Difference between revisions of "Talk:Alt-F4"

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Very interesting. I will test it with a friend soon--[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 05:20, 30 May 2020 (UTC)
 
Very interesting. I will test it with a friend soon--[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 05:20, 30 May 2020 (UTC)
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: I had to manually copy the scheme settings (creating myself the scheme file), because the replay file fails to open and to extract the scheme, also the scheme is impossible to download (as all of the other schemes in this wiki right now). I played with a friend and I loved the idea, remembering some Worms Single Player Missions and some PX schemes, with worms with specialized weapons. Besides these similarities, the scheme is unique by making you create a team specific for it and being possible to make a pre-game strategy (remembering League of Legends Runes and Masteries) and do not needing Wormkit modules. The game is very tactical, but I'm not a big fan of sudden death resulting in 1hp and no water rising eventhough it is part of the game idea (so players must pay attention to this). I think F2 is really OP, F5 is also very powerful, F1 is not that bad and F9 might be horrible if you are down, near the water and cannot go upwards. It can make you loose many turns (and many worms), however in other situations it is powerful. I think the game lacks a bit of movement, maybe some weapons could be free for every worm to use, to help in some situations, opening possibilities and turning the game a bit more dynamic. Just my opinion after a single match. --[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 20:21, 30 May 2020 (UTC)
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:: Hey FoxHound, long time! Thanks for giving the scheme a try and writing down your initial thoughts. As far as the example replays go, you're right, they don't seem to be playable and I'll try to fix that in the upcoming day or two, unless too many things get in the way. The scheme downloads across the WKB do work for me though, in latest Firefox; that one may be an issue or incompatibility of some sort on your end. In the mean time, here's an [http://krd.clansfx.co.uk/dump/e1e0532b60d6cd4f82d6d5acaf221f72/Alt-F4.wsc alternate download link] that should hopefully work, so we know we definitely have everything set up the same way.
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:: In terms of the scheme itself and how it plays, I'm very happy that you noticed the similarity with certain aspects of MOBA games like LoL. That was definitely a running theme and inspiration when deciding what roles the different F-keys should fulfill and just how balanced they really needed to be (turns out, not completely balanced is fine too, and may even ultimately enhance the metagame part of gameplay). The 1 HP sudden death is also something that seems to have tripped up others new to the scheme, they felt that its inherent randomness clashed with how strategically they've had to think and play until getting surprised by the arrival of it. But you're right in pointing out that it's there very much intentionally, down to the full round timer being visible under the turn timer at all times. The idea, backed up by a lot of play testing, is to have the 1 HP sudden death act as a sharp delimiter between mid game and late game, a point past which certain F-keys (like F1, F2, F6, F10) have a clear advantage over ones that are perhaps stronger in the early game (F7, F9, F11, F12), but fall off later for whatever reason. And so, if a team composition making use of many F-keys from the latter category hasn't managed to close the game out by the time sudden death arrives, I do feel that it is right for a mechanism to exist that punishes such (otherwise still probably stronger overall) compositions when they miss their window of opportunity in the early and mid game. So far, nothing else we've tried has managed to serve that purpose as well as 1 HP sudden death, and the more I play, the more I feel that it just fits the idea behind a scheme that wants to imitate MOBAs perfectly! Another note I would make regarding this is that as you play the scheme more and start figuring out the early game synergies, as well as just ways in which to get more damage in more consistently, the 15 minute sudden death timer becomes something you can certainly keep from ever becoming an issue... unless your opponents somehow figure out ways in which to counter aggressive early strategies. But I don't think that has happened so far, although it'd be cool to see if it does! But yeah, it's a scheme that's only just beginning to see play outside of a small circle of people, so it may be premature to scrutinise the balance of F-keys and strategic approaches in too much detail right now. I'm sure a lot about F-key schemes still needs figuring out. [[User:KoreanRedDragon|KoreanRedDragon]] ([[User talk:KoreanRedDragon|talk]]) 22:24, 31 May 2020 (UTC)
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::: KRD, thank you for the tip about the browser. For some reason Microsoft Edge can download the wiki schemes normally, but bugs downloading replays, while Chrome bugs both (scheme and replay downloads) when I click (including your alternate link). At least now I can download schemes with Edge here. Surely your idea is great, and good to know MOBA games inspired you. I like the early, mid and late game concept too and MOBA games usually explores a lot this. It was premature from my part evaluate the scheme so soon, but I wanted to talk about it from my first experience. The game I played was a little frustrating because I was with my last worm down and near the water with a Flamethrower against a worm on top with grenades (likewise having only bungee and do not having possibility to access the crates on the beginning of some Rubber Kaos matches), but that kind of stuff happens in MOBA games too, like playing with a team without a single tank character usually is not the meta and will cause this sensation of frustration during the game. However when a character is too weak, too boring or too easily countered, MOBA companies usually modify it for a better game performance. I'm sure that I copied every detail of your scheme when I played, but now that I could download the oficial scheme, if I try it again I will consider your interesting  points about the 1HP SD that is a key element of the scheme. --[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 22:40, 17 June 2020 (UTC)
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:::: I think the replay downloads should be fixed now as well, FoxHound. Just letting you know here as well, in case you want to try again! [[User:KoreanRedDragon|KoreanRedDragon]] ([[User talk:KoreanRedDragon|talk]]) 00:09, 28 June 2020 (UTC)
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::::: Thank you. It solved the problem. Now I can download the replays here again (and others with the same problem too). That Uzi kill was beautiful by the way (Alt-F4 replay). --[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 01:34, 30 June 2020 (UTC)
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::::::Ah, just to mention, I realised what was causing problems with the scheme downloads. I was having trouble to update Java. I had to uninstall it, reboot the system and download the newest version. Now everything is working fine. I don't know if I was with a virus or the update was so improved that the sistem failed to update with the older java version installed.--[[User:FoxHound|FoxHound]] ([[User talk:FoxHound|talk]]) 21:17, 12 July 2020 (UTC)

