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  1. #1

    4 Months of Whoever Grabs the Officer First...

    I have the patience of Solomon, but I’m just curious what the plan is to address this issue?

    I’ve read all the threads and I’m at a loss as to what Campfire Games plans to do in terms of quality control over who spawns the Officer (and NCO?) in PUBLIC games?

    Basically the issue is till up in the air or undecided?

    For what it’s worth I still support the election of the Officer before a map. As the saying goes - democracy is the worst way of deciding things; except for all the other ways, so I know it’s not a perfect solution.

    So CG, any update on your thoughts about who should be spawning as Officer?

  2. #2
    Matt(Fridge)'s Avatar
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    People dont like hearing this but this is the central problem with non regimental public play. Before match elections are a terrible idea for dozens of reasons, but to stay on topic there is really nothing they can do about it in public sessions. Since we are soon getting the ability to pw our own servers the problem can be forever laid to rest in regimental play. However there is simply no way to solve the problem in public play. So yes in public sessions it will forever be whoever clicks that officer role first.

  3. #3
    Random leaders is the number one problem right now. It's woefully inadequate for the task at-hand and I'm pretty much done following people who I don't know at this point. The quality seems to deteriorate as the server population increases. I think the issue is really central to gameplay and particularly important in a game like this because such close order teamwork is required and you need quality leadership to rise in the top for that. Just as important is giving players confidence in their leaders. I have literally no confidence when I see someone with stripes or bars without making many judgments of my own first. Rank means precisely nothing because they didn't earn it in the first place.

    Previously I thought some sort of game-wide rating system or server-appointment system would be best but I think there's one good solution which would work in all situations.

    The best way to do that is a kind of measured election system. Where players can choose to associate with a given leader through the spawning system and therefore empower him to put on stripes and bars or taking them from him by picking someone else and disassociating with him. So you go to pick your role and instead you're choosing a person to follow as a private or volunteering to lead yourself and seeking followers. The more people who associate with a given player, the more rank he gains - to the point he can even hand out lesser ranks to his subordinates. This is fluid throughout the round and can be altered while a player is still alive, new ranks taking effect on respawn. Player name is then color-coded based on your organization. When you see stripes or bars you know the player has followers, you can visually tell who belongs with who and that can give you some measure of confidence.

    The need of a short, no-pressure planning phase at the start of the round is a mostly unrelated matter but also one that would help leader votes settle out by restarting the game round when the round goes live and spawning people in as their present role/rank.

    I've got a video pinned in my signature where I pitch the type of election system I'd like to see and I'm also working on one right now to more smoothly bring that to life. I'd be done by now but on a routine checkup of mousetraps yesterday morning I came face to face with a sewer rat the size of a cinder block in my basement and that shifted my priorities. help.gif


    Quote Originally Posted by Matt(Fridge) View Post
    So yes in public sessions it will forever be whoever clicks that officer role first.
    Thanks for the update, Nostradamus.
    Last edited by Poorlaggedman; 04-18-2019 at 09:21 PM.
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  4. #4
    Matt(Fridge)'s Avatar
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    Quote Originally Posted by Poorlaggedman View Post
    Random leaders is the number one problem right now. It's woefully inadequate for the task at-hand and I'm pretty much done following people who I don't know at this point. The quality seems to deteriorate as the server population increases. I think the issue is really central to gameplay and particularly important in a game like this because such close order teamwork is required and you need quality leadership to rise in the top for that. Just as important is giving players confidence in their leaders. I have literally no confidence when I see someone with stripes or bars without making many judgments of my own first. Rank means precisely nothing because they didn't earn it in the first place.

    Previously I thought some sort of game-wide rating system or server-appointment system would be best but I think there's one good solution which would work in all situations.

