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Kubik

Developer
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Everything posted by Kubik

  1. there is few problems with it: multiple people can create different map with same name overwriting the maps is not possible because they are not same maps deleting maps from the server is not implemented and it was decided it is not important feature for now, so only way to delete them is stop the server luckily for you servers crash still too often so your old versions of the map will not be there for ever, my guess it they will not survive tomorrow Extending community map support is planed feature but sometime in the distant future maybe. Solving crashes first.
  2. was you testing same map? If yes, then someone can just upload "broken" map that do not work.
  3. Game must run as administrator (because Microsoft forgot to implement function to run process with less permissions than parent) so all SW that want to interact with the game needs to have same elevation level.
  4. Did you try running DS4windows as administrator?
  5. "put more pressure on the servers as a whole" how would less players interacting less with server put more pressure?
  6. Last 2 days was "less crashy" for servers, there was only single crash in last 2 days and 9 hours, and as far as I know server caused freeze only happen at these fatal moments. This game logic biggest strength and weakness is that is using lockstep mechanic, that rely on stable not connection that not need to be fast. "I see some pattern between slow internet and frequent game freezes" I would suggest you look more into that pattern, but I do not think we can help with that
  7. Kubik

    The ELO system

    Everyone start with Base ELO of 100 000 When you lose, your base ELO is decreased, and increased for winning There is activity bonus for playing at least 30 matches in last 30 days You start with activity 0, so when you lose before you reach 30 matches, your Base ELO is decreased, but your ELO rating is increased right now there is not enough players for ranked PvP, so no point in trying to tune the system. But originally EA have activity bonus up to 110% the last 10% was for short period activity, we was considering implementing that, but because of only few players playing ranked PvP, we chose to wait.
  8. post screenshot of that folder
  9. do you have any FPS counter? If I should guess the game pushing frames way above 60 FPS, and that sound can come from coils on GPU. If that is the problem there is thread about how to force FPS limit somewhere.
  10. If you send time of start of the match (and maybe your timezone) it should be enough to find the match. "We recently made some major changes to abilities that block ranged attacks, so look for bugs there" we did not make any changes to abilities as far as I know, we know only less than 1% about how the game works When I finally make ranked PvP working, I made an announcement for players to test it, and 1v1 need only few fixes, but 2v2 is still totally broken (thanks EA), and I can not do anything about it, the game just do not tell the server that player in the team chose not to play when he seen oponent so other 3 players wait... To be hones I do not even respond to report "I crashed once" if there would be time I would compare it to server times, and I think one would be very close. I might be wrong about that thou, but I would have enough info to say if it was caused by server crash. Servers crashed about daily and that should be main priority for us right now, unfortunately we can not find the problem. I do not want to suggest not to report problems, but maybe you can ask at Discord first and if everyone crash, then there is high probability it was server crash and for these you probably have no useful info Bug template is here:
  11. Kubik

    Chat Bug

    "sorry for being vague" not a problem, I just want to be sure we are on the same page. that bug was already reported in closed beta, but some mor must move it to archived as unsolvable (maybe I create thread with known bugs and short explanations, and message for mods to not remove it or maybe not, I am too lazy ) so to the bug. We know there are multiple "things" we call group. Working names are "Forge group", and "Match group". They are created exactly the same. Steps to reproduce: restart server, 2 players join, 1 player invite the other, second player accept, check /group chat, start match, few possibilities: "both players have /group", "both player have /match and /group was not working in forge", or mix when one player that now have /match was not able to see /group messages in forge, /group and /match are mixed (because they use same ID) message send in /group arrive as /match and vice versa With these steps most of time both players have /group chat, but not always, randomly the other cases appear, with exactly same steps, not a single byte difference in the packets. no difference in order of packets, just nothing we was able to measure "idk how it's coded" I do not know either "I mean like /team chat" is there a case when this one not work? that would be a new bug. "I mean when I join a lobby, so I should be placed into a group no?" We do not know for sure, in case of PvP the match chat would make sense to be able to communicate with the other team. "It might be me not understanding how the game works" no one knows how exactly the game works
  12. I can easily limit when you can cast a card, but I can not affect what orb you get, so the problem will be same as for multiple starting monuments in community maps.
  13. then you would be unlucky you would not get it, to get fire you would need to cast fire only card.
  14. still same question which color of orb you would expect to get?
  15. You can cast Vyridya (for example), if you start with 2+ orbs, but they will get same color. Bandit something (Fire+Shadow) create 2 shadow monuments, because both monuments are processed at same time, and first missing monument is shadow. So adding neutral T1 can break the game on all existing maps, not only community maps. Imagine you cast it first, and then it will be the only card you can cast it anymore, because rest of your T1 have different color than your monument.
  16. to cast card that require 1 orb, you need at least 1 orb, and orb need color. game try to figure it from the card, but how it can guess correct color? As I said it already not work for dual color cards, and neutral cards, if you start with more than one monument.
  17. moving unit is 62 bytes, sending deck can easily be over 2000 Bytes. EA designed the protocol, we are still no where near the point where we could create our own.
  18. I see same problem with neutral to be honest, you need an orb, you can not select color, which one game should select?
  19. On community maps you can start with more than one orb, and that mechanic is completely broken, because if you you dual color T2 you will end with 2 orbs of same color. What color of orb you would you on T1 then, if not one of the 4 existing ones? Another problem I see is that, I just can not imagine what color would that unit would be.
  20. Right now no. There is no place to add that checkbox, unless you want to have it on screen all the time We have bit of plan to add own configuration menu, but that is nowhere near finished yet.
  21. no concrete evidence for it, but if I imagine the data transfers required for this could be insane, because players open and close that window too many times.
  22. Server do not know the deck until one of 4 actions happen (create lobby, select position, change ready state, accept request deck) so on request deck the server send the deck the game report. As I said in another thread, we identified less than 1% of the game. We could theoretically add this, but you still can change the deck before accepting, or change some important cards before accepting, so it do not seem worth it for me.
  23. Kubik

    Chat Bug

    I have few question: "or similar specific chats" what other chats you mean? "server will send" how you know that message is from server and not from game itself? "when I obviously am" how you know that? being in "group" does not automatically mean you should have a group chat
  24. there is nothing in the log pointing to source of crash
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