The Ultimate Site of Worms Armageddon

All About TUS => Announcements => Topic started by: CyberShadow on March 22, 2020, 08:41 PM

Title: WormNET Service Updates
Post by: CyberShadow on March 22, 2020, 08:41 PM
Some updates due to the recent jump in activity:
The new host button is a little experimental. (If you want to mess around with it, I recommend using the staging server (http://staging.wormnet.net/).)

As usual, post here if you notice any problems.
Title: Re: WormNET Service Updates
Post by: Kaleu on March 22, 2020, 08:52 PM
Thanks.. COVID 19 helping worms activity, who wouldve think of that  :D
Title: Re: WormNET Service Updates
Post by: Kradie on March 22, 2020, 09:14 PM
Nice, thank you. Keep it going :)
Title: Re: WormNET Service Updates
Post by: SigmaTel71 on March 23, 2020, 10:42 PM
The new host button is a little experimental. (If you want to mess around with it, I recommend using the staging server (http://staging.wormnet.net/).)

As usual, post here if you notice any problems.
It tells me that I can't connect to the server, at least inside the game.
[attachment=1]
Title: Re: WormNET Service Updates
Post by: CyberShadow on March 23, 2020, 10:44 PM
Sorry, I keep forgetting that you need 3.8 to connect to the staging server with the game itself. But hosting and joining games on the WebSnooper instance there (http://snoop.staging.wormnet.net/snooper/) should work.
Title: Re: WormNET Service Updates
Post by: Danger135 on March 24, 2020, 10:14 AM
Only few estetic ideas:
1. On regular websnoop could be link/button to redirect at legacy websnoop (for those which dont know about it, and regular websnoop dont work for they).
2. When will HB server restart and all HB hosted games goes crash, it can inform in lobby or in game chat little time ahead about it. Something like "HB server need restart, this game will end in 1 min".
Title: Re: WormNET Service Updates
Post by: CyberShadow on March 24, 2020, 02:13 PM
Only few estetic ideas:
1. On regular websnoop could be link/button to redirect at legacy websnoop (for those which dont know about it, and regular websnoop dont work for they).
What is this circumstance?
2. When will HB server restart and all HB hosted games goes crash, it can inform in lobby or in game chat little time ahead about it. Something like "HB server need restart, this game will end in 1 min".
That's not how we restart HB. All games continue in the background until all games are done, only then the old HB exits. Today HB crashes are very rare (less than 1 per month).
Title: Re: WormNET Service Updates
Post by: Danger135 on March 25, 2020, 02:37 AM
On older browsers page snoop.wormnet.net looks like in attached picture. There could be somewhere for this issue "SOS" button for redirect to page http://snoop.wormnet.net/snooper/legacy.html, which work normal. If somebody have old browser and dont know about working legacy snooper, have just bad luck? Simple hypertext "if it not work, click here", or "older version is >here<" could help they.
Title: Re: WormNET Service Updates
Post by: SigmaTel71 on March 27, 2020, 07:56 AM
The warning showed up in servers list.  ::)

(https://media.discordapp.net/attachments/416225356706480130/693003814944505866/unknown.png?width=320&height=200) (https://cdn.discordapp.com/attachments/416225356706480130/693003814944505866/unknown.png)
Title: Re: WormNET Service Updates
Post by: CyberShadow on April 11, 2020, 04:44 PM
On older browsers page snoop.wormnet.net looks like in attached picture. There could be somewhere for this issue "SOS" button for redirect to page http://snoop.wormnet.net/snooper/legacy.html, which work normal. If somebody have old browser and dont know about working legacy snooper, have just bad luck? Simple hypertext "if it not work, click here", or "older version is >here<" could help they.

Sorry I haven't replied to this in so long. I didn't like anything that I could say.
W:A is a 90's game, so retro computing and maintaining support for old technology is close to our heart. The game was even backported to Windows 95.
However, such endeavors are not free and they take an ever increasing amount of effort to maintain.
In case of the Web Snooper, it was originally written to support Internet Explorer 6, because it was still widely used at the time.
But, adding new features while maintaining such compatibility gets very messy, so I hope you will forgive me if I say that I think it would benefit the Worms community more if we spent our time on new features that benefit everyone instead of compatibility with old systems that only benefit some very rare use cases.
So, I would rather not add a link, because I don't want people to think that the old version is being maintained. In fact, it could stop working at any moment, and I'm surprised it works at all currently, due to the recent changes in the XHR API used between the JS and the server.
Title: Re: WormNET Service Updates
Post by: CyberShadow on April 16, 2020, 05:01 PM
Hi,

Yesterday during testing WormNET flood detection we discovered a serious limitation. The WormNET IRC server has an upper limit for the number of simultaneous connections (a little lower than 180). When this limit is reached, users who try to join will see this:

(https://dump.thecybershadow.net/a6bb58d5feef5ba6f3506db5fb48527e/18%3A22%3A23-upload.png)

Unfortunately this limit is hard-coded deep in the software, and we can't easily raise it.

I have observed this limit to be reached (and the above error message generated) during the past few weekends, which is unfortunate as it prevents players from connecting to WormNET. For this reason, I added a new module to SheriffBot which attempts to ensure that our very limited number of connection slots is used fairly. During times of very high activity (more than 120 simultaneous users), SheriffBot will kick out users who are idle (just sitting in a channel with no activity), starting with the users who have been idle the longest.

I understand that getting forcibly kicked off WormNET can be unpleasant, especially if you are used to being online all or a lot of the time. However, I count on your understanding that by staying online, you are occupying a slot which can't be used by someone who just wants to connect, join or host a game, and free up the slot for the next person, within the span of usually under a minute.

I have also reduced the number of HostingBuddy PM sender proxies from 8 to 3 connections, which frees up connection slots while hopefully still being enough to avoid WormNET PM limits.
Title: Re: WormNET Service Updates
Post by: CyberShadow on April 16, 2020, 06:00 PM
Other updates since March 22:
Title: Re: WormNET Service Updates
Post by: h3oCharles on April 17, 2020, 07:39 AM
(https://dump.thecybershadow.net/a6bb58d5feef5ba6f3506db5fb48527e/18%3A22%3A23-upload.png)
are you saying that you just found the slot limit of the server?
Title: Re: WormNET Service Updates
Post by: TheKomodo on April 17, 2020, 01:09 PM
Personally I have always found it frustrating to log on, message someone, and realize they aren't even at their computer, possibly not even in their house!

