Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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This is such a stupid idea. How can you have a multiplayer game, and then throw in levelling up and allow different levels to play against each other? It's completely unbalanced. It does not work. How many games have you played that work like this? I suggest you rethink this whole concept.
Btw I didn't read all the posts in this thread, so idk if what I'm saying is something you've already been told or have thought about. But from what I've played, and from the few posts I have read, this is my view on your bot.
This. Everytime I join your world I play for 30 seconds and then get killed instantly by high level players. Even when a high level player is sitting afk, I still cant kill them because of the balancing issues.
In my opinion, you need to decide the identity and object of this bot; is it capture the flag, or an all out death match between players?
If capture the flag: Get rid of level systems and stick to simple weapons and minor buffs to make things more balanced. Keep teams balanced. Dont have endless games with no real winner, have timed games with rounds (capture 3 flags to win for example), and have a clear winning team who will get shared rewards (this will encourage teams to work together so everyone is rewarded, not just the one who takes the flag). Remove npc blocks that can be killed for money.
If free for all/death match: Remove teams altogether, it makes no sense considering no assist system is being used for kills. Keep levels and current buffs in place, and use team blocks so everyones level is assigned to a color and is clearly visable. Prevent high level players from attacking lower levels, unless provoked and attacked by the low level player first. Keep npc blocks for new users to practice with, and assign non-campable safe zones for players to spawn/purchase items.
This mixed capture the flag/death match concept is confusing, fix it and your world will be much more enjoyable.
This could be done with my pressure plate idea which can be also used in other creative ways
https://trello.com/c/8NnAwSiV/246-press … -and-doors
Check it out and say what you think.
Oh minecraft...
Saw a few topics talking about the ee community and new players, and I have an idea that might make them feel a little more welcome, free rotation blocks and smileys.
Allow 1 or 2 block packs and smileys to be free for unlimited use for all players. Then after a few weeks, they will expire, and a new set of blocks and smileys will be put on rotation.
This is a concept many other games use with great success. It allows new players to have more then the basic and boring blocks they start with, but still requires them to purchase it for permanent use. New (and lets be honest, poor) players get inspired to make themed levels with their fancy new blocks, which means more players online and more levels to play!
This is some amazing stuff, keep it up!
I would like to see a matchmaking/auto team balancing system. It would move better players to other team to avoid stacking. Not sure how to make this, or what to use it for... Im sure I'll think of something.
Sounds like minecraft, but still a good idea.
What is the point of using opera anyways?
Id say 99% of the smilies were good. Its just...the dog...it burns my eyes D:
Actually, there is a multiplier version of this game. Each player starts at opposite corners and whoever captures the most of the grid wins.
So I recently became addicted to this game someone showed me called Color Flood. You play by changing the colors of blocks in a grid until the entire grid is one single color. It sounds simple, and it is! Thats what is so fun about it. As someone who knows nothing about code, would it be possible to create this game in EE?
To learn more about the game just search "color flood" in the app store or Google play and play it yourself!
Idea:
Lets strip minis down to the bone and divide them into there basic parts. Then, each element of a minigame can be tested individually to see how a player performs on each task, showing their strengths and weaknesses in each basic element.
For example, lets use a somewhat complex mini that involves climbing a hook jump, then completing two long jumps that require significant momentum to clear. In this mini, falling at any point will result in a death (I'll add a picture later for clarification). Now, this somewhat complex mini can be divided into 2 parts: the hook jump, and the long jump, both of which are equally important.
Now lets backtrack a bit. Lets say a world was created that tested this player in each of these basic elements, rating their performance on each and determined which they were best and worst at. Using this example data, the example player showed to excel at hook jumps, completing then quickly and with few errors. However, the player lacked in the ability to complete long jumps, often mistimeing jumps and dieing many times, as well as taking considerably longer time to complete then the average player.
Using this knowledge, we can expect the player to MOST LIKELY easily complete the hook jump, but fail at the long jump element of mini. We can also expect the difficulty of the entire mini FOR THIS PLAYER to be about average, because it involves elements that he is both good and bad at.
Now, lets say another player is also attempting this mini. This new player just started playing EE and lacks in both hook jump and long jump skills. Because of this, the mini is likely to be very difficult for this new player.
Finally, a very experienced player joins the room, excelling at both required elements. The difficulty of the mini for this user is likely to be very easy.
