the fire burning and the villagers crying - but if a player/AI decides for the king's declaration to make all the settlements terrorized at once, all I can hear across the map are cries and villages burning, which reaches to a point it is disturbing. I had to turn the volume down so I could play well. My suggestion, then, is to make the player capable of listening to terrorized settlements' sound effects only when the camera is nearer such settlements;
- Tanglevine's animation is great!

General Discussion / Re: About online macthes and players' behaviour
« on: March 04, 2015, 01:23:15 PM »
But forced disconnection is a form of toxic behavior. At least when done repetitively with the intention to quit a match because the player isn't going to win.

General Discussion / Re: About online macthes and players' behaviour
« on: March 04, 2015, 06:59:00 AM »
Armello will never be popular enough
So cruel,... right into developers hearts.

I didn't mean it like that! It's less of a matter concerning Armellos quality, and more just the nature of niche multiplayer games. Player count always drops for multiplayer games through the years, with only a few exceptions. Since Armello is also a niche strategy experience I don't think every man, woman, and dog will be playing; each day there'd be likely certain periods of empty public queues. Of course the interconnected world is now populous and busy enough with niche games that there will also be enough dedicated players keeping multiplayer alive for many years to come.

Well, considering the online part of Armello, we need to think about the worst case, so we can deal with the worst possible problems, and the worst case scenario for this - and any other multiplayer game imo - is: huge playerbase, great number of toxic players disrupting the community.
And honestly I think that Armello has a great potential to grow. Actually no developer would be resigned in watching his/her game having a community of just a few players.

By the way, wheter you believe or not a punishment system won't work, it needs to be done. And the fact of us not being possibly able to figure out the ideal solution (for example) doesn't mean nobody can.

I've played LoL for some years and I suppose my experience was similar to the experience of who played Dota. Ragequitters, imature people, toxic players were infecting the community and the answer Riot gave to them was [somewhat] severe punishment - something I haven't seen in any other game I played by then and I could definitely say "finaly someone punished them!". Well unfortunately it didn't avoid the comunity of being disrupted but was a considerable thing in my opinion.

I don't know if LoG will need to be too severe to toxic players, I don't even know if we'll have a considerable amount of people like this, but it'll definitely be necessary to take some measures regarding this point.

There is no way for the game to distinguish the difference between a "rage quit" and an "any other possible reason for me to quit" (eg. bedtime, children, work, food, whatever...)

Actually for bedtime, it's up to the player to determine if s/he has time to play now due to this. Simply disconnecting "because it's bedtime" shows unconcern with others, as the player will be playing with 3 more human beings, individuals that dedicated their time for that activity during that moment. For children, work and food, it's kinda the same. If you have child at home that deserves more attention (like a newborn), well, simply don't play. Or play, but keeping in mind that at any moment s/he will need to attend to the baby and knowing that it is impossible for the system to understand this.  If we analyse the case well, most things you cited depend more on the player than on the system.

Bugs! / Re: Some element's position bugs
« on: March 04, 2015, 06:44:09 AM »
  • Bug 1 (1a and 1b) can be easily identified.

Are you on a Macbook? What is your resolution, I think I play on your same resolution so I'll try and reproduce this. This looks like it's happening when there are a lot of messages popping up.

Actually I'm using Windows 7 (64 bits). My resolution is 1366x768 and this bug haven't happened here until the new update.

[EDIT] Another [kind of] bug I'd like to notify is the mouse constantly trigerring the visualizattion of the hexes' names. Honestly I would like to just see them if I move my mouse toward them (then, if this is going to change, the mouse movement related to the screen - not the board - could be the trigger to atcivate hex's name visualization). Constantly seeing the box with an area's name is kind of poluting the screen (in my opinion) and it disturbs my attention from the important things that are happening on the game.
The way the tile tool tips work is that they should show up in the bottom right hand corner when you mouse over the tile itself on the board. If this isn't what's happening then it's a bug :)

The tooltip appears on the second screenshot posted. It's inside the pink square, in part. Is it there where it should appear?