I've always personally thought it would be nicer if people weren't allowed to remain idle on the server for more than 10 minutes, I mean, it's not exactly a lot of effort to re-connect when you are finally ready to be active again.

I know there are people who will disagree, but I for one welcome our new auto-idle-kick overlords!
Title: Re: WormNET Service Updates
Post by: Anubis on April 23, 2020, 11:41 AM
Personally I have always found it frustrating to log on, message someone, and realize they aren't even at their computer, possibly not even in their house!

I've always personally thought it would be nicer if people weren't allowed to remain idle on the server for more than 10 minutes, I mean, it's not exactly a lot of effort to re-connect when you are finally ready to be active again.

I know there are people who will disagree, but I for one welcome our new auto-idle-kick overlords!

Yup, I have also always avoided using a snooper in the past and prefer if every user in the channel was actually there and not just in idle mode. In times of high activity I wouldn't mind a broad kick to any and every snooper if that makes room for active players.
Title: Re: WormNET Service Updates
Post by: Micka on April 24, 2020, 10:47 PM
Bonsoir bonsoir

Y a t'il un site pour télécharger la version 3.8.0 ?  peut on jouer a la version en ligne sans passrt par le websnoop ?
Title: Re: WormNET Service Updates
Post by: WTF-8 on April 25, 2020, 03:15 AM
3.8 does not exist yet, and nobody knows when it would be done. WebSnoop is entirely optional, standard hosting will remain.
Title: Re: WormNET Service Updates
Post by: KinslayeR on May 03, 2020, 02:03 PM
Nice to see websnoop, hope more ppl gonna use it instead completely usefull snoopers. I was literally begging from years to make websnoop host possiblity, took you some years mate!! jk :)  So what is next step mr Steps.  Are u goin to create browser with build in worms armageddon,  so we can play via browsers witohut any installers?
Title: Re: WormNET Service Updates
Post by: Danger135 on May 06, 2020, 11:57 AM
I have question:
Will be Wormiverse return to wormnet? It was bot for !seen command, useful.
Title: Re: WormNET Service Updates
Post by: CyberShadow on July 30, 2020, 04:42 AM
A new implementation of PNG map processing, used by HostingBuddy and friends, is now live. This fixes incorrect loading and crashes of some unusual maps (mostly 1-bit or 4-bit, maps without a black colour in the palette, etc.).

I tested with all maps on WMDB so far with good results. For a few (rare) cases, HB now correctly rejects maps that it previously accepted but could not be loaded by the game (maps with missing black but 113 used colours in the palette, i.e. with no room to add black).

Report any problems here.
Title: Re: WormNET Service Updates
Post by: Muzer on August 01, 2020, 11:20 PM
HostingBuddy will now use the 3.8 logic version if everyone in the game is running 3.8. As before it will downgrade the logic version as necessary if players with older versions join. There is still not yet support for v3 schemes (that is, the new Extended Scheme Options in 3.8) but this should be coming soonish.
Title: Re: WormNET Service Updates
Post by: CyberShadow on August 28, 2020, 05:28 PM
Hi all, I'd like to announce a project that I've been working on lately. Currently a lot of the online multiplayer aspect of W:A depends on WormNET, and especially after the last service outage from about a week ago, it seemed clear that we as the game's community need more control over WormNET.
For this purpose, I've been working on a new WormNET server. The software is based on MyWormNET2, but is fully "decked out" with all the functionality currently running as bots on Team17's WormNET:
- HostingBuddy: Fully integrated. Though it's not in the user list, `!host` and `/hb host` work as usual (though only you see `!host` commands, instead of everyone on the channel). Hosted games appear as hosted by "WormNET" instead of "HostingBuddy".
- WebSnoop: Fully integrated. Sent messages appear as being sent directly by the entered nickname instead of the "WebSnoop: YourNickname>" surrogate as on Team17 WormNET.
- ChanServ/SheriffBot: Integrated - instead of kicking people, flood is just blocked automatically.

Most importantly, having control over the WormNET server would allow us to reap benefits that were inaccessible before:
- Stability: We currently depend too much on Team17 to keep things working, who sometimes have very limited resources in how they can aid us. The current setup is very fragile due to a lot of accumulated legacy, which is why there are still occasional days when HostingBuddy etc. aren't available. This is solved by running our own entire WormNET server, instead of trying to integrate with Team17's legacy systems.
- Capacity: The new server software does not suffer from the artificial limits inherent to Team17's WormNET, which caused everything to fall over / explode violently during activity spikes (such as whenever a popular streamer visits our humble abode).
- Channel list: We can customize the list of channels as needed, e.g. creating special / temporary channels for events or leagues.
- News box: This can finally be used to communicate important news directly to everyone who plays W:A online.
- Better moderation: We have had occasional trouble dealing with stalkers / griefers on WormNET due to the limited moderation controls we've been provided.

Additionally, ideas such as the following are now possible and can be added in the future:
- Better Web Snooper: We will be able to add more features and make it more like a full-featured snooper, e.g. gain the ability to send and receive PMs.
- Better bridges: Bridging between platforms such as IRC or Discord, with e.g. bridged messages appearing as sent from the respective nickname directly, instead of from a bot
- Integrated WormNAT: Having the server provide and advertise a hosting proxy would mean that we could just add a "Host via WormNET server" checkbox in the game.
- Logins: Authentication and registration with proper reserved nicknames
- Ranks!? Though there's a lot more to competitive play, this will at least allow us to start thinking about this more seriously, whether it's something that we want to build from scratch or integrate with existing systems such as TUS.

