In Yorkshire, keks are trousers!
Also, Topkek is a misappropriation of a Turkish brand of cupcakes.
But you are the deliverer of memes, are you not? How could you not be aware? Perhaps, I’m not the one who should be being tested…
I passed my test with flying colors.
Now I’m one of the few, the proud, the cool kids.
Can @Phaethon make the vital connection? Stay tuned!
kek
In short, folks are afraid of losing to real players, shame.
In short i don’t want to make my move then wait untill the timer is at 1 sec before my opponent make his move then surprise he got extra turn so timer reset and the dumb guy who got nothing else to do then piss off everyone wait untill timer goes to 1 sec again and again and keep going untill people are tired to wait
So finaly he get win cause he piss off the opponent and quit the game. Very nice way to win champion
In short, brain cells.
That’s trolling, pure and simple.
@Darkness called it above.
In short…
Better: The option to go PVP AI or PVP RT - be better than forcing RT on the whole GoW community.
Why spend the time, money, and resources on RT when the heart of the game is continually adding new troop content? It seems like a gigantic waste to please a few hardcore gamers that would honestly be better off playing something that isn’t turn-based…
Ok, then with that in mind, why bother with PvP at all since its really PvA?
It’s still PvP in a way because you face a player-set team
Hence why I suggest the option of Real Time PvP.
Game sends invite to opponent player:
- if player accepts, RT PvP begins
- if player denies or is unavailable (10-30 second wait), then game automatically goes to PvA.
- If challenger player doesn’t want to do RT PvP, then can set it in options (“turn off Real-time PvP requests”).
This way, the option is there and its not forced on anyone - those of us that don’t want it can simply turn it off, and those of us that want it can just leave it on, everybody wins.
The teams are designed by real players.
The problem is that realtime synchronous applications require RESOURCES. They require development money, development time, and it also requires servers, databases, network, and all of the infrastructure.
Real-time applications increase cost, often exponentially, over asynchronous applications, particularly client/server applications like this game, which is completely executed client-side once the match loads. Real-time applications not only introduce new issues with sensitivity to performance changes and infrastructure stability, they also increase the customer or player’s sensitivity to outages or issues related to performance problems or instability.
It’s not about not wanting it or not, it’s about what it would do to the game we know if they decided to make that kind of investment. Those of us who don’t want (or don’t care about) real-time PVP would still have it forced upon us because every dollar/minute/megabyte that goes into real-time PVP is taking away from the rest of the game.
[quote=“htismaqe, post:79, topic:14499, full:true”]
The problem is that realtime synchronous applications require RESOURCES. They require development money, development time, and it also requires servers, databases, network, and all of the infrastructure.[/quote]
Since when do games from any developer cost nothing? Everything will cost development time, no matter how trivial or unbelievable. Most successful games cost money to make improvements, the Lead Designer (& possible Owner) could probably do everything for free, the company’s other developers certainly won’t.
Even though this game is mostly a F2P, it still gains revenue & support which is what helps it grow - a F2P game can only last so long on nothing.
[quote=“htismaqe, post:79, topic:14499, full:true”]
Real-time applications increase cost, often exponentially, over asynchronous applications, particularly client/server applications like this game, which is completely executed client-side once the match loads. Real-time applications not only introduce new issues with sensitivity to performance changes and infrastructure stability, they also increase the customer or player’s sensitivity to outages or issues related to performance problems or instability.[/quote]
Yeah, bugs, glitches, exploits, and general issues are to be expected regardless of what is implemented - for every troop that is added, that’s every card since the beginning that has to be modified for that single card to work with the rest.
It honestly won’t matter, those issues you’re worried about can show up from balances fixes, additional kingdoms, new interfaces, new Traits, etc etc.
I swear, you’re implying that stuff like this would only happen if the most challenging of game changes were attempted on the game, when in reality anything could create a monumental issue.
Example: Developer of Crea (Terraria like game) wanted to simply added the ability to open & close chests, a bug popped up that caused CTDs, Corrupted Saves, and affected a bunch of other features in the game.
My Point: No developer is immune to game breaking bugs found in the most simple of features.
[quote=“htismaqe, post:78, topic:14499, full:true”]
The teams are designed by real players.[/quote]
Yeah, am fully aware of that, hence why RT PvP is suggested.