epsy wrote:well, i've already started some in an external php script, i think it wouldn't be that hard to port it to C++/arma
Let's see it!
epsy wrote:edit: It wasn't intended to be a « tournament regulator », but it's moddable, so we can manage to do it...
The reason why I prefer such a construction as I've proposed is that it allows pretty much any configuration, and allow the users to create easily.
It's to do the "minotaur" when you play in a labyrinth, it's to allow "pac-man" modes, it's to have elimination modes, it's to have tournament where only pre-registered players can join, and mostly, it's for anything else that I haven't thought of, but that someone else will.
The whole issue of making different rules for rounds has been around probably way before I joined the forum, so I guess it won't move away anytime soon. Also, people are full of ideas, and I'm short on time. So if I (hopefully) give them tools to make what ever type of round or team grouping mechanism, then its a good investment for the project.
epsy wrote:btw, i think i'ill need help for moduling in C++
Ok, I'll do my best!
2020 wrote:it is not really a problem with lack of configurability wrt rounds servers teams but new players joining teams
Yes, an excellent point. Human factor will always out weight automation. I'm not aiming to force a mechanism, I'm rather allowing for an anchor point should someone decide that such a mechanism becomes required.
Think back when I made the axes system (ok, you where not there, so I'll recap: me: "He, axes could be fun" people:"No, 300 axes will be lame!"). It wasn't because I wanted all the games to use them, not that I had a clear idea what would be fun (well, actually, I had high hopes for 6 and 8 axes). I like fortress and love CTF, both runnign fine with 4, but the Chichos are quite phenomenal!
------------ it is important to draw a separation here -----------------
we have to isolate exactly why more players aren't joining
with eg maz suggestions and tank's
and once we get an accurate enough evaluation of the situation
we come up with a solution
which me then ask developers to perhaps help with
though perhaps this might not be needed;
it might be that the solution is merely player-implementable...
** I'll assume that you are asking why more new players aren't joining in general, and not why more new players aren't joining the tournaments, as for that I've already tipsed that you could make it attractive to them by making "classes" or simply a "newbie" tournament**
I think the problem needs to be divided in 3.
a) Why aren't more new players coming to the game?
b) how to make people interested to explore it?
c) why aren't we retaining more of the new players that come to the game?
For the first one, I'm a bit at lots. Hopefully someone else will come with some nice creative ideas!
For the second one, I think we REALLY need a good introduction to the game. Many of the game concepts are not "natural". Grinding and rubber comes to mind here. A text tutorial, better default values on the local game, more challenging AI, an "automatic" tutorial, anything, but something to make them understand the impact and possibilities of such tools. It should raise their interest in the game. (secondary impact: This way, when they actually try a game online, they have that experience, and can concentrate on the new multi-players strategies that unroll around them.)
For the third one, well, we should try to clean up the mentality a bit on the big servers, question of making sure new players do get a good welcome when joining, and come back. Maybe we should "clean-up" the inactive servers. Maybe it should be something they do automatically, like "if there hasn't been at least 10 players that played more than 5 min in the last 2 weeks, then it just shut down". A way of saying that an admin has to make it interesting for the public, rather than being yet another "I dont care enought to change off the default values, how comes nobody joins! ". Maybe we should organize the popular servers, the ones where 80% of the people hang out, and have shared admins on them (not the configuration setter type, but the kicker and banner types), they migth spot trouble makes as they wander from one banned server to the next, and when they dont get a clue, they get eligible to the "no access on any of the fun servers for a day/week/month/year/life-time". Maybe its having a summer where potty mouth are kicked on sight (ok, second offense. a "shit I missed that" could be tolerated, but I'm still waiting for a proper usage of "omfg, what a noob u r, are u re'tard too!"). Maybe we would need a new player server, that always appears first on the list on the master server, where people play as regular, but are there first and foremost to lend hand out to new players.
But these are only a few ideas, what are yours?
Did you see anything that made you shout "there's something I could do!"?
-ph