So, what's the way forward?
- Testing: A test deployment of the server software has already been added to the community server list, as "Community Staging Server". I invite you to try it out, test its limits, and break it if you can (please report bugs or anything unpleasant to #bug-reports).
- Further development: See the list above. Other ideas welcome; I know that other people have built and run their own WormNET server software, so it would be interesting to learn of their ideas and experience in doing so.
- Migration: Once we're happy with the new server, and in agreement that it's at least not worse than the Team17 one, we should probably make an effort of migrating the community over to the new one. At some point after the live community server goes online, services running on Team17's WormNET will begin warning that they will soon stop working, and advise users to switch to the community server; and, at a later point, the services will only be available as part of the community server.

Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
Title: Re: WormNET Service Updates
Post by: TheWalrus on August 28, 2020, 08:31 PM
Hi all, I'd like to announce a project that I've been working on lately. Currently a lot of the online multiplayer aspect of W:A depends on WormNET, and especially after the last service outage from about a week ago, it seemed clear that we as the game's community need more control over WormNET.
For this purpose, I've been working on a new WormNET server. The software is based on MyWormNET2, but is fully "decked out" with all the functionality currently running as bots on Team17's WormNET:
- HostingBuddy: Fully integrated. Though it's not in the user list, `!host` and `/hb host` work as usual (though only you see `!host` commands, instead of everyone on the channel). Hosted games appear as hosted by "WormNET" instead of "HostingBuddy".
- WebSnoop: Fully integrated. Sent messages appear as being sent directly by the entered nickname instead of the "WebSnoop: YourNickname>" surrogate as on Team17 WormNET.
- ChanServ/SheriffBot: Integrated - instead of kicking people, flood is just blocked automatically.

Most importantly, having control over the WormNET server would allow us to reap benefits that were inaccessible before:
- Stability: We currently depend too much on Team17 to keep things working, who sometimes have very limited resources in how they can aid us. The current setup is very fragile due to a lot of accumulated legacy, which is why there are still occasional days when HostingBuddy etc. aren't available. This is solved by running our own entire WormNET server, instead of trying to integrate with Team17's legacy systems.
- Capacity: The new server software does not suffer from the artificial limits inherent to Team17's WormNET, which caused everything to fall over / explode violently during activity spikes (such as whenever a popular streamer visits our humble abode).
- Channel list: We can customize the list of channels as needed, e.g. creating special / temporary channels for events or leagues.
- News box: This can finally be used to communicate important news directly to everyone who plays W:A online.
- Better moderation: We have had occasional trouble dealing with stalkers / griefers on WormNET due to the limited moderation controls we've been provided.

Additionally, ideas such as the following are now possible and can be added in the future:
- Better Web Snooper: We will be able to add more features and make it more like a full-featured snooper, e.g. gain the ability to send and receive PMs.
- Better bridges: Bridging between platforms such as IRC or Discord, with e.g. bridged messages appearing as sent from the respective nickname directly, instead of from a bot
- Integrated WormNAT: Having the server provide and advertise a hosting proxy would mean that we could just add a "Host via WormNET server" checkbox in the game.
- Logins: Authentication and registration with proper reserved nicknames
- Ranks!? Though there's a lot more to competitive play, this will at least allow us to start thinking about this more seriously, whether it's something that we want to build from scratch or integrate with existing systems such as TUS.

So, what's the way forward?
- Testing: A test deployment of the server software has already been added to the community server list, as "Community Staging Server". I invite you to try it out, test its limits, and break it if you can (please report bugs or anything unpleasant to #bug-reports).
- Further development: See the list above. Other ideas welcome; I know that other people have built and run their own WormNET server software, so it would be interesting to learn of their ideas and experience in doing so.
- Migration: Once we're happy with the new server, and in agreement that it's at least not worse than the Team17 one, we should probably make an effort of migrating the community over to the new one. At some point after the live community server goes online, services running on Team17's WormNET will begin warning that they will soon stop working, and advise users to switch to the community server; and, at a later point, the services will only be available as part of the community server.

Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
Love it, t17 has no interest in improving their server side, ty for your tireless efforts cs!  This excites me as much as 3.8!
Title: Re: WormNET Service Updates
Post by: GrO on August 29, 2020, 04:50 AM
Hi all, I'd like to announce a project that I've been working on lately...

Also announced on Discord here: https://discordapp.com/channels/416225356706480128/416225356706480130/748944539493859389
Sounds really fantastic - thanks for Your effort CS
Title: Re: WormNET Service Updates
Post by: Kradie on August 29, 2020, 09:18 AM
Thank you CyberShadow.
Title: Re: WormNET Service Updates
Post by: CyberShadow on December 11, 2020, 11:39 PM
Hi all, today I deployed a new version of WormNET services to our staging environment which changes how hosted games are handled. Whereas previously all logic ran in the process of the service which created the hosting session (HostingBuddy, web snooper hosted games, etc.), each session is now handled by a separate individual OS process.

Ideally this will have no visible changes to users, other than under-the-hood improvements such as improved stability (one hosting process crashing will not affect other sessions) and performance (during times of high load, all sessions will no longer be stalled just because one session is waiting to access the server hard drive).

I invite you to test the staging environment in preparation for launching the new WormNET server announced above. Things to pay special attention to is game creation, manual and automatic closing, expiration, reopening, etc. Ideally things should visibly behave in the same way as the live versions (i.e. as on Team17's WormNET). Please report any issues here.

Other changes since my last announcement:

- Improve HostingBuddy etc. memory usage (reuse map packet data when sending maps), which helps stability
- Fix typos in a few links to worms2d.info
- (staging only) Add a !style command which changes the map style
- (staging only) Improve the names of random map styles to be more intuitive - these are now called: island / two islands / low island / joined islands, and cavern / twin tunnel / lake cavern / tunnel
Title: Re: WormNET Service Updates
Post by: j0e on December 13, 2020, 08:19 AM
Sounds great - no more Hostingbuddy crashes causing every game to crash at once. Will test. Looking forward to all the staging server changes being made on the regular server.  I guess Team17 has to approve those..

Thanks for your hard work and dedication. Without you and Deadcode this game would have died like 15+ years ago.
Title: Re: WormNET Service Updates
Post by: biscojoe on December 13, 2020, 10:54 AM
Sounds great - no more Hostingbuddy crashes causing every game to crash at once. Will test. Looking forward to all the staging server changes being made on the regular server.  I guess Team17 has to approve those..