    The best way to do that is a kind of measured election system. Where players can choose to associate with a given leader through the spawning system and therefore empower him to put on stripes and bars or taking them from him by picking someone else and disassociating with him. So you go to pick your role and instead you're choosing a person to follow as a private or volunteering to lead yourself and seeking followers. The more people who associate with a given player, the more rank he gains - to the point he can even hand out lesser ranks to his subordinates. This is fluid throughout the round and can be altered while a player is still alive, new ranks taking effect on respawn. Player name is then color-coded based on your organization. When you see stripes or bars you know the player has followers, you can visually tell who belongs with who and that can give you some measure of confidence.

    The need of a short, no-pressure planning phase at the start of the round is a mostly unrelated matter but also one that would help leader votes settle out by restarting the game round when the round goes live and spawning people in as their present role/rank.

    I've got a video pinned in my signature where I pitch the type of election system I'd like to see and I'm also working on one right now to more smoothly bring that to life. I'd be done by now but on a routine checkup of mousetraps yesterday morning I came face to face with a sewer rat the size of a cinder block in my basement and that shifted my priorities. help.gif


    Thanks for the update, Nostradamus.
    When your against organized regiments but say random leaders are a problem. #justpoorlaggedmanthings

  5. #5

    CSA Captain

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    So far there are two listed Regiments for each map. So lets say 2nd Wisconsin is one: You click on that name and it opens another screen where all the Companies in that regiment are listed, you pick a company, choose the Officer slot which then forms that Company, other players join you, and then you can spawn in. Voila....done deal, everyone gets to play with their friends, nobody has to follow a random leader if they don't want to, everyone is happy.
    ''I'm here to play an American Civil War era combat game, not Call of Duty with muskets.''.

  6. #6
    Well PLM with passwords for servers this should be a moot issue. When units organize events they already know who their officers are and will take the roles as they pre-planned so there is no need anymore for messing with the officer system. If units want to play as is in public play on the official servers they can do that as well but the events will be protected.

  7. #7
    That random information is very interesting and well-thought out but what does that have to do with the point of Quaker's thread?

    Quote Originally Posted by Quaker View Post
    I’ve read all the threads and I’m at a loss as to what Campfire Games plans to do in terms of quality control over who spawns the Officer (and NCO?) in PUBLIC games?




    ........................
    Quote Originally Posted by TrustyJam View Post
    We've come to this conclusion after your requests kickstarted an internal investigation of just what kind of players are actually the ones that primarily keeps the game servers populated on a day to day basis. We have found that roughly 20-30 percent of daily players (in the weekdays) are company players while 80 to 70 percent are non company players.
    Should I put this in my signature for future reference?
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  8. #8

    USA General of the Army

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    Quote Originally Posted by Poorlaggedman View Post
    Should I put this in my signature for future reference?
    If it will make you feel important, go for it. Quite honestly I feel like I speak for everyone else here when I say you can shove it up your ass.

    The alternative that came out in the password thread is probably the best option for private servers where classes can be reserved for certain people, it just mean manually having to keep that text file up to date. On public ones I would leave it open cause I don't see a clear way to decide leaders that is going to be effective.

  9. #9
    WoR-Dev TrustyJam's Avatar
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    Quote Originally Posted by Oleander View Post
    If it will make you feel important, go for it. Quite honestly I feel like I speak for everyone else here when I say you can shove it up your ass.

    The alternative that came out in the password thread is probably the best option for private servers where classes can be reserved for certain people, it just mean manually having to keep that text file up to date. On public ones I would leave it open cause I don't see a clear way to decide leaders that is going to be effective.
    I hope "shoving it up your ass" is not what you took away from my post explaning our reasonings of now going to implement password protected servers.

    Please keep a civil tone.

    We have no immediate plan in regards to introducing other ways of selecting officer slots so please do keep the suggestions going, thank you.

    - Trusty

  10. #10

    USA General of the Army

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    Quote Originally Posted by TrustyJam View Post
    I hope "shoving it up your ass" is not what you took away from my post explaning our reasonings of now going to implement password protected servers.
    No, it wasn't.

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