Latest revision as of 21:18, 12 July 2020

Very interesting. I will test it with a friend soon--FoxHound (talk) 05:20, 30 May 2020 (UTC)

I had to manually copy the scheme settings (creating myself the scheme file), because the replay file fails to open and to extract the scheme, also the scheme is impossible to download (as all of the other schemes in this wiki right now). I played with a friend and I loved the idea, remembering some Worms Single Player Missions and some PX schemes, with worms with specialized weapons. Besides these similarities, the scheme is unique by making you create a team specific for it and being possible to make a pre-game strategy (remembering League of Legends Runes and Masteries) and do not needing Wormkit modules. The game is very tactical, but I'm not a big fan of sudden death resulting in 1hp and no water rising eventhough it is part of the game idea (so players must pay attention to this). I think F2 is really OP, F5 is also very powerful, F1 is not that bad and F9 might be horrible if you are down, near the water and cannot go upwards. It can make you loose many turns (and many worms), however in other situations it is powerful. I think the game lacks a bit of movement, maybe some weapons could be free for every worm to use, to help in some situations, opening possibilities and turning the game a bit more dynamic. Just my opinion after a single match. --FoxHound (talk) 20:21, 30 May 2020 (UTC)
Hey FoxHound, long time! Thanks for giving the scheme a try and writing down your initial thoughts. As far as the example replays go, you're right, they don't seem to be playable and I'll try to fix that in the upcoming day or two, unless too many things get in the way. The scheme downloads across the WKB do work for me though, in latest Firefox; that one may be an issue or incompatibility of some sort on your end. In the mean time, here's an alternate download link that should hopefully work, so we know we definitely have everything set up the same way.
In terms of the scheme itself and how it plays, I'm very happy that you noticed the similarity with certain aspects of MOBA games like LoL. That was definitely a running theme and inspiration when deciding what roles the different F-keys should fulfill and just how balanced they really needed to be (turns out, not completely balanced is fine too, and may even ultimately enhance the metagame part of gameplay). The 1 HP sudden death is also something that seems to have tripped up others new to the scheme, they felt that its inherent randomness clashed with how strategically they've had to think and play until getting surprised by the arrival of it. But you're right in pointing out that it's there very much intentionally, down to the full round timer being visible under the turn timer at all times. The idea, backed up by a lot of play testing, is to have the 1 HP sudden death act as a sharp delimiter between mid game and late game, a point past which certain F-keys (like F1, F2, F6, F10) have a clear advantage over ones that are perhaps stronger in the early game (F7, F9, F11, F12), but fall off later for whatever reason. And so, if a team composition making use of many F-keys from the latter category hasn't managed to close the game out by the time sudden death arrives, I do feel that it is right for a mechanism to exist that punishes such (otherwise still probably stronger overall) compositions when they miss their window of opportunity in the early and mid game. So far, nothing else we've tried has managed to serve that purpose as well as 1 HP sudden death, and the more I play, the more I feel that it just fits the idea behind a scheme that wants to imitate MOBAs perfectly! Another note I would make regarding this is that as you play the scheme more and start figuring out the early game synergies, as well as just ways in which to get more damage in more consistently, the 15 minute sudden death timer becomes something you can certainly keep from ever becoming an issue... unless your opponents somehow figure out ways in which to counter aggressive early strategies. But I don't think that has happened so far, although it'd be cool to see if it does! But yeah, it's a scheme that's only just beginning to see play outside of a small circle of people, so it may be premature to scrutinise the balance of F-keys and strategic approaches in too much detail right now. I'm sure a lot about F-key schemes still needs figuring out. KoreanRedDragon (talk) 22:24, 31 May 2020 (UTC)
KRD, thank you for the tip about the browser. For some reason Microsoft Edge can download the wiki schemes normally, but bugs downloading replays, while Chrome bugs both (scheme and replay downloads) when I click (including your alternate link). At least now I can download schemes with Edge here. Surely your idea is great, and good to know MOBA games inspired you. I like the early, mid and late game concept too and MOBA games usually explores a lot this. It was premature from my part evaluate the scheme so soon, but I wanted to talk about it from my first experience. The game I played was a little frustrating because I was with my last worm down and near the water with a Flamethrower against a worm on top with grenades (likewise having only bungee and do not having possibility to access the crates on the beginning of some Rubber Kaos matches), but that kind of stuff happens in MOBA games too, like playing with a team without a single tank character usually is not the meta and will cause this sensation of frustration during the game. However when a character is too weak, too boring or too easily countered, MOBA companies usually modify it for a better game performance. I'm sure that I copied every detail of your scheme when I played, but now that I could download the oficial scheme, if I try it again I will consider your interesting points about the 1HP SD that is a key element of the scheme. --FoxHound (talk) 22:40, 17 June 2020 (UTC)
I think the replay downloads should be fixed now as well, FoxHound. Just letting you know here as well, in case you want to try again! KoreanRedDragon (talk) 00:09, 28 June 2020 (UTC)
Thank you. It solved the problem. Now I can download the replays here again (and others with the same problem too). That Uzi kill was beautiful by the way (Alt-F4 replay). --FoxHound (talk) 01:34, 30 June 2020 (UTC)
Ah, just to mention, I realised what was causing problems with the scheme downloads. I was having trouble to update Java. I had to uninstall it, reboot the system and download the newest version. Now everything is working fine. I don't know if I was with a virus or the update was so improved that the sistem failed to update with the older java version installed.--FoxHound (talk) 21:17, 12 July 2020 (UTC)
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