As you can see, using this we can estimate how each player would perform on almost any mini depending on the elements that make up the mini, assuming he has completed the element skills test.
We can also determine average difficulty. By averaging every players scores in each element, it would give a rough estimate of which element is most difficult to the community as a whole. We would be able to rank each element in difficulty and estimate how challenging a complex mini with many parts would be to the average EE user.
This system does have its problems, however, because elements can vary in difficulty. For example, 1 hook is much easier to complete than 5 stacked on top of each other. This would have to be taken into consideration when a minis difficulty is determined, either for an individual player or the entire community.
Well, thats the end of my novel. Once again I'd love to help develop a system like this if someone is actually going to.
Bobithan wrote:Also, for measurement of player skill, time isn't what you want to look at. Some minigames can take considerably longer to complete in one go than others, so the best method would instead be attempts rather than time spent
I sort of agree with this. I think that if you take more time on a certain level, it might show that you are not able to quickly cognitively process how to complete the level. Since experienced users have more experience, it is possible that they may have already seen the patterns in the minigames and so would be able to do it faster. However, I'm not sure if those would be correlated. It's an interesting point though.
For example, it usually takes me about 30 seconds to do one hook jump (I'm terrible at those) but it would take me one try. I'm not really experienced so it would take me more time.
Why not both? Would be interesting to see how much of an effect rushing a minigame has on your death count, and if the increased attempts actually causes a player who rushes to take longer to finish than a player taking their time.
i propose a SI unit of Woot (experience/player)
SI unit of Woots can be used to quantitatively measure the EE experience.
to find how many Woots of experience per player a person has:
count the number of Woots in all of their levels.
The total number is the Woots of that player
Eh... Maybe
But this is more about skill in completing minigames, not creating worlds (but I like the idea of seeing who creates the bests worlds as well). Plus the winner would most likely be "woot for edit" worlds, so plays might be a better stat to use for that purpose.
Well it would more or less represent the population of ee at that current time. With multiple trials, you could combine the results to a very large sample size and then analyze it. Hopefully with a large sample the errors will be minimized.
Another problem I see with this though is players joining and not completing the entire world, thus giving a false result...
I had no idea the EE community was so diverse. Amazing!
Why couldn't you just create a set of minis in a world, and open it for a set amount of time and track how many people can complete each mini. We want to represent the average population of EE, so allow anyone who joins to participate. Repeat for consistency.
Then look at the data. Ex. For mini x, only 30% of players who attempted this mini passed it. So, if you are able to complete this mini, you are roughly in the top 30% out of all players.
This would require many repeated tests and might have some flaws, but its a baseline that could then be used to develop more accurate and complete data.
Interesting topic. Ive never really thought about it. You would have to group together a bunch of different minis and see what percent of players could complete each. You could then rank the minis based on percentage of players who completed it.
However, I think the order of the minis should be left up to the player, or give them the ability to skip the mini with points deducted, in order to get more complete results.
Another factor to consider is time. Should there be a time limit for each mini, so that the player must complete it before the limit is reached, or they get points deducted? Or should it be unlimited?
Finally, should the minis be grouped by type or by the type of skills required to complete it? For example, one mini could have an obvious route to solve it, and only requires quick reaction time and skill. While another mini could have a more complex or somewhat hidden route, or even many possible routes to complete it. This mini would require skill AND puzzle solving skills. Should these skills be rated individually?
Id like to see some sort of system for this, and would be happy to help develop it!
I like the look of well made patterns (not eye rape). They just make the page look better then an actual level as a background.
I would just like to thank you toop for the work you put into fixing these. So when will they actually be added into the game?
Probably one of my favorite storys by poe! I will definitely be playing this later
6. Be lucky.
Optional. Luck is the way for magic.
Ive been doing it wrong this whole time...
What about making the candy/scifi one ways rotate?
I loved this xD
FB works as one of the best, if not, THE best advertising page out there. I know people who earn money for a living by advertising FB pages and they get a ton of likes/followers. You should try it.
And the fact that the fb and youtube webpages are mostly blank make EE look completely dead.
People think its funny to make fun of new players and make them "pay there dues". Its terrible. Most of those "noobs" are much better people then anyone here, including me. If people would take 2 minutes to help build with new players or give them tips(without telling them they suck) EE would grow and be a much nicer community.
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