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Update 4.03.0!: 12/10/2017 00:45:35

Fizzer 
Level 64

Warzone Creator
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Hello all,

Thanks for everyone who sent feedback, please keep it coming!

I just deployed an update, v4.03.0, which addresses the highest priority feedback you've all sent and fixes a few bugs.

Just like the other Seeking Feedback threads, I'm looking to hear everyone's feedback on the new version or anything related the game at all! Please submit bug reports here: http://warzone.com/ReportBug

Here's what's new:

4.03.0:
- Non-members can now play in multi-player games with mods! A member must create the game and use the new "Allow non-members" check box on the Mods page. It costs the game creator 3 coins per player in the game. For example, a 1v1 costs 6 coins whereas a 2v2 costs 12. The first game is free, though, so give it a shot and let me know how well it works!
- The "View full settings" button is now always visible without having to scroll down.
- Fixed a bug that made chat not resize properly.
- Ladders on the Community Dashboard now use your entire browser width. Also removed the green background.
- Added a coin auto game, Small Earth 1 wasteland 5 coins.
- Fixed visuals in level-up dialog over the unlocked maps.

What's next?

- Highest priority is currently new graphics, which I'm starting to work on. Maybe I'll live-stream some of it.

Let me know what you think!
Update 4.03.0!: 12/10/2017 02:09:43


l4v.r0v 
Level 59
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- Non-members can now play in multi-player games with mods! A member must create the game and use the new "Allow non-members" check box on the Mods page. It costs the game creator 3 coins per player in the game. For example, a 1v1 costs 6 coins whereas a 2v2 costs 12. The first game is free, though, so give it a shot and let me know how well it works!


:D Early Christmas

Warzone looks really crisp right now and it's come a long way since launch (even if the changes were relatively minor compared to the big interface switch). Thanks for rolling all these updates out in such a short timespan.

Edited 12/10/2017 02:11:25
Update 4.03.0!: 12/10/2017 03:56:44


TBest 
Level 60
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- Non-members can now play in multi-player games with mods! A member must create the game and use the new "Allow non-members" check box on the Mods page. It costs the game creator 3 coins per player in the game. For example, a 1v1 costs 6 coins whereas a 2v2 costs 12. The first game is free, though, so give it a shot and let me know how well it works!

Is there any arguments for limiting this to member being a host? I am sure there is, but I am thinking of the scenario where I require all non-members to surrender 3 or 4 1-coin games to me, so that they 'pay' the entry fee. In other words, why not make this the same way tournaments are, where some of the cost can be pushed over on the non-members?
Update 4.03.0!: 12/10/2017 03:57:17


ps 
Level 61
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cool thing that we are having more regular updates!

MODs being available for non members is good.
having to pay to create games using them is not.
it's hard enough to get people to try random new settings, this is just another barrier...

might make some sense if it was the non member that wants to join a MOD game that had to pay those coins to be able to join, but i don't see the logic for being the game creator. you're gonna bankrupt in no time the people who are developing and trying out new MODs, and that's your main force pushing for MOD adoption right now.

i get that MODs cost more server then normal games and that added cost must come from somewhere, but i don't think this is the way to go if you ever want to see them a prominent part of the game. as long as they are behind a paywall then they will never be mass adopted. we can't use them for competitive / strategic settings because we want non members to be a part of the events. and i don't see how the roleplaying / diplo guys will want to fork out 2 coins per player on their 24 / 30 player games that more often end with boots and flamewars.

PS - maybe your logic behind MODs is to leave them as a very small niche for the community to try new features and if some of them gain traction implement your own version in the core engine?! i think you're gonna lose a lot of developer interest if you keep paywalling them though.

PS2- how about sharing the cost between the creator and the member joining, and each time someone uses a MOD you developed you get a certain number of coins back? if this was the case it would help you have enough coins to create new games to test your MODs and promote creating more and better MODs for the community. even if all you can do with it is buy smoky black.

Edited 12/10/2017 04:08:53
Update 4.03.0!: 12/10/2017 05:48:20


Zephyrum
Level 60
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Allowing non-M into modded games made by M is a good start, even though paying is kinda bad.

I myself will make full use of that free game by running a 40-man shitshow.

