28 results found
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Add map caching
Downloading the same large map file(more than 500k or maybe 1mb)again and again its preety anoying....how about a map recognising metod??,so you dont have to download the same map twice (maybe comparing the dimensions and the size of the local maps with the host map,so it doesnt matter the name of the file)
135 votes -
Re-add ranks and secure logins to WormNET
Ranks and secure logins should be made to work again, but anonymous logins should be preserved.
107 votesRanks and secure logins are part of 4.0’s WormNET design. However, I don’t see strong reasons (and lots of counter-reasons) to keep anonymous logins in 4.0. Also, how the ranks, experience etc. are calculated remains an open and very complicated question.
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Add more Spectator slots for hosted games
Extra slots should be configurable by the host. This would allow more than (7 - # of Teams) people to be in a game that, for some reason, many people would like to spectate it live (either to look or chat). Examples: popular tournament finals, clan matches with lots of members present from the duelling clans, playoff matches for leagues, matches between clan members with many members online, etc.
32 votesIt would be much easier to do this outside W:A, kind-of-like a retranslation bot. That would resolve all the UI design and protocol issues. Would that work as a compromise?
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Add Live Streaming feature from game's level
There is simillar idea posted here http://feedback.worms2d.info/forums/5998-worms-armageddon/suggestions/1598719-spectate-already-started-games?ref=title its just very unclear.
One of the best promotion for the game is possibility to watch replays, fan made movies and ability to spectate live games which is, at this moment only possible with external software/sites that arent known for everyone, especialy new players. There should be unique and easy feature for WormNet 4.0 design that allows players to watch choosen matches directly from the game's level. Host should be able to enable live streaming from the lobby menu ingame to put in on the Live Streaming list somewhere on WormNet. Overall design…
11 votes -
Enhance team-play
Team members should be able to let Spectators participate in team-chat while in a game. Could a chat command do this? So it can be toggled in-game.
Also, a player should be able to let Spectators see their current weapons panel when it's their turn.7 votes -
Have the "quit the game" option quit WA.
Have the "quit the game" option in online matches quit WA. This could discourage ppl from quitting games, unless they really do have to go, in wich case they'd need to quit WA anyway. Also, for the host, there should stay an option to just quit that game, and not WA, since the host may have valid reasons to quit a game, like ie: ppl dropping, desyncing, quitting, having loaded a wrong scheme, or generally all players decide to start a new match.
7 votesWe are thinking about adding a reputation system in W:A 4.0’s WormNET. I’ve written a few ideas here: http://worms2d.info/4/Reputation
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being able to remove joins/quits of #AG
It's still annoying to see a huge list of joins or quits, especially when you talk with someone.
7 votes -
Quitter reduce
If someone leaves there ip is banned for 15 minutes.
6 votes -
Custom host lobby message
What would be pretty awesome I think though not a huge endeavor to implement is the ability for a host to display a custom message in the hosting lobby, something that could be 'Welcome to my shopper game, rules are ABL CBA AFR' or an explanation of a not so regularly played scheme, or even an away message like 'the host is gone taking a wee while players join up'. Here's the way I'd implement it: Have the ability to save it in the scheme file, while being able to override the saved message with a lobby command like /msg…
6 votes -
Worms recognize HostingBuddy commands even when the game is hosted by user
A friend of mine and I had problems connecting to games hosted normally, so for a long time we used HostingBuddy. Nowadays we are able to host games and connect to each other in the normal way, but I really miss the handy commands that hostingbuddy understood, such as !wmbd xxxx and !wsdb yyy (and many more).
Is it possible to make worms understand these commands even when the game is hosted the normal way?5 votes -
HostingBuddy - Project X Scheme Hosting Feature
In this feature HostingBuddy would be also hosting Project X schemes & User Project X schemes.
!pxhost schemename <ctf, jump race, glide race, rope race, normal, normalFoW) and the HostingBuddy hosts the selected scheme.
That's AllSigned
Matti player from WormNETContact: mgos307@gmail.com
5 votes -
add an integrated friends list.
A friends list so that you can add names so that you know who is online. (ingame optional)
4 votes -
Login to wormnet and simple user accounts
Login as other online games, and assign to user account statistics: how many times the player has played, how many times won, how many times left from the game.
4 votes -
Perm BAN with Lobby chat-commands
/lp (alt: /listplayers, /players) - (available only after at least one played match/round) will list all players in chat (even those, who left the match before it was finished) with auto-generated IDs and Status:
- ID - Nick - Status -
01 - GrO - host
02 - someone1 - quit: game
03 - someone2 - online
04 - someone3 - quit: lobby
05 - someone4 - disconnect: desynch
06 - someone5 - disconnect: net drop/ban ID (i.e. /ban 02) - the meaning is obvious
COMMANDS AVAILABLE WHENEVER IN LOBBY (even before the match start):
/ban - entered without player's…
4 votes -
Spectate already started games
if I have an IP address, an option to check if theres a running WA game, and see the running game, if host enabled that
4 votes -
Improved netplay for better matchmaking experience
Usually when we play on wormnet or local and one of the players get disconnected or desync appears due bad connection which one of those happens for many reasons, then this player can't join back to the game, this is not good.
I have several ideas.
1. Better synchronization of the netplay code, also when one of the players gets dropped game automatically to pause up for some amount of time which host defined to give opportunity to the player to rejoin again.
2. If player do not get back after that period of time, then cpu takes his place.…3 votes -
Detecting afk players
Automatically skipping the turns of a player (and next turns) if he doesn't show activity after ~60 seconds, especially good for warmer when a player goes away without typing /afk command
3 votes -
Log Player Info
Add the ability to make locally stored comments about other players, which will be displayed upon request or automatically when the player enters a game with you.
Storing comments:
/playerA Good player
/playerB Insulted everyone the whole game and quit when he started losingLoading comments:
/info playerA [returns previously added comment]
/info all [returns existing comments for everyone in the game]1 comment should be sufficient, but you should be able to overwrite old comments.
The idea comes from WC3Banlist, which is a 3rd party app that ties into WarCraft 3. Enough people got fed up with people leaving…
3 votesWe are thinking about adding a reputation system in W:A 4.0’s WormNET. I’ve written a few ideas here: http://worms2d.info/4/Reputation
Something close to this idea could be added as well. -
Ability to see number of players inside lobby
would be nice if you could see how many players are in a game when you are in lobby
3 votes -
The problem with big map transfers
As far as I know, the way the system works for transfering maps between the host and it's clients is simple:
- The host uploads the map to a number of clients until they've successfully downloaded that map.
But if you have a really big map, say 1.5-3.0 megs, and 4 clients, that equals to as much as 12MB of data the host needs to send altogether.
Maybe a possible solution would be to create some sort of a simple p2p system for the map transfers?
For example, the host starts sending the map to the first client. As the client…
3 votesWe want to do something like this in 4.0.
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