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[Update] ShieldBattery: 1v1 Fastest Support! - Page 25

Forum Index > BW General
786 CommentsPost a Reply
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Latest Update Notes: https://tl.net/forum/brood-war/570578-update-shieldbattery-new-season-new-map-pool?page=31#603 League Support!

Join the ShieldBattery Discord: https://discord.gg/S8dfMx94a4
Trozz
Profile Blog Joined November 2008
Canada3454 Posts
December 27 2021 06:09 GMT
#481
I've got this working!
Had to reinstall bnet.
1v1 lets go
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
DiMiaN
Profile Joined October 2013
Finland299 Posts
December 27 2021 09:25 GMT
#482
Possible to make shieldbattery more mobile friendly? Obviously just for the chat rooms and viewing ladder. Keep it up you are doing great! Gave you a coffee tip
tec27
Profile Blog Joined June 2004
United States3696 Posts
December 27 2021 09:31 GMT
#483
On December 27 2021 18:25 DiMiaN wrote:
Possible to make shieldbattery more mobile friendly? Obviously just for the chat rooms and viewing ladder. Keep it up you are doing great! Gave you a coffee tip

Thanks for the support!

We have done some work on the splash page to make that a bit more mobile friendly, but the chat and such are a bit older and hard to work with at the moment. There are some plans to restructure that UI a bit soon, though, so perhaps we can work that in It is definitely a long-term goal that you could chat and such on mobile
Can you jam with the console cowboys in cyberspace?
Optimate
Profile Joined August 2020
247 Posts
December 29 2021 04:34 GMT
#484
2v2 ladder should have random allies to negate team stackers. I see the people asking for ally all day and I don't think it fair for someone who does not have an ally.
Jealous
Profile Blog Joined December 2011
10138 Posts
December 29 2021 05:12 GMT
#485
On December 29 2021 13:34 Optimate wrote:
2v2 ladder should have random allies to negate team stackers. I see the people asking for ally all day and I don't think it fair for someone who does not have an ally.

Hard disagree. Half the fun of playing teams is playing with your friends.

In an ideal world where there was a huge playing population, I could see the argument for having split ladder - random and pre-made - but as is now, mixed is the way to go 100%.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
lokiM
Profile Blog Joined June 2008
United States3407 Posts
December 29 2021 07:59 GMT
#486
On December 29 2021 14:12 Jealous wrote:
Show nested quote +
On December 29 2021 13:34 Optimate wrote:
2v2 ladder should have random allies to negate team stackers. I see the people asking for ally all day and I don't think it fair for someone who does not have an ally.

Hard disagree. Half the fun of playing teams is playing with your friends.

In an ideal world where there was a huge playing population, I could see the argument for having split ladder - random and pre-made - but as is now, mixed is the way to go 100%.

I think what he means is, teams should be matched vs teams instead of a random 2 players.
You can't fight the feeling.
tec27
Profile Blog Joined June 2004
United States3696 Posts
Last Edited: 2021-12-29 22:28:53
December 29 2021 22:27 GMT
#487
On December 29 2021 16:59 lokiM wrote:
Show nested quote +
On December 29 2021 14:12 Jealous wrote:
On December 29 2021 13:34 Optimate wrote:
2v2 ladder should have random allies to negate team stackers. I see the people asking for ally all day and I don't think it fair for someone who does not have an ally.

Hard disagree. Half the fun of playing teams is playing with your friends.

In an ideal world where there was a huge playing population, I could see the argument for having split ladder - random and pre-made - but as is now, mixed is the way to go 100%.

I think what he means is, teams should be matched vs teams instead of a random 2 players.

Then generally you would not find matches. There simply isn't enough population currently to split the pool, queueing for an hour to play a single match isn't a good way to keep (or build) a player-base.