Here are some suggested alternatives, just in case:

1) Limitation by Time
Members can only create a modded game with non-members if they haven't made one in a while (3 days? a week? a month?)

2) Limitation by Created Games
Members can only have a set number of modded games with non-members at any given time (1-3, probably?).

In both cases, Members could pay a coin fee to create more games than they would be able to normally, this fee following the same structure above but slightly more expensive (4/5 coins per player, meaning 4-160/5-200 coin cost).
Update 4.03.0!: 12/10/2017 06:12:33


Ekstone 
Level 55
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cool thing that we are having more regular updates!

Yes! Something has definitely changed recently, and I love it :D

About MOD using and memberships.
This is a good new possiblity what Fizzer developed (although would be better if the non-members should pay), but I think the players should buy memberships more... I mean, the price of a yearly membership is the price of two movie tickets... I think one year WarZone playing means more entertainment than one (or two) movies...
Not mentioned the Coin wheel, and the coin games where you have the chance to win the price of the membership for free...

Don't forget, this is an indie game, so please support it ;)

Edited 12/10/2017 06:15:17
Update 4.03.0!: 12/10/2017 16:28:51


INSIDE 
Level 62
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Nevermind. :)

Edited 12/10/2017 17:04:41
Update 4.03.0!: 12/10/2017 16:44:58

TheUberElite
Level 42
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Because getting 500 games and booting in all of them is obnoxious to your opponents?
Update 4.03.0!: 12/10/2017 22:12:33


linberson 
Level 63
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If you run two instances of unity in chrome they tend to freeze.
Update 4.03.0!: 12/10/2017 23:14:32


AbsolutelyEthan 
Level 63
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Latest TestFlight version on iPhone X. The pop up that tells you how many points you got after winning a game appears at the very top of the screen and not in your ‘safe space’.
Update 4.03.0!: 12/11/2017 03:18:16


ViralGoat 
Level 60
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After you link a territory in the chat, the cursor gets moved to the beginning. can you move the cursor to the end?
Update 4.03.0!: 12/11/2017 03:27:32

Fizzer 
Level 64

Warzone Creator
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Is there any arguments for limiting this to member being a host?

Really it's just because the full story isn't very way to use. I recommend players try it the mods in sp before creating mp games with them, but non members can't do that. It would be a bad experience for everyone if they had to do their testing in open games.

If you run two instances of unity in chrome they tend to freeze.

Unfortunately that's probably due to it's high memory use. I'm working on a solution to this.

The pop up that tells you how many points you got after winning a game appears at the very top of the screen and not in your ‘safe space’.

Thanks, I'll work on that.

After you link a territory in the chat, the cursor gets moved to the beginning

I'll see if I can fix that, thanks.
Update 4.03.0!: 12/11/2017 05:58:28


BADA
Level 58
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Fizzer,
A BIG thank you for putting so much work into the improvements. It took a little getting used to but the new format is really coming together.

I love quickmatch. Good real time matches were really difficult before and I'm loving this feature. It takes a while to find opponents on some the higher templates usually though so it will be interesting to see how it plays out. As more players join and qualify for the higher templates, will this resolve or continue because of the increasing expansion of templates and selectivity? Will have to see I guess and can be managed.

A few suggestions:
Bring back analyze attack
Include volume buttons on the playing screen
Vary boot times per QM templates better. i.e. SE does not need 5 minute bank but Multi attack and LD games could use a bit more

On mobile,
I liked the zoom +/- buttons on the previous version
Whenever I spin the wheel, I get a no ad available message

thanks
Update 4.03.0!: 12/11/2017 06:13:31

Fizzer 
Level 64

Warzone Creator
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It takes a while to find opponents on some the higher templates usually though

Are you checking just higher level ones and un-checking lower level ones? If so yeah, that will get better as more people unlock the higher level templates. In general, the fewer templates you check, the longer your wait will be since your being more selective. A cool feature would be to show matches you're missing out on by having unchecked templates.

Include volume buttons on the playing screen

I try to include as few elements on the main screen as possible. Why are these needed? Most devices have hardware volume buttons.

I liked the zoom +/- buttons on the previous version

Why are they better than pinching? Most apps with zooming don't include buttons (for example Google maps)

Whenever I spin the wheel, I get a no ad available message

Sorry about that. If you have any ad blocking software installed, it can cause that. If not, I'm looking into why this happens.

