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Messages - MaxP

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1
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Mad, in the example we were talking about CoH2, not BF2
You're strange. Very strange.

I've asked you to discuss only the sp/mp players ratio.
You write this:
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I don't think we should include people playing on the pirated version of the game to the overall statistic either.
It indicates that you understand, that we're talking not only about CoH2, but about all games.
You don't know the statistics, you don't know the technical aspects that makes players to use some kind of "cracks", like modified exe (like ASP redirecting for BF2) or keys, as the Mayhemic.MAD said.
And if you don't accept my argunments about statistics, why're asking, where I've got this numbers? ))
So please, stop this offtop.

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Anyways, what Slayer meant is probably, that you had to use a crack of some kind to get the illegally downloaded copy of the game working I guess...?
What is the "illegally downloaded"? ))
I think you're definitely don't unsertand what we're talking about.
It was the SP/MP ratio, nothing more.
Don't you know that most of the BF2 players use illegal copies of the game?
What is the relationship of using cracked content, and SP/MP?

But you're talking about your fictitious mentality... Are you some kind of a nationalist?
It is fine for you? Ok, if you can't hear another people arguments, let's stop here.

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And they can't play SP anymore either without some sort of hack.
Emm... What is the problem? I've downloaded it, I've played the campaign. What I did wrong? :)

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Also, the Steam price is not very high, so I wouldn't know why people would not buy it on Steam.
That was my mistake. It can be bought now for the very low price, yes.
When it came out, the price of CoH2 was the same as the Arma 3, which is high enough for us.
Anyway, now this trash is removed from our Steam segment ))

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Actually the research was done by checking the data of the Relic gameservers.
This is the same what I said. Non-official copies of the game doesn't establish connections to the official gameservers.

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In CoH2, Relic did some research into their playerbase and there it was like this:
I'm sure it's not true (in russian it would be the "истина" term, which means "the real true/in reality" and close to "in fact", instead of the term "правда", which means "true" in a common meaning).
This is what I spoke about.
The relics has the statistics on a Steam database. The people who're buying it at Steam mostly wants to play it online - otherwise there is no sense to do it for that price.
CoH2 has a very poor sp campaign. If you'd look at the CoH, which has a much better campaign set, the numbers will differ, but CoH and CoH2 is much more MP oriented - it leads to a very limited SP playability.
Those who prefer SP in a WW2 entourage, will play the Men of War or Theater of War.
So, to find the exact numbers, we need to summ all of these groups of players. It's impossible, so all that we have is the our own gaming experience. So, the more games you've played, the more statistics you'll have.

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Because there is no SP campaign in FH2
Not only the campaing makes the singleplayer game.
I.e., BF2 SP is easy to launch, easy to learn and it is easy to go out.
The common BF round has a very simple motivation: capture the points, shoot and kill.
No complex game mechanics with hundreds of buttons, no micromanagement, no S/L, no inventory.
So it attracts the people who want to play a such way, as for every other game.

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I know about the Launcher downloads too, but these numbers are blown up, because of:
- double downloads by same people
- downloaded but never installed
- installed but never played
- played once and then ditched
The probability of it is the same for all of player categories.
I.e., we have 200 MP players, and 2000 SP players. The ratio is 1/10 (just for example, remember))
10% of each category have downloaded the mod ten times.
Result: 400/4000=1/10 ratio.
So, if Matthew_Baker said that it was 100-150 mp players (example again), so there were 10-15 of them crying in despair together with another 100-150 sp players, who couldn't install it too :)

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We obviously don't see any of the single player people since there's nothing keeping track of the people playing SP currently. So I'm wondering how you came to that number. Is there a forum with 2000ish members that only discuss SP stuff? or a discord? Youtube videos?
As I said (and you can see the Stubbfan post) most of sp players are not hanging on the Internet forums/resources, so there is no sense to do any polls.
There is a much difference in sp and mp players behavior, so there is no way to compare it directly in most cases.
- Each game can be more or less interested for sp player. I.e., PR is the mp-biased project, so there're very few of sp/coop players. The mp communities is much more stable.
- Most of adult gamers prefer sp, 'cause there're much of stress in mp for them. So, the high playing difficulty can repel them.
- The sp players are much more spontaneous
etc

Unfortunately, I can't explain it better with my poor english.

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If the SP community is really that big, it might be nice to show them some more love.
It's very big, but, as I said, it is very spontaneous. There is a few numbers of those who're a stable player, but you will know nothing about most of them. Only 1 percent of those who had downloaded my mod, gave me the review via e-mail. It really hurts me.

Ok, let's take the Men of War series for example. Yes, it has a multiplayer, but the game is mostly for singleplayer, so the modding community for it is huge.
Although the AS2 is mp-biased mod (in MoW series), the ratio of players (according to stats now) is 791/36, which means there is 1 mp player for 22 sp.
But - the Men of War has a huge number of sp stuff.
BF2 mods have not.

What was the main problem of FH2 coop? I remember it, of course - there was 0-5 players on servers.
The main problem was the difficulty level.
Since for 10 players it was very easy, for 1 player it was really hard.
Actually, I've set the difficulty in my coop mod for 2 experienced players, and sometimes the team ratio is about 12 vs 90. It's really impossible to win alone, and it's very easy for three of us. So, sometimes there are no challenge at all.

And to the last. Those who're not playing sp/coop, cannot do anything interesting (see the Cretive Assembly games). So there're no point asking us what to do in coop. And, the most important thing - there is no point to ask any community what to do in sp/coop (so, when i see something like "We're working with our community to make a great game" - R.I.P.)
If it's interesting for me - I'll do that. And yes, there will be <1% of any kind of reviews.