Thanks for your hard work and dedication. Without you and Deadcode this game would have died like 15+ years ago.

I strongly agree. It is honestly very nice of you guys for continuing to work on this game and keeping it going, not forgetting about us wormers who love this game. i honestly don't PC game much anymore since i've moved to console gaming... but i do LOVE worms and counter strike on my computer hah

skunk and walrus can get smoked in a roper ;) <3
Title: Re: WormNET Service Updates
Post by: StepS on December 25, 2020, 05:35 AM
HostingBuddy version 3.8.1 which was previously in use on the Community Server, is now live on Team17's WormNET.


Note that there is currently a known issue where WebSnoop does not show more than one game, this is being looked into.
Title: Re: WormNET Service Updates
Post by: TheKomodo on December 25, 2020, 09:47 AM
Excellent!

I love this list of commands, have a lot of people asking me how to achieve some of my game settings via HostingBuddy!

Thanks!  :-*
Title: Re: WormNET Service Updates
Post by: j0e on December 30, 2020, 09:41 PM
This is huge news!!! Being able to host any 3.8 scheme with HB now. Should start seeing popularity of new schemes rising and more innovation, more new schemes. Thanks so much for your hard work everybody involved.
Title: Re: WormNET Service Updates
Post by: StepS on January 03, 2021, 04:07 PM
The most massive HostingBuddy schemes update has just occurred.
The following schemes have been updated to accommodate the current play styles and make maximum use of v3.8 features:
Four brand-new schemes have been added:
You can download the schemes for private use under this post. Please report any irregularities you see with any of the schemes after this update.
Title: Re: WormNET Service Updates
Post by: Chicken23 on January 03, 2021, 04:59 PM
Hi Steps

without opening a can of worms. How was the BnG scheme determined?

With all agreed schemes in HB, can the next step be ranks on 4.0 for the different schemes?
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 03, 2021, 05:20 PM
What the f...

You just murdered BnG you fools!  :D

Not that any good BnG player will use HB anyway lol.

Where the hell was this all decided lol.
Title: Re: WormNET Service Updates
Post by: StepS on January 03, 2021, 09:37 PM
Players had 48 hours to submit their feedback through the Discord server.

There is no automatic reaiming or resetting of the angle in BnG. The two other options were long overdue and increase the skill ceiling while not "killing" the scheme. Welcome to test the changes in a live game before forming your opinion.
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 03, 2021, 10:03 PM
Players had 48 hours to submit their feedback through the Discord server.

I left that server after seeing racism & homophobic slurs met with a simple warning, that was the last straw for me.

I've played with those settings a long time ago, as they have been around for a long time, bit disappointed you would think I haven't tried those yet considering how actually stupidly addicted I was to BnG.

But it's only HostingBuddy, HostingBuddy is not mandatory or official and BnG is pretty dead anyway, which makes me wonder why the hell i'm even talking about this. :D

I guess i'd personally feel better if there was an official body in an official place doing stuff like this, it would feel much better to accept changes we don't like.

Title: Re: WormNET Service Updates
Post by: StepS on January 03, 2021, 10:15 PM
I left that server after seeing racism & homophobic slurs met with a simple warning, that was the last straw for me.
There was one message from skunk3 that was overlooked, and was then quickly removed after your complaint. I'm afraid you are extrapolating from that single incident.

BnG is pretty dead anyway
Right, so you can't "kill" something more than it already has been.
This is why I think we need something fresh to revitalize the scheme. Extended fuse delays (or even a fractional fuse with a future update) could be interesting too. It could also be worth revisiting some of the old rules and make amendments.

Not all change is good, and if you have any concerns please list them in detail and we will rethink some updates. It is actually thanks to that feedback from you and others that the auto-reaiming was not enabled. More updates for HB schemes and more new HB schemes are planned, there is always time to revisit them again.

I would also like more feedback on other schemes rather than just BnG.
Title: Re: WormNET Service Updates
Post by: Chicken23 on January 03, 2021, 11:04 PM
I left that server after seeing racism & homophobic slurs met with a simple warning, that was the last straw for me.
There was one message from skunk3 that was overlooked, and was then quickly removed after your complaint. I'm afraid you are extrapolating from that single incident.

BnG is pretty dead anyway
Right, so you can't "kill" something more than it already has been.
This is why I think we need something fresh to revitalize the scheme. Extended fuse delays (or even a fractional fuse with a future update) could be interesting too. It could also be worth revisiting some of the old rules and make amendments.

Not all change is good, and if you have any concerns please list them in detail and we will rethink some updates. It is actually thanks to that feedback from you and others that the auto-reaiming was not enabled. More updates for HB schemes and more new HB schemes are planned, there is always time to revisit them again.

I would also like more feedback on other schemes rather than just BnG.

Even though BnG is 'dead', it's really important to get the HB schemes correct and as good as the whole community wants them to be because I heard HB would be the basis for 4.0 ranking. I think 48 hours notice in that discover service is a bit short notice.

However like you said they are not permanent fixes. I'd be really interested in trying the scheme, I also wonder if DC could hardcode 'rules' into the scheme to prevent straight zooks, sitters, close teleports etc?
Title: Re: WormNET Service Updates
Post by: StepS on January 03, 2021, 11:37 PM
I'd be really interested in trying the scheme, I also wonder if DC could hardcode 'rules' into the scheme to prevent straight zooks, sitters, close teleports etc?

Yes, more scheme rules are planned to become options for the future. Anti-sitters is a no brainier that I'm pretty sure no one would be against. Also better placement in "auto place by ally" mode.

Senator pointed out to me (with links to relevant discussions) that anti-lock power was attempted in the past for BnG and decided to be removed after a test period. This is the kind of feedback I want, not a "this kills the scheme".

I'm planning to do another update for schemes next week, please keep suggestions coming.
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 04, 2021, 12:53 AM
I'm afraid you are extrapolating from that single incident.

You're assuming, and your assumption is wrong.

Anyway, not here to debate that stuff, just informing you i'm not there anymore so I didn't know about this Discord poll, and the last reason why.

