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Postby [-z-] » Sat Nov 22, 2008 11:12 pm

oskar669 wrote:I played nexuiz for 3 years now. And it would be retarded to think that there is not enough "work" being done here. I just don't think it's pulling in the right direction.

Do you mean, in the direction you want it to be pulled in? What you see in the game and what the developers see in the game are two different things. divVerent has a very intimate understanding of the game and the engine. He prioritizes things that he feels need to be completed first. Sometimes these are bug fixes, sometimes these are user requests and sometimes they are simply what he enjoys coding. This is a hobby for him, he does what he can for other people when he can but there are few others who are contributing code, none to the degree he is/has/was/will.

oskar669 wrote:Your post points out exactly what I'm talking about. You consider yourself a closed community. Very few people actually enter into the decision making for this game, and I think it hurts it's popularity.

Well the stuff I just said above, combined with divVerent holding the only basic direction of the game in his mind is what lead to his overall stress and latest disappointment with the community where he announced he's leaving. Now morfar is stepping up to give some direction.

Playing the game for 3 years doesn't mean you've been on these forums, it doesn't mean you've been on IRC, it doesn't mean you have an idea of the ~bigger picture~. It says you've been observing your view of the game for 3 years but there are many other views to consider.

I feel like you've neglected to understand any of these things and you're just standing on the sidelines telling the team to hustle.

The people who help the game go in a direction and the people who contribute and make div's life easier.

For an open-source game, Nexuiz is doing pretty damn well.

oskar669 wrote:If that's how you want it, fine. I don't care. I'm not complaining, I'm just giving my view on what I think is the problem with most open source projects - if having no user base can be considered a problem.

No user base? A lot of the user base is underground, on private servers. The IRC channel has ~1/2 of what warsow's has (90 to 180) which I'd consider pretty good as Nexuiz isn't as competition focused as Warsow.

oskar669 wrote:I see the same thing happening with: Rosegarden, Hydrogen, Ardour, Jamin...
Projects that do a very good job in that regard are Blender, Gimp (although not always), Reaper, as mentioned.

I think Nexuiz is actually in it's coming of age and there will be a big surge of new players coming in after the 2.5 release which brings in many new features that will surely make it stand out. The look and feel is tighter, the options for expansion greater, the models, effects and sounds improved and the documentation and related applications have grown.
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Postby Alien » Sun Nov 23, 2008 4:22 pm

I don't understand the server problem at all. If you create a server in client, it will be visible in lan. If you create a dedicated server, it will be visible in the master server list. What's wrong here?
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Postby [-z-] » Sun Nov 23, 2008 5:01 pm

Alien wrote:I don't understand the server problem at all. If you create a server in client, it will be visible in lan. If you create a dedicated server, it will be visible in the master server list. What's wrong here?

Ease of use I suppose. But it really boils down to quality vs. quantity. Most servers in the public server list are assumed to be on dedicated servers. Sure the numbers may have been higher before but so were the pings if they are hosting them off their home connections.

Setting up a server config isn't all that hard. I have faith that the number of well managed dedicateds will go up soon. You need to think of right now relative to the 2.4, the 2.4.2, the svn and the future 2.5 release. If you're focusing on 2.3 vs. 2.4 you are very misguided. We are in a transition period.
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Postby tZork » Sun Nov 23, 2008 5:05 pm

I seen no problem at all with the server count, as most of them are empty most of the time. If reading some documentation editing a few text files it to much to ask of a person, this person is not suitable to administer any kind of public server IMO.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby [-z-] » Sun Nov 23, 2008 5:19 pm

tZork wrote:If reading some documentation editing a few text files it to much to ask of a person, this person is not suitable to administer any kind of public server IMO.

I agree.
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Postby oskar669 » Mon Nov 24, 2008 12:26 am

You expect a surge of players from a graphical overhaul, and I think that's flawed thinking. I understand what incredible talent it takes to take the quake1 engine to where darkplaces is now, but to your general player it will just look like a game whose graphics are 5 years behind in time. Todays shooters are close to photorealisitic, and a community project will not be able to catch up to that, and shouldn't even try to in my opinion.

Some of the most popular online games are still the first warcraft, starcraft, quake-3... for a reason. They stand out in gameplay and nothing much has happened since them that offers an attractive enhancement. Graphics are meh... nobody really cares after the first wow effect.

I don't want to make the game go in my direction - frankly I take offense that somebody would interpret my post this way. Maybe I failed miserably to explain myself, otherwise this is just unnecessarily hostile.

If you want to talk about the public servers - please continue it here: http://forums.alientrap.local/viewtopic.ph ... highlight=

4 of my friends and I used to play nexuiz more than once a week - the problems that were introduced with 2.4 pretty much stopped us from playing the game at all. The problems we had are here: http://forums.alientrap.local/viewtopic.ph ... highlight= and here: http://forums.alientrap.local/viewtopic.ph ... highlight=
Second one is something that just sucks that it once worked, but then doesn't, but not a feature that I necessarily need. First one took hours to figure out and still poses a lot of problems.
I'm a linux user since 1998. I've edited my fair share of configuration files, but I can't stand the attitude that you should be comfortable with doing that so you are qualified to start a public server - since I can't host, I have to explain to them what to edit so we can play, and that really puts a damper on things - damper enough to go... meh, let's just play some Go or poker.

These points would be mute if there were at least some servers that offer keyhunt or lms without bots and with some usable maps - problem with the map system is that since 2.4 keyhunt doesn't work on 90% of that maps that it used to work with in 2.3

But this is already getting way to concrete. My point was that if you guys want to get the player base you deserve, you should start listening to the players. If this is your own private playground, and you don't really care about what any one else is thinking, that's fine too, if you'd rather be alone among yourselves.

One way to do that is to make some alpha/beta releases of the new version instead of SVN checkout. You would remove one stepping stone for someone who wants to test the game, and I'm pretty sure you will get much more feedback.
You know SVN, I know SVN... point is most people don't, and I don't think anybody will get hurt if you make it easier for less computer savvy people to test it. It's not like the SVN using base is that much smarter... a monkey can compile... it's just smaller.
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Postby The mysterious Mr. 4m » Mon Nov 24, 2008 5:33 am

Rad Ished wrote:The main difference between blender gimp and reaper and nexuiz is that one is a game and the others are tools. ...

Games are bugfixes against stress and boredom. :P

The only big difference in software is how versatile it is. An OS will sell better than a gimmick that's supposed to run on that OS. And that's where opensource has a problem:
In commercial projects, success means increase in ease of development, while in opensource projects, which are mostly non-commercial, success means just more work. That's why opensource projects need clever logistics to survive on the market.
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Postby Alien » Mon Nov 24, 2008 7:50 am

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Postby Rad Ished » Mon Nov 24, 2008 8:39 am

Image

Bad Rad... Baaaad baddde Rad :P
*Edited by mod.
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Postby Rad Ished » Mon Nov 24, 2008 10:07 am

He wrote mute but meant to write moot, I was merely pointing that out. What is offensive about that?
..........yeah ok ceebee fair point
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