Friday Facts #152 - Team production challenge

Regular reports on Factorio development.

AntiElite
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Re: Friday Facts #152 - Team production challenge

Post by AntiElite » Fri Aug 19, 2016 8:46 pm

That's awesome! I love the idea of the Multiplayer production challange. I hope this mode will not end after the test period, it sounds like a lot of fun. Make sure you put in a feature to detect and kick AFK players or people will "save" their serverslots for days.

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Re: Friday Facts #152 - Team production challenge

Post by Ratzap » Fri Aug 19, 2016 8:50 pm

Excellent idea. Roll on 0.14 and I await the team host appearing, that will be fun.

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Gergely
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Re: Friday Facts #152 - Team production challenge

Post by Gergely » Fri Aug 19, 2016 8:59 pm

Special Offers.... really? :|

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Re: Friday Facts #152 - Team production challenge

Post by PandaGOD » Fri Aug 19, 2016 8:59 pm

" Albert is in Spain, and some pople have holidays.", Pople? or People? xD, just pointing that out.

Awesome FF

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Re: Friday Facts #152 - Team production challenge

Post by timesinker » Fri Aug 19, 2016 9:03 pm

brilliant. i can serve with high latency for bottom benchmarks.

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Re: Friday Facts #152 - Team production challenge

Post by Kamel » Fri Aug 19, 2016 9:05 pm

Only if we can go in and sabotage the other teams (i.e. blow them up :D)

Sounds like a great plan.

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Re: Friday Facts #152 - Team production challenge

Post by Zulan » Fri Aug 19, 2016 9:11 pm

I'm not sure that is going to go well. We were regularly doing 8 player MP matches and it would only work smoothly if everyone basically is from the same continent and has an excellent internet connection. Otherwise it would basically be unplayable for everyone. While the Idea is certainly great, I just dont see how this can work before the MP rewrite based on our experience.

Has anyone done the math how much upload one (non-host) player actually needs based on the number of peers?

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Re: Friday Facts #152 - Team production challenge

Post by keyboardhack » Fri Aug 19, 2016 9:12 pm

Kamel wrote:Only if we can go in and sabotage the other teams (i.e. blow them up :D)

Sounds like a great plan.
Looks like you can throw grenades at the other teams as they are close enough.
Waste of bytes : P

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Re: Friday Facts #152 - Team production challenge

Post by Zeblote » Fri Aug 19, 2016 9:13 pm

Zulan wrote:I'm not sure that is going to go well. We were regularly doing 8 player MP matches and it would only work smoothly if everyone basically is from the same continent and has an excellent internet connection. Otherwise it would basically be unplayable for everyone. While the Idea is certainly great, I just dont see how this can work before the MP rewrite based on our experience.

Has anyone done the math how much upload one (non-host) player actually needs based on the number of peers?
I'm pretty sure the idea is to run this on the new multiplayer code? It would be senseless to test 0.13 now.

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Re: Friday Facts #152 - Team production challenge

Post by TheUnknown007 » Fri Aug 19, 2016 9:24 pm

Yesss, time to show everyone how much I suck at this game.

Please note that that map is really small, how can you setup anything in it at all? It barely fits a column of steam engines.

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Re: Friday Facts #152 - Team production challenge

Post by Mooncat » Fri Aug 19, 2016 9:35 pm

we decided that the 0.14 will contain only the multiplayer rewrite and it will be released as experimental very soon, and all the planned features for 0.14 will be just shifted to 0.15, which doesn't mean it should be delayed much.
um... do we have to wait longer for the new concrete tileset? :?
My mods (Deprecated, maybe temporary... idk. Currently enjoying vanilla 0.17): Article: List of black magic for modding

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Re: Friday Facts #152 - Team production challenge

Post by Zulan » Fri Aug 19, 2016 9:43 pm

Zeblote wrote:I'm pretty sure the idea is to run this on the new multiplayer code? It would be senseless to test 0.13 now.
Sounded to me like they wanted to harden 0.13:
We wanted to use 0.13 stable release as an opportunity to test the marketing benefits steam offers, but since a big part of the update is the introduction of the matching server, which might lure some people to try multiplayer, it needs to be really solid.

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Re: Friday Facts #152 - Team production challenge

Post by roy7 » Fri Aug 19, 2016 9:46 pm

Zulan wrote:
Zeblote wrote:I'm pretty sure the idea is to run this on the new multiplayer code? It would be senseless to test 0.13 now.
Sounded to me like they wanted to harden 0.13:
We wanted to use 0.13 stable release as an opportunity to test the marketing benefits steam offers, but since a big part of the update is the introduction of the matching server, which might lure some people to try multiplayer, it needs to be really solid.
That means they don't want to market to Steam heavily until the multiplayer stuff (ie: 0.14 rewrite) is solid and tested. The mutliplayer challenge public server idea is for a strong 0.14 test of the new multiplayer stuff:
If the server game manages to run good even under this load, the work on multiplayer would be finished to our satisfaction.

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Re: Friday Facts #152 - Team production challenge

Post by Loewchen » Fri Aug 19, 2016 9:49 pm

I am really excited for this, multiplayer challenges made by the community could become a big new part of factorio.

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Re: Friday Facts #152 - Team production challenge

Post by Wyrframe » Fri Aug 19, 2016 9:59 pm

keyboardhack wrote:Looks like you can throw grenades at the other teams as they are close enough.
This is why we can't have nice things. ;)

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Re: Friday Facts #152 - Team production challenge

Post by rkfg » Fri Aug 19, 2016 10:04 pm

I played a multiplayer tower defence game years ago, the idea was that four players have the same map pieces rotated by 90° for each and all four pieces connected together in a square, and the player can build towers and send creeps to the next player (clockwise) spending "money". Maybe something like that could be exploited in Factorio. For example, for each unit that you produce a spawner can be sent to the next player. Or you can save for something bigger like spawn a worm or a hive at their territory. And if there's fog of war you could scan their base to steal production ideas and designs.

There could even be several victory conditions: you might eliminate all the players (military victory) or produce most items (economic victory). Add some ELO/MMR to it and you have another competitive game!

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Re: Friday Facts #152 - Team production challenge

Post by isaacsanfran » Fri Aug 19, 2016 10:08 pm

I think this is a great idea!

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Re: Friday Facts #152 - Team production challenge

Post by PandaGOD » Fri Aug 19, 2016 10:10 pm

Loewchen wrote:I am really excited for this, multiplayer challenges made by the community could become a big new part of factorio.

"Exited", u mean Excited? (im soo annoying >.<)

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Re: Friday Facts #152 - Team production challenge

Post by Kane » Fri Aug 19, 2016 10:22 pm

Sweet. I'm hoping overtime this will encourage the developers to add more CO-OP but separate base starting area's.

My friends and I love MP but we like to start our own force / starting spot. Right now we have to make a script to turn off weapons fire. But if all this could be added to the vanilla game it would be a lot of fun.

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