My 1st reply to this was actually just messing around hence the overuse of "lol" and the emoji, to be honest, it was a pretty stupid reply and I shouldn't even have made it.

But now you are asking for serious feedback, I should actually act mature.



I've had a little think now, and my only genuine concern actually, and this isn't just for BnG, I don't want people to confuse HostingBuddy rules with classic/league rules and schemes people are used to.

Just like how there are lots of people who say piling and teleport suicide moves in Hysteria are against the rules, which really bugs me because I 1st heard of the scheme as having no rules, that was the appeal to me. I don't want people to start becoming confused and arguing over the differences in rules.

Even if there was a disclaimer whenever someone joined a hosted game, something like, "These are not the official scheme settings & rules, these are the settings decided by a minority of members on the 'Worms Armageddon DoJo' Discord community."

I say minority because even though there are like 1500+ members, I assume(please correct me if I am wrong), far less than half actually bothered to vote or say something, in fact i'd imagine maybe around 100-250(being generous) people were involved with actual voting(or use of emoji's), and only 1 or 2 dozen people actually discussed things.

Anyway, i'd personally love to see a disclaimer that says these are HostingBuddy's version of rules and shouldn't be associated with classic settings and/or league settings.

Otherwise I actually feel like it's pretty lame for HostingBuddy to dictate and influence people like this, influencing a massive amount of people based on the opinions of a minority.

I'm surprised this poll wasn't advertised on other Worms related channels including TUS, I think a massive change to standard rules should have a longer process and polls for more people to submit their preferences.



Edit:

Hysteria - Random worm order? Really??? I actually do believe that change is extremely bad, personally speaking, that's a horrible change that ruins the entire vibe of the scheme in a competitive sense, it makes the scheme less strategic and greatly increases the luck factor from starting positions and who gets 1st turn, and there was a few discussions about this scheme recently explaining why. If you change Hysteria this way, you should actually rename it, because it's actually a MAJOR change.

https://www.tus-wa.com/schemes/scheme-16/msg277063/#msg277063

It's selecsteria, but causes the same issues as random worm order by taking away planning ahead and the ability to control the game better regardless of how it started.

Plus, it discusses the reasons why some people want to change the scheme in the first place and arguing those, from one perspective, illogical reasons.

In fact, just call it Lucksteria now, seems more fitting in my opinion.  :D

Change the name of the scheme, i'd be happy, just how like ZaR Roper is different from normal Roper and W2 Roper, random turn order worms makes a massive difference, enough to be considered a different scheme in my opinion.

Even if when you hosted Hysteria, it asked you which variation you want, that would be cool. Actually, if I am not mistaken, didn't DarkOne or HHC actually make a Randomsteria scheme? That is exactly that, random worm order?

Rope Race - Makes sense, Big Rope Race should have wind removed as well.

Darts - Now I see why you were sending me PM's about Darts, did you ask others as well, I hope so as i'd hate to have influenced that decision alone, as much as I feel it makes sense lol.

Golf - Having retreat removed, I can see why that's applied.

BnG - I think it should have just been left the way it was until Deadcode tries to implement the changes to the game engine or whatever it was he said I can't remember exactly, but it would literally make notching impossible because set notching wouldn't work(at least not without macros or AI or something).

I just don't see the point in changing this, it seems completely biased to me, either this setting should be applied to every single scheme that uses ground fired weapons, or it shouldn't be used at all, i'm actually fine with either option.

Tower Race - I've been hosting a lot of Tower Race with 1 worm, antisink. I was getting a lot of praise for antisink, but a lot of complaints/suggestions about the lack of teleports, so I added infinite teleports instead and the scheme seems great now, the videos will be gone from my stream now but I streamed quite a bit 3-4 months ago.

Black Hole BnG - Lol, what's that? Need to have a blast of that!




Title: Re: WormNET Service Updates
Post by: Senator on January 04, 2021, 05:53 PM
@Hysteria/Randomsteria

Hysteria
Quote
4. What happened to random worm order in Hysteria? Has anyone ever tested it thoroughly in 1v1 matches (preferably with more than 4 worms a side) and what were their findings?

Randomsteria is really a good alternative to Hysteria because it makes inconvenient to suicide their worms and it is more difficult to play on the opponent's turns (you know telecow, jetpackcow) but the luck factor is much higher and WA doesn't like this word especially if it is played competitively. We should discuss more about this point because it's very important.

Luck factor really isn't higher with randomsteria - unless you try to pile your way to victory. Your worm positions simply all need to be good. If you have a worm in a useless position, then that worm truly becomes a reliability now.
Random turn order isn't completely random - if you have 4 worms, then the next 4 turns will be randomized, but all your worms get their turn. After that is completed, a new batch of turns is decided in exactly the same way - all worms get their turns, but the order in which this happens is randomized.

This means there's still a way to abuse turn order with certain success, but it takes more effort from the person wanting to employ it and can only be used when there's a big advantage in amount of worms (percentage wise). Therefore the importance of this tactic is much more downplayed, especially in the early game. Makes telecide a much less favourable tactic, too.

Random turn order isn't completely random - if you have 4 worms, then the next 4 turns will be randomized, but all your worms get their turn. After that is completed, a new batch of turns is decided in exactly the right way - all worms get their turns, but the order in which this happens is randomized.

I didn't know about it, I thought that worms were chosen at random each turn with the risk that some of them couldn't never attack, this is why I talked about luck. At this point I have nothing against this variant and I guess that we can try to play with this scheme if it helps to reduce the abuse of turn order.
Also, KRD, you mentioned you'd check out the cups I linked to, but appear to not have followed through on that :o

I held a poll afterwards about what people would prefer, I think it was half wanted to keep original, the others wanted random turn order. The people who generally oppose random turn order, I feel, didn't really understand how random turn order works, though. They keep saying it makes the scheme all luck, which certainly is not the case. It merely makes early suicide very unappealing, which was kind of the point of that experiment to begin with (and early suicide tactics is what makes a lot of people hate hysteria)

If I've understood right,
1 vs 2/3/4 = safe telecow
2 vs 4 = safe telecow
2 vs 3 = luck based telecow
3 vs 4 = luck based telecow

So random turn order doesn't eliminate telecow as a comeback mechanism completely. You just need to be more behind or have 1 worm left to use it reliably.