Arranged teams will get a handicap against random teams in the future, but we need to collect data to see how large the advantage conferred is. Unfortunately this isn't a value you can just pick out of thin air.
Can you jam with the console cowboys in cyberspace?
tec27
Profile Blog Joined June 2004
United States3696 Posts
January 01 2022 00:12 GMT
#488
Can you jam with the console cowboys in cyberspace?
Jealous
Profile Blog Joined December 2011
10138 Posts
January 01 2022 01:59 GMT
#489
Is that the real ZeLoT? :o Love him ♡
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
ggsimida
Profile Joined August 2015
1148 Posts
January 01 2022 04:50 GMT
#490
yeah its him he streamed his SB games a while back
[image loading]
TaDDe
Profile Joined January 2022
5 Posts
January 01 2022 08:27 GMT
#491
Is 2Pacalypse guy from Croatia?
2Pacalypse-
Profile Joined October 2006
Croatia9498 Posts
January 01 2022 09:57 GMT
#492
Yes, he is.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Optimate
Profile Joined August 2020
247 Posts
January 02 2022 15:48 GMT
#493
In my opinion, if you have a random ally you should get twice the points as a team stacker. I don't think it is fun to log in and get bashed by team stackers. Plus, amazing players allying worse players means more people can learn that way.
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
January 02 2022 22:17 GMT
#494
The 2v2 scene is doing amazingly well on SB right now, now all we need is a big population of 1v1ers to play, it will happen eventually I am sure.
AKA: TelecoM[WHITE] Protoss fighting
atrox_
Profile Joined November 2010
United Kingdom1710 Posts
January 02 2022 23:41 GMT
#495
really not enjoying the vibe in SB since the 2v2 has come in compared to when I was in it previously - just people flaming each other
lost dedicated
Profile Joined June 2021
41 Posts
Last Edited: 2022-01-03 00:08:15
January 03 2022 00:06 GMT
#496
On January 03 2022 07:17 TelecoM wrote:
The 2v2 scene is doing amazingly well on SB right now, now all we need is a big population of 1v1ers to play, it will happen eventually I am sure.


i think three main points need to change for korean 1v1 players to switch:

1. there has to be a tangible improvement to lag between koreans and foreigners when compared to official. client-sided turn rate would help a lot. i wouldn't mind having TR12 playing against a TR24 korean if it means both of us are happy and have adapted to our latency. i know i've heard this isn't supposed to work this way but that lowlatency program coming around the end of 1.16.1 is exactly what i'm talking about. it lowered the turn rate client-sided while the opponent kept the slower turn rate.

2. better community support. the way SCR works basically killed most clan channels. i remember fish being very lively, while now it's just not the same even though brood war has reached its second peak in korea. shieldbattery should put up multiple chats by default, including those for clans korean and foreign alike.

3. remove cheaters and add an overwatch-style system similar to what fish server used to do. before anyone says anything about community effort, i would be more than happy to help check suspicious replays with my free time if it meant a better experience for everyone. i've started using kLauncher which helps a bit, but it really shows just how many [removed] users are out there, as the program is called. it's a cheating service you subscribe to monthly disguised as a legitimate program.
tec27
Profile Blog Joined June 2004
United States3696 Posts
January 03 2022 04:45 GMT
#497
On January 03 2022 08:41 atrox_ wrote:
really not enjoying the vibe in SB since the 2v2 has come in compared to when I was in it previously - just people flaming each other

I'm sorry you're not enjoying it, but I'm not really sure what you would like me to do with this information. Prior to 2v2, ShieldBattery had next to no users, no real regular chat. The same number of games have been played in the last 16 days as had been played in the entire previous year. I'm sorry that you're experiencing the growing pains of a community that lacks all the tools it needs to manage that community, but you really need to understand that we have to build all of those things, and it takes a lot of time and effort to do so. I'm the one person working on this full-time at a large personal financial loss, and yet people throw requests and complaints at me like I'm a multi-national corporation.

I'd definitely like to give people more ability to control whose chat they see, muting ingame, adding chat bans for egregious offenders, etc. But all of these things take work, and for the most part we can't afford to prioritize a great deal of these things over stuff like netcode. Unfortunately I am but a single person, so if you aren't happy with how other people are acting around you, maybe you could try to get them to change their behavior?

On January 03 2022 09:06 lost dedicated wrote:
Show nested quote +
On January 03 2022 07:17 TelecoM wrote:
The 2v2 scene is doing amazingly well on SB right now, now all we need is a big population of 1v1ers to play, it will happen eventually I am sure.


i think three main points need to change for korean 1v1 players to switch:

1. there has to be a tangible improvement to lag between koreans and foreigners when compared to official. client-sided turn rate would help a lot. i wouldn't mind having TR12 playing against a TR24 korean if it means both of us are happy and have adapted to our latency. i know i've heard this isn't supposed to work this way but that lowlatency program coming around the end of 1.16.1 is exactly what i'm talking about. it lowered the turn rate client-sided while the opponent kept the slower turn rate.

