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Messages - Jonno_Team17

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31
Other worms games / Re: Team17 has announced Worms WMD
« on: June 20, 2016, 03:25 PM »
Jonno, please make sure we have access to all 3 ninja ropes in scheme creation.  Not doing so would be in error.

Myself and Danny (The other Community Manager) are currently compiling a feedback list for the development team :)

Once again thank you for the continued feedback and thoughts, they are being noted.

32
Other worms games / Re: Team17 has announced Worms WMD
« on: June 20, 2016, 10:38 AM »
Ok i'll start with an easy, yet common topic as the jet lag is still pretty heavy.

Crafting materials -

Depending on the scheme you start off with a set amount of materials. You can also deconstruct weapons from the first turn of the match to get more. This means that if your turn isn't first you can have a craftable weapon ready by the time your first go comes around.

You also get random amounts of crafting materials from crafting crates (the ones with a yellow cog on).

Crafting weapons aren't gated by things like kills etc. However if a weapon like the 'Airstrike' has a turn delay on it and you craft one, this crafted weapon will be effected by the turn delay the same as the default loadout one.

So the 3 Ninja ropes:

Ninja Rope - Standard Ninja Rope of the game, using recycled code from Armageddon for an authentic, yet new feel.

Ninja Rope Pro - A slightly suped up version with infinite swings and a longer rope.

Newbie Rope - The Armageddon Rope incarnate, I even feel it has slightly more control. (OPINION)

33
Other worms games / Re: Team17 has announced Worms WMD
« on: June 20, 2016, 09:07 AM »
Hey everyone,

I'm back from E3!!!

I see there's been some discussion around crafting.

I can answer questions and concerns now so fire away.

34
Other worms games / Re: Team17 has announced Worms WMD
« on: June 08, 2016, 04:15 PM »
Been playing Clan Wars again, getting really excited about WMD now.

Pulled off the greatest zook ever onto a worm on a moving platform through a long tunnel curving downwards, another reason why WA is superior, replays...  There wasn't even any instant replay so I could record on my phone quickly :(

Really love the explosions, some of the new weapons compared to WA, graphics and single player in Clan Wars, but yeah the interface and controls let it down big time, that and ninja rope being almost useless.

@Jonno - By no means am I in a rush but round about what time do you think we could expect WMD released? Summer? Autumn? Winter? 2017?

Hey crew,

Just to let you know I won't be on the forums next week as I'll be at E3 with Worms W.M.D

You'll want to keep an eye on what comes out of there :)

35
Other worms games / Re: Team17 has announced Worms WMD
« on: June 06, 2016, 10:54 AM »
Why reduce the number of weapons?  WA is especially great because it has such an amazing variety of weapons.  That was one of its selling points; so many unique weapons to play with!  I think reducing the number of weapons available in the game is a misguided effort that actually has the opposite effect on marketing.  Even casual/new players would think that fewer unique weapons available is worse.

There's over 80 weapons still.

We're refining what ones/types there are though for quality of life and game-play.

36
Other worms games / Re: Team17 has announced Worms WMD
« on: June 06, 2016, 10:22 AM »
Hey gang,

Hope you all had a good weekend! I've gone back over the last few pages and done some digging.

So the Drill is not currently in Worms W.M.D - I spoke to the Developers and got some reasoning for you:

"It's not in. Because one of our aims was to keep the weapon set down, we took the drill out but gave the blowtorch a new angle facing all the way down."
"The extra angle on the blowtorch is supposed to make up for lack of drills."

Now that's not to say the drill is RIP. Whilst we have no plans to implement the drill in Worms W.M.D at this time it doesn't mean we won't add it to the game in the future if we feel it will add something to the game.


Also re weapon stock/delay - the stock is always in the bottom left and delay timer in the top right. No need for colors once you've got your left from your right nailed down :)

37
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 05:02 PM »
Yup.  Pretty much every rated ladder with automatic matchmaking (League of Legends, World of Warcraft arena, World of Tanks, Starcraft 2) these days uses such a system.  It's quite fun and fair, which helps popularity.

Remember crew, this is an overview of the multiplayer!

Let's focus on the information you now have - more will be revealed as we move forward and everything is locked in :)

38
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 04:17 PM »
Skunk3 is right, when I am rank 2 I should not be able to be get matches vs. rank 10,9 etc. It should be +/- 1, maybe +/- 2. So as a rank 2 player I would only play vs. rank 4,3,2 and 1.
I hope you don't just throw noob vs. pro into ranked matches and call that good match making. :P

No, that's something we want to avoid as much as possible.

But things like worms left, shot accuracy and weapons used etc aren't derivative of a player's skill and shouldn't be factored into your rankings.


39
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 03:55 PM »
I just hope that the pro scheme in WMD is better than the pro scheme in Clan Wars. In CW there was too much mobility for a 'pro' scheme. Ropes, jetpack, teleport guns, etc. Granted, the ropes aren't as 'powerful' in CW as they will presumably be in WMD, but still. The ranked clanner scheme was even worse. The ranking system should be more in-depth than just one scheme, and you said that depending on performance, your rank can go both up AND down. What exactly does this mean? What metrics are being reviewed?

@Jonno - I want in on that 3v3!



The Jetpack has 50 fuel in this scheme fyi.

This is the pro scheme as it stands, of course subject to potential change before launch.[attachment=1]

Regarding rank, if you keep winning you go up, consistently lose and you'll lower in rank.