I was surprised about this sudden change because the idea has been just one among others (?).

@BnG

I would have expected the auto re-aim feature but not these changes. The "re-aim before every shot" rule needs to be implemented one way or another for the possible ranked channel - or you need to get rid of the rule. Auto re-aim is also good for newcomers who are not familiar with the rules.
Title: Re: WormNET Service Updates
Post by: lolicon-guy on January 04, 2021, 06:01 PM
Hm, yeah, I always wondered why telecow is a thing at all. Let alone getting a proper explanation on what is it. Thought Hysteria had no rules?
Title: Re: WormNET Service Updates
Post by: Danger135 on January 04, 2021, 07:13 PM
Need reaim is totally useless thing. You can put finger on screen where is aim circle, then move it to way, and take it back to exactly position where it was. So in fact, you reaim, you wasted some time, and you aim at exactly same place as before.
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 04, 2021, 07:14 PM
I held a poll afterwards about what people would prefer, I think it was half wanted to keep original, the others wanted random turn order. The people who generally oppose random turn order, I feel, didn't really understand how random turn order works, though. They keep saying it makes the scheme all luck, which certainly is not the case. It merely makes early suicide very unappealing, which was kind of the point of that experiment to begin with (and early suicide tactics is what makes a lot of people hate hysteria)

That paragraph actually makes me cringe...

Assuming we are talking about decent players and not, sorry to say, complete noobs and people who never really understood gaming in the first place, it's pretty lame to assume they don't understand such an incredibly simple concept as random turn order.

I, myself, have played a lot of Hysteria, it was one of my favourite League schemes of all time, selectsteria/randomsteria etc were extremely horrible variations to me.

The scheme, with no rules, and normal turn order, is completely fair, it doesn't even need changed. Almost all changes ever proposed for Hysteria are, I cannot stress this enough, entirely based on subjective and personal opinions.

Trying to change it is a perfect example of a group of people who personally want to improve the scheme more to their personal tastes, instead of actually improving the scheme.

I believe the requirements to change a scheme should be simple:

Add something without taking away something which lots of people feel is important.

Also, I spent about 20-30 hours one week playing random turn order and select worm Hysterias some years back when first proposed and personally I noticed a dramatic increase in luck based advantages and opportunities, which are the exact reasons I absolutely hate these proposed changes.

So random turn order doesn't eliminate telecow as a comeback mechanism completely. You just need to be more behind or have 1 worm left to use it reliably.

That's true, random turn order is better than select worms, i'll admit that, but it's still not nearly as good as the classic scheme we are used to, in my opinion.

Need reaim is totally useless thing. You can put finger on screen where is aim circle, then move it to way, and take it back to exactly position where it was. So in fact, you reaim, you wasted some time, and you aim at exactly same place as before.

You can still do this even with the auto re-aim function.
Title: Re: WormNET Service Updates
Post by: Gabriel on January 04, 2021, 09:42 PM
aren't changes supposed to be helpful? some of them are, of course, but others are just confusing

so far, i played hyst and golf, and people were:

-confused and complaining about random turn order (they didn't expect it?, not everyone uses discord maybe?)
-golf with no retreat time was a mess, people had to constantly knock others away from shooting spots

i don't really understand some of these changes, in my opinion they should be focused on fixing problems, and not changing the mechanics

i wonder how many times will people just hit themselves trying to do a full power bahaha

hysteria talk

I have always disliked notching and telecow, but do you know what? I think changes are supposed to help people in general, and not just the league players; these changes are highly oriented to avoid telecows -which are common in league games-, but most of the community doesn't actively play leagues, and telecows are self-regulated (people just don't do them, this might be biased but i haven't seen a single person do telecows in a funner in years).

Why would you make your average player play schemes based on league players preferences? I don't get it
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 04, 2021, 10:31 PM
so far, i played hyst and golf, and people were:

-golf with no retreat time was a mess, people had to constantly knock others away from shooting spots

I've always played golf with racing stuff on, 3.8 calls it phased worms, have you tried that yet?

Generally speaking after your turn 5 seconds wasn't enough to travel to next section anyway so on next turn you would move with jetpack or rope then shoot, so I see why they removed retreat time, it's just a waste really.

i wonder how many times will people just hit themselves trying to do a full power bahaha

That happened to us a lot to begin with lol, the power goes to 100% then back to 0% then explodes, rather than going up and down and up and down forever until time runs out, which is what we THOUGHT it would be like.

I have always disliked notching and telecow, but do you know what? I think changes are supposed to help people in general, and not just the league players; these changes are highly oriented to avoid telecows -which are common in league games-, but most of the community doesn't actively play leagues, and telecows are self-regulated (people just don't do them, this might be biased but i haven't seen a single person do telecows in a funner in years).

I've pretty much always disliked notching as well.

Even the word telecow is nonsense to someone like me, who has been playing the game since 1999 and piling, suicide, have always been a valid strategy, whether someone likes it or not shouldn't matter, is it fair or not, should be the only factor, and it IS fair.

I feel like the schemes HB use should actually reflect how they are played at the top level by League players, who are usually(not always though) the most dedicated and skilled players, and if anyone wants to play it for fun they are free to change the scheme however they see fit, for fun.

I have absolutely no problem whatsoever with these variations of the scheme, but that's what they should be, a variation, not a change to the scheme as we all know it.

Why would you make your average player play schemes based on league players preferences? I don't get it

So i've played WA since 1999, and I am sure there are others out there who will perhaps confirm some of the following things I talk about.

Leagues, funners, experimental games, there has always been piling, suiciding, knocking worms, sacrifice that can seem ridiculous but has a purpose.

I've saw 2v2 ropers where 1 player would kill themself as fast as possible because how much of an advantage the other, highly skilled player has in a 1v2 situation, especially in tricky maps, it's a tactic, it's risky, but it's sometimes worth it, having the option to do these things only increases the amount of tactical possibilities.

Any attempt to prevent suicide by teleport, piling, knocking etc, is an attempt, in my eyes for one, to water down schemes simply because some people don't like those things personally.

