i reduced the rotation and walking forward/backward time in the game. as a result the turtles are acting more quickly instead of running into walls/obstacles. the new code will be published this evening (in about 5 hours). please let me know what you think if it then.
Skip the emailing, I dont see why it is needed. Just login and you will see if you are challenged.
i agreee, but at the moment i have up to 20 waiting challenges when i stop playing for 12 hours or so and then login again. i think it can be annoying to accept/refuse 1000 invitations.
hmm, how about an “auto play incoming challenges when I am away” option
are you serious or are you making fun of me? if you’re making fun, i’ll kick your little green turtle ass!
…I might be guilty of trying to make fun of you. So come get some, you turtle will go down hard.
Well so far the new update seems to have made combat seem more intelligent! I haven’t seen many battles yet, but I’ll keep you posted if my opinion changes
thx.
Ok things look a little funny. I saw my turtle walk into an obstactle, turn away from it, walk forward for a bit, and then, without being hit or anything, decides to walk backward. Eh? It was very disadvantageous and ended up getting him stuck again and losing the match.
you might have noticed that sometimes deadlock situations can occur (eg. both turtles are standing near obstacles and their shots always hit the edge of an obstacle -> result: no one of them hits the other one). therefore i have added random behaviour changes from time to time to cope with such deadlocks. sometimes the turtles just do irrational things. thats intentional.
another thing is that a turtle has two options when it hits a wall:
- turn and try again
- walk backward and try again
these two things must have been the reason why your turtle behaved so strange. but i think as long as it happens only sometimes it is not a real problem.
personally i like it when the turtles act a bit dumb.
Hmmm… ok I understand now. However since the last update I’ve seen my turtle do 2 things I don’t like. One is, the enemy was standing still, my turtle started firing, then my turtle stopped firing after a few bananas came out. After 2 full seconds of no activity, all the while the enemy bullets are firing at me, he FINALLY starts firing again only to be hit an instant later causing him to turn. That was a lot of time wasted where he had no reason to stop firing. The enemy wasn’t moving during any of this and there was no obstacle in the way, so I don’t know why my turtle would have stopped turning.
Also, I’ve seen my turtle start doing his turning business to circle around an enemy after each time he gets hit, then all of a sudden after one turn… he never turned back. He just kept walking forward for a while until he hit a wall. He wasn’t close to the wall before, he could have just as easily turned to face the opponent and shoot again, but I suppose “random” behavior accounts for this instance where he just decided he’d rather keep on walking. I don’t like that though.
Edit: I just saw my turtle pull an Austin Powers move. He got stuck between two obstacles and never got out from between them to face the enemy for the entire fight.
i forgot to mention that doing nothing for a few seconds is also one of the random behaviour things.
in my opinion (which may be dead wrong) turtles are not really smart animals. therefore i haven’t put too much effort in the AI. i just wanted them to be a bit dumb because i think it is more thrilling if you cannot rely on the intelligence of your turtle in a combat.
Since everyone and their mother is now using the Kamikazi plugin with 2 health boosts and a banana cannon, I have a suggestion to help bring balance to the force.
You know how the standard turtle tactic after getting hit is to walk around his opponent for a bit, then turn and fire? Well I want a plugin that does that, but without the turn and fire. I want him to just keep walking around his opponent.
Spiral Plugin: The turtle will never directly face his opponent, but instead walk around him.
This should encourage the need for side weapons if this is used. Right now there’s nothing really to combat the kamikazi plugin in terms of paper-rock-scissors fairness, but I think this would do it.
What do you think?
Ugh I just saw the new mushroom weapon. Now the only viable weapon setup is Kamakazi, 2 health upgrades, and the mushroom. I just fought one and got COMPLETELY decimated. There was only slight strategy before, but now it seems like there’s none left If you don’t use that setup you’re going to lose to people that have it no matter what. I can’t find a strategy to beat it without using it myself.
i know, this is a problem. spiral plugin etc. sounds like a good idea but i don’t think it will work well because of the obstacles the turtle would run into.
my idea is to limit the time how long the kamikaze plugin works. another idea is to add a “lifetime” or “usage limit” to weapons. every weapon shoots slower and slower the older it gets or depending how often it has been used. the older the kamikaze plugin gets, the shorter is the time it works in a fight.
this way users have to re-purchase the plugin again and again. and it’s very expensive.
another benefit would be that the rich users would have to purchase new weapons more often than users with less credits. this way we could close the gap between rich and poor a bit.
what do you think?
Hmmm it seems to me that might make the gap worse. With the current setup, the rich will no longer lose matches against the poor. New/poor players will still earn some credits as they do some damage, but not very much. If you look at the win ratios, the guys with the most credits are the ones winning the most. That means they won’t have a problem replacing weapons.
I know when I first started my turtle it took a long time and lots of losing matches to get enough money to buy new weapons. If a system were in place so that weapons you use wear out, I would have never been able to afford new weapons because I would have been replacing my crummy weapons just to try and get my foot in the door.
I’d hate to start over now because the top 20 people in the game now just use the same exact setup that beats everything else. There’s no variation of style or anything.
Making people replace their weapons will hurt the new players most because they’re going to be gaining money the slowest as it is. The rich make money really fast so they can replace weapons more easily.
Aside from that, the last few upgrades have all supported a single play style. New weapons should support varying styles, so that there’s balance. Since you can’t control your turtles at all, you need the items to vary the combat style, otherwise you have the problem where, well, the problem you have right now: Everyone with the same setup because it’s the ultimate best and there aren’t options to balance things out.
hmmm … i agree. thanks a lot for your thoughts. this really helps improving the game.
check out the newest version, some things have changed (kamikaze plugin is not as worse anymore, new coconut blaster weapon).
I love what you’ve done! I’m very happy now The monotony has been broken and the coconut launcher is really cool. It totally changes the gameplay now! I feel like now I can play with a totally different strategy than was dominating before and still do well. It really makes the game much more interesting to see the way the bouncing around changes things. Very unique! Great job on that idea
thx a lot. during the first test run i was so suprised of how cool the recoil force was! this is really amazing.
Has there be some changes or did I find a bug?
There is a difference depending on cpu speed! At home at my (very) old pc I only get something around 10 FPS :’( - but with the cucumber machinegun I was able to fire 3 - 4 burst until a coconut from my opponent hits me. With my pc at work (around 50 FPS) I only was able to fire 1 burst until the coconut of my opponent hits me.