7
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that there are at least ~2000 SP players out there?
Where? At forum? At servers? At home?
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Most Online Today: 23. Most Online Ever: 358 (18-04-2011, 04:04:36)

Or you mean - totally? For about several percents go online.
All of remaining playing SP. They called the sp players.

Man, I'm playing games from 1996. I have a huge online experience, I have a huge sp experience.
I see many of game communities. I see all of these people, and I speak with them.

What do you want to say? That my experience is irregular? Obviously, it is not, 'cause I have no bias toward sp or mp only.

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I'm still very much interested in this. In case you think I don't believe you: I do, but I'm curious where you got the numbers from.
From my own experience, of course.

9
Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 10-05-2018, 05:05:35 »
I suspect they are turned off in Coop/SP just like (non-AI blocking) smoke grenades are, which Gavrant prevented the bots from using due to them being able to see through. So we might get AI blocking tank grenade dischargers as well.
I think it's turned off because of:
1. Unlimited ammo for AI
2. Aiming detection logic for AI

If we want the bots to use the smoke launchers, we need to use the stock target comps for weapons, like TSLaserGuided or TSWireGuided (FH2 doesn't have any). This is the embedded logic - they will launch the smoke (PIFlareFire) automatically while being "locked" by the enemy weapon.
As the AI bots have an unlimited ammo, there will be the smoke everywhere.

If it will be the weapon logic: the bots can't shoot the weapon (smoke launchers) if they're unable to predict the projectile trajectory to the target, so I think there is no way to make them launch it to the enemy direction, as for the main weapon - so this variant is useless.
So, if we want to implement this, we need to do it in a form of minimod for FH2, with our own config for a stock vehicles/weapons/ai templates and maps (like CMP).
It will also be useful for coop games as we need to break the team balance - i.e., adding more stationary weapons for AI defenders, or adding new spawnpoint, to make the gameplay more dynamic.

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As for applying as a SP dev, im sure we can use some help there. Are you great at navmeshing and such?
As for me, I'm, unfortunately, not familiar with navmeshing, nor python coding.

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I don't know if that was in FH. It probably was his modified version of PR using WW2 maps. So it could probably do with a FH Coop game with a few players just to make sure everything is OK.
As the MedicalWanderer, I'm the old fan of FH - but from 0.7 :)

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I don't know any coop players
Why do you need to know them? :)
If they're playing coop, they, obviously, don't playing dm/cq etc. So, they're not present on forums ))
And the number of sp/coop player is, at least, tenfold more that the number of mp-fans.

13
Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 08-05-2018, 16:05:28 »
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I assume you are aware that Project Reality has an upcoming WW2 release ?
I've seen some versions, but wasn't impressed. The quality of weapons and maps is low.

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If it won't work in coop best leave it then.
But I can modify the tank smoke mortars to add the smoke screen effect - it will works fine.
Also, if you'll decided to modify the map, there is a way to add scripted smoke screen (see the Siege of Tobruk video on my channel). There will be no real artillery, but only explosions and smoke, but I think it's acceptable for coop.

14
Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 07-05-2018, 17:05:33 »
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So it it can be done?
The hiding effect for the artillery smoke shells? As I said - of course, but only for local games.
It will not have any effects on the network games, and no side effects, as I know.

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Plus what's its default?
The default value is 1 for most weapons with small projectiles (the parameter not set), and the rockets/missiles have 0 (overriding default value).
The reason for it is the wire fences in vanilla BF2 - it can be shoot through with bullets, but it stops the missiles.

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Is there a reason it is set to "1" in the first place? For example to allow firing through some vegetation or something like that?
I've tested it many times, and I've seen absolutely no changes between 1 and 0, while fighting on maps with the dense vegitation.
Maybe because the players cannot be completely hidden behind the vegetation on most of maps.
So I think we can easily change this parameter to 0 for most of mg's, without side effects.

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Actually I'm seeing "weaponTemplate.setFiresThroughTransparent 1" all over the place
No, for the most of handheld weapons in FH2 it set to 0.

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MG34 is already set to "0" apart from the "mg34_stukaAI" which is set to "1". I wonder if there are other reasons for this settings ? I'll just set it to "0" for the moment.
As I think, the main reason for it is to bring in more atmospheric gameplay, 'cause if you set this parameter to 0 for the plane's mg, the bot will stops the firing more often - as the plane's speed is high enough, and the bots can't shoot so precisely.

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There's also something compelling about having modern warfare in those WW2 maps.
To be honest, as I prefer WW2 entourage, I would love to mod FH2, to have a PR-style explosions, sounds, a new flight dynamic, etc, in a some kind of coop minimod, but this is a huge work, and the FH2 file structure is more complicated. So all that I can is to port these beautiful maps to the existed mod platform...

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Singleplayer and Coop / Re: DJ Barnys AI Smoke Grenade
« on: 06-05-2018, 19:05:16 »
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Ah, so. Any smoke grenade stays there until the smoke runs out.
Not exactly. The grenade must exists until the spawner can spawn the smoke. For hand grenades it must be about 2.5 s.
But yes, if you want it, you can set the geometry for the spawner, so grenade body will stays visible till the end of effect.

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Could the artillery round be made to stay there, or is that hard coded
As I said, there are only two options - explode at the end with the effect, or not explode ))
But, anyway, we can add the SatNav's ParticleEffect to the explosion effect, to make it work only for local games - there will be no side effect for the network games.

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I wonder if I could blind a machine gun emplacement?
This is the reason I've wanted to make the smoke screen ))

P.S. Keep in mind, that some of weapons can fire through the smoke - mostly the stationary mg's. They have  weaponTemplate.setFiresThroughTransparent 1 parameter in the ai template.
If you'll encounter this, change it to 0.

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