This doesn't apply just to Leagues, because the leagues generally used the schemes people were familiar with anyway, it actually looks like from my perspective that it's actually people who play the schemes seriously who want to change them, not the other way around.

I don't like when people hide on top in roper, but it's a valid strategy and you can easily fend against it if you are good enough.

My main issue with the whole anti-suicide thing in hysteria is the fact people are trying to create an issue where there really isn't one to begin with, literally the scheme is already fair and balanced, actually I personally believe it to be one of the more balanced schemes that has ever existed in the history of the game, UNTIL people start trying to change it!

Edit - I just want to point out, mentioning how long i've played isn't me trying to say "I've played this long so my opinion is more important to all you simple peasants who haven't played as long!"  :D

It's just me trying to explain that it's how i've experienced things pretty much since this game started.
Title: Re: WormNET Service Updates
Post by: Gabriel on January 05, 2021, 01:13 AM
Quote from: Komito

I've always played golf with racing stuff on, 3.8 calls it phased worms, have you tried that yet?


uhhh i don't remember, i wasn't the host

Quote from: Komito

Generally speaking after your turn 5 seconds wasn't enough to travel to next section anyway so on next turn you would move with jetpack or rope then shoot, so I see why they removed retreat time, it's just a waste really.


Anyway, I don't mind the transition to no retreat time, but then it would need worms to not be able to hit each other -by default-, which didn't seem to be the case last night (when I played golf)

Quote from: Komito

I feel like the schemes HB use should actually reflect how they are played at the top level by League players, who are usually(not always though) the most dedicated and skilled players, and if anyone wants to play it for fun they are free to change the scheme however they see fit, for fun.


I don't know about this one; I would say it should work for the majority. As far as I remember, league Shopper is played without Bazooka, and I would say most funners are played with an infinite supply. Most people won't touch Leagues, anyway. I would have agreed with this 10 years ago, when people still showed interest in competitive gameplay.

Quote from: Komito

My main issue with the whole anti-suicide thing in hysteria is the fact people are trying to create an issue where there really isn't one to begin with, literally the scheme is already fair and balanced, actually I personally believe it to be one of the more balanced schemes that has ever existed in the history of the game, UNTIL people start trying to change it!


Yes, telecow balances random bad starting placements; but I still don't get why would you just change it for HB where people don't even try to telecow.
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 05, 2021, 03:18 PM
I don't know about this one; I would say it should work for the majority. As far as I remember, league Shopper is played without Bazooka, and I would say most funners are played with an infinite supply.

I honestly can't remember the Shopper scheme I very rarely play that scheme so whenever I do pretty much just accept whatever the host sets.

Most people won't touch Leagues, anyway. I would have agreed with this 10 years ago, when people still showed interest in competitive gameplay.

Yeah, I agree with that.


While I'd like to think most players still enjoy playing competitively, as in, play to win mentality, many years ago i'd claim the majority of players were interested in playing competitively and having their victories reported to leagues to compare with other players, these days I highly doubt that's true, at least it's definitely true for the classic schemes we're used to.

Yes, telecow balances random bad starting placements; but I still don't get why would you just change it for HB where people don't even try to telecow.

Well, my opinion is not to change it, it always has been and always will be to leave it how it is, with no rules and normal turn order.

I've played Hysteria for a long time, many years without a problem, then slowly a few people influenced more people, that spread over time and suddenly you have ignorant noobs writing "telecow!" at you thinking they know better than you, even though the scheme literally has no rules!

What makes it worse is a few times when I try explain to them the truth and history of the scheme, and tell them I have no problem playing with a few rules added, as long as they actually write these rules before the match begins. They start swearing and insulting me because they actually believe I am wrong... This actually caused me to lose interest because I got fed up arguing with ignorant people.

Which brings me to my next point, why do people use the term "telecow"? It is literally wrong, which leads to ignorant people arguing with you about it, that can be frustrating because of people being ignorant.

For starters, a cow implies you broke the rules, Hysteria doesn't have any rules so it's impossible to cow.

When you teleport to another player that's called piling, when you teleport above another player to kill yourself and get grave damage, that's called suicide, when you use Jetpack to pile or suicide, the name doesn't change either.

Telecide, telepile, jetcide and jetpile are terms i've seen thrown around, while I don't like them at least those are actually useful inside a Hysteria game because, for example, at least if playing 2v2 you can quickly type "jetcide" which is faster than typing "Use jetpack to suicide". Not to mention they are technically correct unlike "telecow".

We need people to stop using the term "telecow" in normal Hysteria matches because they really look ignorant, not to mention they are literally wrong(unless they specifically mention they are playing with extra rules including piling and suicide with teleport is against the rules, which still wouldn't make doing this with jetpack against the rules). Stop teaching people bad habits!

Edit - Also, if telecow doesn't actually mean you've cowed, and simply is the term used for piling and suiciding with teleport or jetpack, then it is extremely misleading and think the name should be changed so it doesn't make innocent people feel like they have broke imaginary rules.

If this is how it is actually used, then I think that's pretty lame, a way to make people feel bad for something entirely normal but that another person personally doesn't like.
Title: Re: WormNET Service Updates
Post by: Korydex on January 05, 2021, 03:58 PM
Piling enemy worms and suiciding is of course normal in league games but I can see why people hate it in funners. It's a scheme where this tactic is the easiest to use and people don't want and don't know how to counter it. I can 'telecow' in funner when I'm in a big disadvantage and there's literally nowhere else to go.
And I think random turn order is a bad idea anyway.
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 05, 2021, 05:05 PM
Piling enemy worms and suiciding is of course normal in league games but I can see why people hate it in funners. It's a scheme where this tactic is the easiest to use and people don't want and don't know how to counter it.

Piling enemy worms and suiciding has been normal from the start of the entire Worms franchise, funners or not.

In fact, these strategies come from actual wars and battles, fights and other examples from real history of humanity, and are applied to games and other situations throughout the world.

If people cannot handle them, I believe that should be their issue to tolerate instead of trying to degrade the quality of a scheme.