Anyway, what I meant was that in my opinion, the tooltip shouldn't be always visible - just when the game detected the movement of the mouse (that's when the player is looking for information or performing an action). An example would be YouTube. When watching a video in fullscreen, the player's interface isn't visible - only then the user moves the mouse. The way tiles' tooltips are appearing in Armello are similar to YouTube's video interface being shown in fullscreen even with no mouse movement.

About that card bug, I'll send a screenshot with clearer information later  ;)

General Discussion / About online macthes and players' behaviour
« on: February 28, 2015, 01:03:02 PM »
I've played the online mode just a few times but they were enough for me to see Armello is a game that can piss you off more than any moba - in my opinion. Only 1 player wins. 3 lose. Nobody earns money/points after the game because this doesn't exist in Armello actually. Your strategy can be destroyed in only one turn and things can go deeply wrong throughout the match.

Actually, this is what's amazing in Armello. The unstable environment is the great star of the show and I don't dislike anything the game has. Someday I tryied to earn an offline match by slaying the king (not rot victory). I entered the palace and challenged him up to 5 or 6 times. On the last one he rolled more attack dices than my health and shield dices along could support. We ended up both dying and the prestige leader won the match. I lost, but it was amazing!

Unfortunately, some players don't play it willing to have fun (this kind of player actually existis in any game ) and I am sure some will simply rage quit an online match because things didn't go according to their plan. This will disrupt the matches (even with an AI taking that player's role) and it won't create a good environment.

I've read on the latest release notes that if a player disconnects s/he will not be able to joing a queue for 60 seconds and while I think this time limit is just to test how this will work - taking advantage of the Early Access period - I think that, for the official release, it'll need to be longer.

In my opinion, rage quitters should be severily punished for their actions, otherwise they will create a toxic environment for the community. What comes to my mind is that LoG will probably need to delegate a mod team to keep an eye on the multiplayer and see what's happening so they can take action and preserve the image of the community, the game itself and the company.

Off-Topic / Rot carpet
« on: February 28, 2015, 12:26:53 PM »
Found this in my building.

Bugs! / Some element's position bugs
« on: February 28, 2015, 12:10:22 PM »
After the update I've run through two bugs regarding the position of elements. I guess they're what LoG is calling design bugs.
I've attached them to this post and the area related to the bug is surrounded by pink rectangles.

  • Bug 1 (1a and 1b) can be easily identified.

  • Bug 2 (thrid image) regards the cards' art.
    Note the small space between the main body of the card (with art and info) and its decorated border.

[EDIT] Also, if I have a quest on a Dungeon hex and I go there, when the Dungeon loot animation runs, it happens behind the clan's  escutcheon and there is no way to know what I'm earning, except by the log on the bottom of screen (and consequently seeing gold, card, etc added on the interface).

[EDIT] Another [kind of] bug I'd like to notify is the mouse constantly trigerring the visualizattion of the hexes' names. Honestly I would like to just see them if I move my mouse toward them (then, if this is going to change, the mouse movement related to the screen - not the board - could be the trigger to atcivate hex's name visualization). Constantly seeing the box with an area's name is kind of poluting the screen (in my opinion) and it disturbs my attention from the important things that are happening on the game.

General Discussion / How to win by Rot?
« on: January 27, 2015, 01:08:48 AM »
I've seen the only way to receive Rot it to play or be affected by a Rot inflicting card, right? But they seem to be kinda rare and the maximum Rot I end up getting in a game is up to 3.

Are there other, better ways to get Rot in the game?

Feedback & Suggestions / Re: Suggestion: Replay Folder
« on: January 27, 2015, 12:55:38 AM »
Such feature would be fantastic!

General Discussion / Re: Slaying the King
« on: January 24, 2015, 12:23:51 PM »
Got that.
Thanks Vryl and Lienn =)

General Discussion / Slaying the King
« on: January 24, 2015, 11:26:27 AM »
I'm a bit confused about this method of winning.

When someone enters the castle, this person needs to face a peril. Then his/her action points go to zero and, considering the player is successful, s/he will need to wait for the next turn to move.

My question is: is the player required to face all the 4 perils in the castle to have access to the kings room?

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