We already have better things in mind that make this type of shenanigans unnecessary. SC:R's netcode is extremely rudimentary and missing a lot of basic things that would improve things significantly, but unfortunately it's also a fair amount of work. We don't have access to the source, everything we build on top of has to be reverse-engineered first, on top of simply building the better things. It's absolutely what I want to focus on at the moment, but it is still hard given how much people demand of me personally all the damn time (see your own points 2 and 3 here, which want us to work on completely unrelated things at the same time).


2. better community support. the way SCR works basically killed most clan channels. i remember fish being very lively, while now it's just not the same even though brood war has reached its second peak in korea. shieldbattery should put up multiple chats by default, including those for clans korean and foreign alike.

The plan has always been to support multiple channels, and I find it kind of frustrating people always assume that the current state of things is the final plan. It takes times to build these things, and we're not going to ship them without features that let people manage their own channels properly (and let us administrate across all the channels as well, and communicate with everyone even if they're not in a single channel as well). Given that, there is still work to be done to ship this, but demanding obvious things over and over again doesn't really do anything to help those features get shipped.

The problem here isn't ideas. I honestly can't think of a point in the last 5 years of working on this where someone has suggested something we haven't already thought of or put on the list. And before you say, "well show us the list!", well, we have, and do have a list on our splash page, nobody reads it and you all just suggest the same things to me all the time anyway. The ideas are mostly obvious, it's the implementation that is difficult.

And it is *absurdly* frustrating to continuously hear "just do X!", "why doesn't this have Y?!" over and over again from people that have zero understanding of how much work goes into this stuff, and zero respect for the people that work on it.

And I'm sorry if you feel any of this doesn't really apply to you, I've just come off a week of building more features to permanently ban users who are misbehaving on the system, when what I really wanted to be doing was finishing some stop-gap netcode improvements so people will stop complaining to me about dynamic TR. If you all really want to see more features and improvements come out at a regular pace, there are two major ways you could help: 1) Donate some money and 2) Convince your fellow community-members to stop doing stuff that requires us to take our attention away from building those features. It sucks that a few selfish people can ruin things for everyone, but well, that's just the way the world works I guess.
Can you jam with the console cowboys in cyberspace?
atrox_
Profile Joined November 2010
United Kingdom1710 Posts
January 03 2022 08:55 GMT
#498
On January 03 2022 13:45 tec27 wrote:
Show nested quote +
On January 03 2022 08:41 atrox_ wrote:
really not enjoying the vibe in SB since the 2v2 has come in compared to when I was in it previously - just people flaming each other

I'm sorry you're not enjoying it, but I'm not really sure what you would like me to do with this information. Prior to 2v2, ShieldBattery had next to no users, no real regular chat. The same number of games have been played in the last 16 days as had been played in the entire previous year. I'm sorry that you're experiencing the growing pains of a community that lacks all the tools it needs to manage that community, but you really need to understand that we have to build all of those things, and it takes a lot of time and effort to do so. I'm the one person working on this full-time at a large personal financial loss, and yet people throw requests and complaints at me like I'm a multi-national corporation.

I'd definitely like to give people more ability to control whose chat they see, muting ingame, adding chat bans for egregious offenders, etc. But all of these things take work, and for the most part we can't afford to prioritize a great deal of these things over stuff like netcode. Unfortunately I am but a single person, so if you aren't happy with how other people are acting around you, maybe you could try to get them to change their behavior?

Show nested quote +
On January 03 2022 09:06 lost dedicated wrote:
On January 03 2022 07:17 TelecoM wrote:
The 2v2 scene is doing amazingly well on SB right now, now all we need is a big population of 1v1ers to play, it will happen eventually I am sure.


i think three main points need to change for korean 1v1 players to switch:

1. there has to be a tangible improvement to lag between koreans and foreigners when compared to official. client-sided turn rate would help a lot. i wouldn't mind having TR12 playing against a TR24 korean if it means both of us are happy and have adapted to our latency. i know i've heard this isn't supposed to work this way but that lowlatency program coming around the end of 1.16.1 is exactly what i'm talking about. it lowered the turn rate client-sided while the opponent kept the slower turn rate.