So the ranking system is basically just wins vs. losses? I've always wanted to see an ELO system instead, and more stats than that come into play, such as:

Win rate %
Accuracy
# of worms/HP left at end of match
multi-kills
damage taken

etc, etc

We considered many things when thinking about ranked, but ultimately in a competitive game there are two possible outcomes. You win, or you lose.

How you win, whether by crushing victory or the narrowest of margins what matters is the big W.

40
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 03:00 PM »
I must say I am looking forward to play WMD. It looks and sounds promising. If it will be good as I hope, and let's say even if happens to won't surpass WA, it will be a game I will play regularly for sure. :) Keep up the good work. :D

And yes. I always imagined the perfect Worms title to have lobby like WA for funners and matchmaking for competetive like Rocket League.

Btw how Singleplayer modes will be? For example physics-wise I didn't like Worms Reloaded as much as WA but some missions which had Rope Racing, Jetpack Racing etc were really great idea and I believe if singleplayer missions will have missions that introduces people with rope etc it will be easier to introduce rope-based schemes in competetive. ;D

There rope specific training & challenges :)


41
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 02:58 PM »
I just hope that the pro scheme in WMD is better than the pro scheme in Clan Wars. In CW there was too much mobility for a 'pro' scheme. Ropes, jetpack, teleport guns, etc. Granted, the ropes aren't as 'powerful' in CW as they will presumably be in WMD, but still. The ranked clanner scheme was even worse. The ranking system should be more in-depth than just one scheme, and you said that depending on performance, your rank can go both up AND down. What exactly does this mean? What metrics are being reviewed?

@Jonno - I want in on that 3v3!

The Jetpack has 50 fuel in this scheme fyi.

This is the pro scheme as it stands, of course subject to potential change before launch.[attachment=1]

Regarding rank, if you keep winning you go up, consistently lose and you'll lower in rank.

42
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 01:21 PM »
Currently we're looking at using the 'Pro' scheme, or a variant of it, for ranked. However this isn't locked in yet.

Once ranked is out we'll be listening to what the competitive community think of the scheme and can make adjustments if it is felt needed.

43
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 01:05 PM »
Ok, i'm officially ROPED in ;)

Definitely excited for this now.

@Jonno, how about when it's released let's grab some people, some from TUS Vs some from Team17 for a funner, there are some guys here who can stream on twitch too :)

Yes, we're up for that! I've already been reaching out to the top level Team17 Developer players to get on stream. We'll probably stream it on our channel too :) Thinking a 3v3 will be in order.

Jono, can you give us anything about the matchmaking, rankings system?

Will we be able to play 2v2 ranked games per example?



Ok, so I've just gone and got the thumbs up to discuss ranked mode a bit more with you all.

The game will be launching with a 1v1 ranked mode. Once we know ranked is working as intended and we're happy with how it's performing we'll be looking at adding team based ranked, such as 2v2.


- Ranked is split into 10 'Ranks', with 10 being the lowest and 1 being the highest. Depending on your performance you can go both up and down the rankings, so consistency is important.
- Everyone starts at rank 10.
- Each rank has it's own profile badge that you can display, for example rank 10 is 'Prod' and rank 1, well that's a surprise.
- There are two weapon skin rewards for performing well in ranked:

                 Reach rank 5 - Silver Grenade Weapon Skin
                 Reach rank 1 - Golden Bazooka Weapon Skin

- Ranked will matchmake you with your opponents, you can't use a lobby system and cherry pick your opponents.
- If someone disconnects the person who disconnected will be issued a loss and the remaining player a win.

Hopefully this overview answers some of your questions :)

44
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 09:31 AM »
Re: "Physics shortcuts"

=2m8s

Force, motion & terrain angle all taken into effect.

I took a close look at that video, specially the girder slide from the first shot, and a later shot where one worm pushes (piles) another. Happy to announce things might be not like I think they are

Thanks for checking the video out and having a look. That video was from an actual match we had with the developers, unlike the 'staged' scenarios used when showing off new weapons etc.

Jonno, do you have some video to see how rope is?

There's snippets here and there, however I'll hold off a Rope Showcase video until all of the ropes have been revealed. Then you'll get to see them all in action :)

45
Other worms games / Re: Team17 has announced Worms WMD
« on: June 03, 2016, 09:10 AM »
so we're calling new worm titles physics realistic now?

You guys and your vocabulary. Realistic doesn't mean real life like, since when do grenades bounce like footballs or donkeys fall from the sky? Realistic clearly means consistent. There is no consitency in newer worm titles, because there is no physics simulation, just shortcuts. In WA, you can use an explosive weapon like a grenade to get an enemy worm to any place in the map depending how you use/drop the weapon, including onwards and slightly to a side. You could even make him fall on a pixel if you so desired to. There are more angles, there are many more possible outcomes for any given shot.

The shortcuts used in physics of WMD are crystal clear from all the videos. Worms do bounce off vertical walls, that's all, but their speed is irrelevant, the moment they touch the ground they slide for 1 second and stop, it doesn't matter the angle they come flying from or at what velocity they do, it's not consistent, it's not deep, there's no gravity, no weight, no friction. Movement of worms, tanks and such, it's Gunbound like, as if slopes didn't matter.

Compare a game of intermediate in WA to anything similar in newer worm games, it's like comparing chess to checkers, like f@#!ing literally.

Re: "Physics shortcuts"

=2m8s

Force, motion & terrain angle all taken into effect.

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