Edit - Instead of just saying, it should be their issue to tolerate, I should explain that I mean more people should try and educate others on why piling and suicide are valid and useful strategies that should not be hated and actually encouraged because when I see people playing at the highest level using a mixture of tactics and strategies depending on each players strengths and weaknesses and also the map design and who gets 1st turn and who has control of what sections of the map, it's just more exciting to be able to adapt to different situations against different players.

Sure, some people abuse suiciding and piles and make it their strict style, and that genuinely does frustrate some people, but that's life, some people are going to abuse anything in any way they can, but that doesn't mean those things are inherently bad, or make suiciding and piling itself bad. In fact, it makes it easier to deal with those people if you stay calm because you know exactly what's coming, they are so predictable lol.
Title: Re: WormNET Service Updates
Post by: StepS on January 05, 2021, 05:43 PM
HostingBuddy schemes have been updated!
The following classic schemes have been updated:

Three brand-new schemes have been added:
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 05, 2021, 05:52 PM
HostingBuddy schemes have been updated!
The following classic schemes have been updated:
  • BnG
  • Golf
  • Hysteria
  • Tower Rope Race
  • Warmer

What changes have been made? Is there a document anywhere like a ReadMe? Maybe on the WKB site?

I'd rather not have to download and physically check each scheme individually.

Different from your original post on the 3rd January? I checked and didn't see it modified since then.
Title: Re: WormNET Service Updates
Post by: Korydex on January 05, 2021, 06:41 PM
What's a Free Warmer?
Title: Re: WormNET Service Updates
Post by: FoxHound on January 05, 2021, 10:25 PM
HostingBuddy schemes have been updated!
Three brand-new schemes have been added:
  • Free Warmer (freewarm)
  • Neocombat (https://worms2d.info/Neocombat)
  • Rubber Plop War (https://worms2d.info/Plop_War_Rubber_Version)

OMG! I almost cried now. I wish I could talk to DumbBongChow and Fighter to show these amazing news! Neocombat and Plop War Rubber Version took plenty of time testing the schemes, balancing them. I need to check if they were updated to 3.8 or if they are still the same (but some new 3.8 features would probably be good to them, unfortunately they are not here to update). I will surely use HostingBuddy more times now.
Title: Re: WormNET Service Updates
Post by: Gabriel on January 05, 2021, 11:00 PM

Well, my opinion is not to change it, it always has been and always will be to leave it how it is, with no rules and normal turn order.


Oh yeah I said "you", should have been "they", but yeah, I meant it as in "why would someone..."

HostingBuddy schemes have been updated!
Three brand-new schemes have been added:
  • Free Warmer (freewarm)
  • Neocombat (https://worms2d.info/Neocombat)
  • Rubber Plop War (https://worms2d.info/Plop_War_Rubber_Version)

OMG! I almost cried now. I wish I could talk to DumbBongChow and Fighter to show these amazing news! Neocombat and Plop War Rubber Version took plenty of time testing the schemes, balancing them. I need to check if they were updated to 3.8 or if they are still the same (but some new 3.8 features would probably be good to them, unfortunately they are not here to update). I will surely use HostingBuddy more times now.

UISxFighter? that guy used to spend a lot of time creating and testing schemes. I don't think he plays anymore :( played a lot with him during the 2009-2013 era
Title: Re: WormNET Service Updates
Post by: FoxHound on January 05, 2021, 11:37 PM
 

UISxFighter? that guy used to spend a lot of time creating and testing schemes. I don't think he plays anymore :( played a lot with him during the 2009-2013 era
Yes, exactly him. A brazilian player. He seemed to be a sensitive person and he had some irritability. But, he was very creative player, very good on the schemes he used to play and worked hard on scheme testings. I was his friend in WA, and used to play and test schemes with him. Good to know people still remember him here, he was very active on that era.
Title: Re: WormNET Service Updates
Post by: TheKomodo on January 06, 2021, 01:50 AM
Oh yeah I said "you", should have been "they", but yeah, I meant it as in "why would someone..."

Ah, no worries lol.

I guess some people hate piling and suiciding so much they want to change it to suit them.

I'm curious as to what freewarm and black hole bng are, not by actually trying them though, hopefully someone can write about them somewhere.
Title: Re: WormNET Service Updates
Post by: XanKriegor on January 08, 2021, 01:14 AM
Quote
Darts - Low Gravity is now permanently enabled and thus removed from the scheme. All worms and weapons fully phased.
I got used to it after two inertial attempts to activate LG, feels good and modern, thanks!
Title: Re: WormNET Service Updates
Post by: philie on January 12, 2021, 11:42 PM
without opening a can of worms.

 :D didnt really work
Title: Re: WormNET Service Updates
Post by: StepS on April 04, 2021, 12:22 AM
HostingBuddy schemes have been updated once again!

Changes:

New Schemes:

As usual, you can download this iteration for your private use under this post.
Title: Re: WormNET Service Updates
Post by: FoxHound on April 04, 2021, 04:54 AM
I'm happy to see Rowy available on HB schemes and also as a WMDB category! BTW I think WMDB should have way more categories, because there are many schemes with lots of maps that are not there... Example: Surf Race (https://worms2d.info/Rope_Race#Surf_Race). Also I do want to see Board Games being available in HB schemes. For example someone writes "!host Board Game", then HB hosts it and download a random map from Board Game category in WMDB and also download the scheme attached to that map automatically. I believe this shouldn't be so hard to implement. Another thing I think HB should do is to inform the rules of the scheme automatically to players either as a link to a WKB article or TUS scheme page or simply a text explaining them. I know HostingBuddy is not very localized and many people don't understand english, but this would at least make people know why they got kicked so much when they join a game, and would make them learn how to play the schemes. Also, it would be good if they learn some etiquette (https://worms2d.info/Etiquette) from the game.
Title: Re: WormNET Service Updates
Post by: philie on April 10, 2021, 07:22 AM
cool, thanks!
Title: Re: WormNET Service Updates
Post by: FoxHound on April 22, 2021, 09:04 AM
I'm curious as to what freewarm and black hole bng are, not by actually trying them though, hopefully someone can write about them somewhere.

Well, now I wrote a stub about Black Hole BnG and I made a gif for it too:

https://worms2d.info/Black_Hole_BnG