Not long ago I read an article about heads and tails.
The obviously best example for a chance of 50%. One coin, two sides. It has a long history and is still used for making official descitions, like in soccer.
You’re saying that you flip the coin and most times you make the right call. Well, for 50/50 there should be no “most times”, and that’s what has been scientificly proven in the article by making over 250.000 tests. In real the top side of the coin has a higher chance.
And still, a chance is just a chance and no guarantee.
That’s something I’ve had to learn for every game in the past 30 years, too. And, you don’t know what’s in the code behind that.
- Is there a bad luck protection? (Guaranteed success after a certain number of fails)
- is it calculated with absolute or rounded values?
- if second, which rounding rules are used?
I know, the expectation when seeing values of chances may be different, often depend on the context and tend to round up or down for creating something like a guarantee for our mind, because that’s what we humen always want. Therefore we’re easily disappointed if we fail.
I agree. I’ve always been guessing that the programming of the player detection was created in a way that didn’t evolve like the game did… And maybe even doesn’t allow to be changed in a way needed. Or would require great work deep in the basement of the game.
The game started with just us and the swedish machines. The machines have three different states. Idle, searching, in combat.
If they are in combat, they in general immediatly know where you are. Why? Because there is a reason that triggered the status like seeing you, being attacked or being alerted by other machines. That’s simple for just two factions.
But then there came another faction, the soviets. Great, more machines, and everyone fights every different faction… The problem is, that the system of the player detection wasn’t changed, too…
So, for example, if a swedish machine is being shot at, it still just goes in combat and therefore knows where the player is. No matter, who shot at it.
Do you know what I mean?
That’s the problem of this kind of an evolving game. There is no great 5-year-plan for developing the game and its contents for GZ.
There is the basic game they did finish and a backlog of ideas (partially from the devs themselves, partially from the stakeholders/the community) that could be added. They pick some ideas that might fit, check if and how it’s possible to add them, make a roadmap for some sprints, go through each sprint to realize the ideas, evaluate them, and then go into the next sprint.
There is no final goal for the game in total… Just for every single sprint.
At least, that’s how I imagine the development of GZ based on a scrum-system.
But sadly that also means, even if a sprint seems to be succesful for itself, there can be previous code that doesn’t interact with the newly added one perfectly… And that means: bugs, crashes, balancing or performance issues or other issues which require additional sprints to identify and solve them, if even possible.
Well, it’s always a multiplayer game, no matter if you play alone or with others. There are no different modes. And that’s why there is no pause function. It’s like playing Call of Duty or Counterstrike just against bots. I don’t know how to explain it in a better way… For me it’s just logical.
that would be great, although we’ll never see that for this GZ. Would be cool for a sequel.
Btw, me and my GZ-mates already did play couch-coop with GZ. 3 PS5 plugged into one Beamer that is able to show up to four inputs.