Takard Takard

Multiplayer needs accountability

Multiplayer needs accountability

Seriously... Ran into a game tonight 4v4 ffa random. This guy Kalibah and Brm both message me with peace treaties. After they hit me at the same time and then brag about working together it's quite obvious they join ffa's to sucker people. Anyway that's the risk you run playin ffa's, not complaining about that.

What rips me is that I actually fought back and quickly allied with the other player, and we actually managed to beat down Kalibah. Brm was still very strong though. But after about 45 minutes where they realized that we weren't going to just lay down and roll over for them we get the ol migrating... IE host leaves.

Seriously this needs to be addressed. If you leave or quit it needs to count as a loss. Or at least make it count as a loss after say 15 minutes. You know after that time if you're going to drop or if someone else is. I count that game as a win in my book because we were making headway, but it's frustrating that the wins/losses column is next to meaningless. Multiplayer seriously needs an upgrade.

30,119 views 33 replies
Reply #26 Top
I think it would also would help with quitters, they are more frustrating than anything for me.
Reply #27 Top
there is a big difference between strategy and the quick kill exploit



sins has done a good job of screwing the 15 year old rushers that like to win their games in 5 minutes


my advice.... forwarn players in your game that its a long term commitment and may take several 3 hour or more sessions to finish a game..


I think all of us will find once the game has been developed to its full potential those that have ruled over the rts genre for the last 10 years will be up a creek... as in sins it may take hours to get to your opponent the first time.. (star distance max see your fleet tommorrow hah) ..

Personally i know where you are coming from... but its still mighty gratifying to screw over the rushers..... rushing as a strategy(hah strategy what a joke) turned me off of rts for a long long time... finally a game that has almost virtually eliminated the success of a rush..


open your ports host your own games and when the rushers drop you will be declared the victor :-)
Reply #28 Top
How long did it take you to come up with such a crazy line of words from the english lanquage?
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Maybe like 10 seconds
Reply #29 Top
Seriously... Ran into a game tonight 4v4 ffa random. This guy Kalibah and Brm both message me with peace treaties. After they hit me at the same time and then brag about working together it's quite obvious they join ffa's to sucker people. Anyway that's the risk you run playin ffa's, not complaining about that.
What rips me is that I actually fought back and quickly allied with the other player, and we actually managed to beat down Kalibah. Brm was still very strong though. But after about 45 minutes where they realized that we weren't going to just lay down and roll over for them we get the ol migrating... IE host leaves.
Seriously this needs to be addressed. If you leave or quit it needs to count as a loss. Or at least make it count as a loss after say 15 minutes. You know after that time if you're going to drop or if someone else is. I count that game as a win in my book because we were making headway, but it's frustrating that the wins/losses column is next to meaningless. Multiplayer seriously needs an upgrade.
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This happens constantly, I count it as a win in my book and my book is the only one that matters. Stats are for sad little turds. I'm glad they didn't put comptetitive play into sins, it fucked up SUPCOM badly enough.
Reply #30 Top
The multiplayer experience has to be fun and somehow rewarding

This game needs some kind of incentive so players stick till the end instead of just disconnecting

At least we need to know who are the disconnectors so we can avoid them

Ironclad please don't wait too long to fix this major flaw

Sins has so much potential







Reply #31 Top
I count that game as a win in my book because we were making headway, but it's frustrating that the wins/losses column is next to meaningless. Multiplayer seriously needs an upgrade.This happens constantly, I count it as a win in my book and my book is the only one that matters. Stats are for sad little turds. I'm glad they didn't put comptetitive play into sins, it fucked up SUPCOM badly enough.
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You might be a candidate for an Oprah special with inspiring posts like those.

Reply #32 Top
I agree. I think down the line it's goign to need to be added. It's all likely just a matter of time.
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Thanks for responding again, I just hope that "down the line" doesn't come too late...
Reply #33 Top
https://forums.sinsofasolarempire.com/?forumid=406&aid=300864wanna read something that shocked meIrconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO game to consist of one player trying to play a fun game versus someone who has figured out that the best strategy is to quickly bulld 5 light frigates and just harrass the heck out of the other player's home world in the opening 5 minutes.reply 53 athttps://forums.sinsofasolarempire.com/post.aspx?postid=300958&p=3Basically instead of giving the option of non ranked and ranked games, so each community can play the type of game they like (competitive or not) it seems that they dont plan to make an official competitive community at all and this might be one of the biggest downfall of sins in the multiplayer area.
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Revolutionary thinking often fails. If I were them I would look at history in order to gain insight into what is best for their game. See WC3 and Supreme Commander ladders and matchmaking modes for more details. This game is canned for me until there is a competitive reason for me to play it. It really is a shame.