I see what you did there, but that website is effectively useless right now. ("The main website is down to accomodate traffic but you can still join games here.")
Hmm, not exactly what I had in mind, since I rather have no guns. But I guess the idea has already been thought out, I'll try the game out sometime later.
There is a mod that does EXACTLY what you are talking about, Cielmort. Maybe we'll run it sometime on a one-off map.
Also, Ace of Spades is barely playable right now. Scott, Andrew, and I played it yesterday and I think it has some problems. Hopefully they will be buffed out.
Also, Ace of Spades is barely playable right now. Scott, Andrew, and I played it yesterday and I think it has some problems. Hopefully they will be buffed out.
I think you just don't realize what it's going for. You seemed to take issue with the fog and also the rifle accuracy. From my perspective, and I think Scott agrees with me, the rifle is dead accurate. The bullets go exactly where you tell them to. Furthermore, even though there is fog, you can still ever so faintly see people. Combining this with the accurate rifle means you can get killed from halfway across the map very, very easily.
Also, Ace of Spades is barely playable right now. Scott, Andrew, and I played it yesterday and I think it has some problems. Hopefully they will be buffed out.
I think you just don't realize what it's going for. You seemed to take issue with the fog and also the rifle accuracy. From my perspective, and I think Scott agrees with me, the rifle is dead accurate. The bullets go exactly where you tell them to. Furthermore, even though there is fog, you can still ever so faintly see people. Combining this with the accurate rifle means you can get killed from halfway across the map very, very easily.
This is exactly right. The rifle is stupidly accurate. You click on someone, it hits them. The bullets travel in a perfectly straight line at faster than light speed. You don't need to lead or anything. You aim it hits.
The main problem I see with the game right now is that its networking sucks! I've said it a bajillion times, but seriously. Why can't you games get networking right!?
The main problem I see with the game right now is that its networking sucks! I've said it a bajillion times, but seriously. Why can't you games get networking right!?
I think this is the problem I have with the shooting. There is definitely some shoot-where-they-are-going-to-lag-to-in-two-seconds shit going down.
The specifics are open to speculation, but it boils down to: nondeterministically interacting processes (e.g., networked games) are hard.
This is true. It is a very hard problem.
Despite it being a hard problem, it's still a solved problem for the vast majority of cases. Quake World solved it in 1998. Tribes 2 solved it so well that you could play with a fucking 56k modem. I solved it myself once. At RIT for ad-hoc networking class we made the equivalent of Atari Combat tank mode. It wasn't great, but it fucking worked, and look ma, no servers!
That Quake code has been open source for fucking ever. There are many open source projects that solve the problem. There are also many libraries and engines that provide a network stack. There is no excuse to get it wrong unless your game is really fucking weird.
Ace of Spades is an FPS. Magicka is a 3/4 view action RPG. Multiwinia is an RTS. NS2 is an FPS. All of these games fucked up networking something fierce, and none have a valid excuse.
I've read through this and I'm mildly interested in asking to be allowed to play, but I'm not sure if my computer is good enough. Are there recommendations as to speed/memory/browser/OS and so forth?
Minecraft requirements. Joe, you really want to look at your video card. Do you know much about it?
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A mod might be able to make Minecraft that game, but it really deserves to be its own thing.
Also, Ace of Spades is barely playable right now. Scott, Andrew, and I played it yesterday and I think it has some problems. Hopefully they will be buffed out.
The main problem I see with the game right now is that its networking sucks! I've said it a bajillion times, but seriously. Why can't you games get networking right!?
Despite it being a hard problem, it's still a solved problem for the vast majority of cases. Quake World solved it in 1998. Tribes 2 solved it so well that you could play with a fucking 56k modem. I solved it myself once. At RIT for ad-hoc networking class we made the equivalent of Atari Combat tank mode. It wasn't great, but it fucking worked, and look ma, no servers!
That Quake code has been open source for fucking ever. There are many open source projects that solve the problem. There are also many libraries and engines that provide a network stack. There is no excuse to get it wrong unless your game is really fucking weird.
Ace of Spades is an FPS. Magicka is a 3/4 view action RPG. Multiwinia is an RTS. NS2 is an FPS. All of these games fucked up networking something fierce, and none have a valid excuse.
I seriously tearing down of hills/mountains and covering up lakes/ponds to build my land. I really hope that what I'm building works out.
ID= ElJoe0