We already have better things in mind that make this type of shenanigans unnecessary. SC:R's netcode is extremely rudimentary and missing a lot of basic things that would improve things significantly, but unfortunately it's also a fair amount of work. We don't have access to the source, everything we build on top of has to be reverse-engineered first, on top of simply building the better things. It's absolutely what I want to focus on at the moment, but it is still hard given how much people demand of me personally all the damn time (see your own points 2 and 3 here, which want us to work on completely unrelated things at the same time).

Show nested quote +

2. better community support. the way SCR works basically killed most clan channels. i remember fish being very lively, while now it's just not the same even though brood war has reached its second peak in korea. shieldbattery should put up multiple chats by default, including those for clans korean and foreign alike.

The plan has always been to support multiple channels, and I find it kind of frustrating people always assume that the current state of things is the final plan. It takes times to build these things, and we're not going to ship them without features that let people manage their own channels properly (and let us administrate across all the channels as well, and communicate with everyone even if they're not in a single channel as well). Given that, there is still work to be done to ship this, but demanding obvious things over and over again doesn't really do anything to help those features get shipped.

The problem here isn't ideas. I honestly can't think of a point in the last 5 years of working on this where someone has suggested something we haven't already thought of or put on the list. And before you say, "well show us the list!", well, we have, and do have a list on our splash page, nobody reads it and you all just suggest the same things to me all the time anyway. The ideas are mostly obvious, it's the implementation that is difficult.

And it is *absurdly* frustrating to continuously hear "just do X!", "why doesn't this have Y?!" over and over again from people that have zero understanding of how much work goes into this stuff, and zero respect for the people that work on it.

And I'm sorry if you feel any of this doesn't really apply to you, I've just come off a week of building more features to permanently ban users who are misbehaving on the system, when what I really wanted to be doing was finishing some stop-gap netcode improvements so people will stop complaining to me about dynamic TR. If you all really want to see more features and improvements come out at a regular pace, there are two major ways you could help: 1) Donate some money and 2) Convince your fellow community-members to stop doing stuff that requires us to take our attention away from building those features. It sucks that a few selfish people can ruin things for everyone, but well, that's just the way the world works I guess.


I regret my previous post and take back the comment, I was looking to play a game late last night and got frustrated when I opened the client again. As someone that has experience in working on open source software (and received the exact same, mundane, pointless comments that I posted myself that offer nothing of use just a complaint) I should have definitely thought it through a bit more, apologies. Best of luck with your project - I really hope it does well for the good of the game
lost dedicated
Profile Joined June 2021
41 Posts
January 03 2022 12:52 GMT
#499
On January 03 2022 13:45 tec27 wrote:And it is *absurdly* frustrating to continuously hear "just do X!", "why doesn't this have Y?!" over and over again from people that have zero understanding of how much work goes into this stuff, and zero respect for the people that work on it.


i wasn't trying to imply it's easy and that simple, i'm sorry if it came out that way. i understand there's a lot to do and that it's a crazy amount of work. the work you do is very appreciated and i hope to see SB succeed. i'm just throwing some of my opinions out in the open, i'm by no means an expert.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
January 03 2022 17:44 GMT
#500
On January 03 2022 00:48 Optimate wrote:
In my opinion, if you have a random ally you should get twice the points as a team stacker. I don't think it is fun to log in and get bashed by team stackers. Plus, amazing players allying worse players means more people can learn that way.


The design, which is not yet fully realized, is that arranged teams (parties) will have a matchmaking handicap applied according to their proven advantage expressed as a function of win percentage over random teams. For example, if the parsed data from actual SB games shows that arranged teams beat same-rated random teams 55% of the time, and a 55/45 matchup equates to a 40 MMR gap, then when the 1500-rated arranged team searches for a match, they will be searching +40 MMR higher than their current rating (and therefore are less likely to match against 1500-rated random teams). Now that we have thousands of matches' worth of data, I can start searching for that inflection point, but it's not ready yet.

I'm hesitant at this juncture to award any extra points directly for random teams beating arranged teams because in theory the matchmaking handicap should resolve that problem by itself, but I'll keep an eye on whether that's necessary.

Moderator
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