Edited 12/11/2017 16:35:21
Update 4.03.0!: 12/11/2017 12:52:07

Jaymer
Level 57
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"I liked the zoom +/- buttons on the previous version"

Why are they better than pinching? Most apps with zooming don't include buttons (for example Google maps)


For me at least, the buttons are better because the app is frequently really laggy on my phone (2016 Samsung Galaxy Express 3). If I try to swipe or pinch, it often doesn't recognize what I'm trying to do and will register a pinch as either a swipe or a tap. Forget about controlling how much it zooms.
With a button, I can just tap and wait the few seconds it takes to register the tap.

Of course the real problem is the performance. Unless that (and parts of the map being covered by the UI) is fixed, I'll be staying away from the app and playing on my desktop computer whenever possible.

Edit: Just tried the app out of curiosity, and it wasn't too terribly laggy. Either it's improved or it's only slow sometimes. If performance is reliable, I agree that +/- zoom buttons aren't necessary and would probably crowd the screen.

Edited 12/11/2017 13:04:39
Update 4.03.0!: 12/11/2017 14:18:26


linberson 
Level 63
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If you run two instances of unity in chrome they tend to freeze.


Unfortunately that's probably due to it's high memory use. I'm working on a solution to this.


My pc should have enough, with 2 instances its using ~ 5,8 out of 16.

As for zooming, I miss the double tap feature!

Edit: and the * asterisks * on the browser that show that its your turn!

Edited 12/11/2017 14:21:12
Update 4.03.0!: 12/11/2017 15:56:50

melwei [PG]
Level 57
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Very nice Update!
Though I have one big problem with it:
I sometimes accidently create Templates not working well (never try Pestilence + No Split :P), or trying to use two incompatible Mods at the same time (not actually knowing they're not compatible before) - and I'm not really willing to pay real money for accidents like this.
I could test them before, but it's almost impossible to find enough players with Membership for, e.g. Diplomacy games; and testing Diplo games in SP is quite pointless, too...

I'd suggest to cap the amount of Non-Member Mod games a Member is currently playing to a certain amount, maybe 1 or 2 and add a coin fee for every additional game...
Update 4.03.0!: 12/11/2017 16:07:00


ViralGoat 
Level 60
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PSA: if you want to test a mod(not just advanced diplo), don't waste your time with open seats!

Invite people from this list directly
https://www.warzone.com/Forum/285875-remake-advanced-diplo-mod-members

Also if you find any incompatibility between mods, could you say that on the wiki/update their description?

Edited 12/11/2017 16:17:09
Update 4.03.0!: 12/11/2017 17:45:16

Fizzer 
Level 64

Warzone Creator
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testing Diplo games in SP is quite pointless

I recommend making a way to simulate responses so you can test against an AI in single-player. For example, make a flag that lets you tell an AI whether it should accept/decline a peace treaty, then try making a peace treaty against it and make sure everything works.

This problem isn't unique to mods. This is something I've faced for nearly 10 years. You want to test a multi-player feature, but you don't want to waste other people's time in case it's broken. The solution is to simulate the other players until you get all the bugs worked out, then involve real people once it works.

After you link a territory in the chat, the cursor gets moved to the beginning. can you move the cursor to the end?

I just tested this and the cursor always moves to the end for me. I tested with both the hotkey and the link button. If you have a way of reproing it, please let me know.

Edited 12/11/2017 17:46:21
Update 4.03.0!: 12/12/2017 06:59:23

Fizzer 
Level 64

Warzone Creator
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4.03.1 has just been released! This is a bugfix update, so it doesn't get its own thread.

- Fixed a bug that made the member-only prereq not get removed when copying a game that had the prereq. Thanks to dabo1 for reporting this.
- Fixed a bug that made the non-member checkbox appear in single-player. It should be multi-player only. Thanks to dabo1 for reporting this.
- Fixed a bug that caused an error when inviting a player via add/remove players that hadn't signed up with an email address.
- Fixed "FMOD failed to initialize" error. Thanks to MoodyBlue for reporting this.
- Fixed report bug page not sending up client log. Thanks to Timiniator for helping discover this.
- Flash: Added some padding to the left of the sound/music icons. Thanks to Padraig for reporting this.
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