Transformers and More @ The Seibertron Store











Details subject to change. See listing for latest price and availability.
Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
Burn wrote:You know what is the biggest cause of imbalance?
A lack of a REAL playing population.
This game is restricted to Seibertron.com. People only begin playing if they go looking for TF's and find Seibertron.com
I've suggested it to Ryan in the past. This game needs to go "public". We have google ads running next to the game advertising that MVC Transformers game FFS!
We can sit here discussing the pros and cons of balance and imbalance, but the simple fact is, we don't have enough players to truly balance the game. One or two players drop out at higher levels and bam! Game goes screwy!
If a player drops out, their absence shouldn't affect the game (except in a emotional way when people mourn the absence of their team mate) but because of a lack of numbers it does.
If you're going to give players the ability to switch sides, then you need to increase the player base.
Tammuz wrote:and if it can't Ratboy? what then?
Mkall has said the current HMW code is streamlined to the maximum of his ability. so the only other options are; turn off HMW entirely & forever, or turn off HMW while Mkall writes a new version from the ground up, which could take years, as he has little more free tome than he two predecessors and look how far they got.
the sad truth probably is that there aren't enough players to warrant 4 factions. sorry.
Tammuz wrote:Burn wrote:You know what is the biggest cause of imbalance?
A lack of a REAL playing population.
This game is restricted to Seibertron.com. People only begin playing if they go looking for TF's and find Seibertron.com
I've suggested it to Ryan in the past. This game needs to go "public". We have google ads running next to the game advertising that MVC Transformers game FFS!
We can sit here discussing the pros and cons of balance and imbalance, but the simple fact is, we don't have enough players to truly balance the game. One or two players drop out at higher levels and bam! Game goes screwy!
If a player drops out, their absence shouldn't affect the game (except in a emotional way when people mourn the absence of their team mate) but because of a lack of numbers it does.
If you're going to give players the ability to switch sides, then you need to increase the player base.
is this it?
Hollow One wrote:Tammuz wrote:and if it can't Ratboy? what then?
Mkall has said the current HMW code is streamlined to the maximum of his ability. so the only other options are; turn off HMW entirely & forever, or turn off HMW while Mkall writes a new version from the ground up, which could take years, as he has little more free tome than he two predecessors and look how far they got.
the sad truth probably is that there aren't enough players to warrant 4 factions. sorry.
Were you the one to suggest splitting core elements of the game up into sections?
this is true, more programmers would take less timeHollow One wrote:If so, then if we write a brand new game from scratch, why can't we have mulpiple programmers looking after certain sections, such as missions, characters, weapons etc.?
Mkall can't write a full game from scratch, no offense, but he struggled with the current code. Yes, if he wrote it from scratch it would take years, but if multiple programmers made up the code, based on starting foundations to connect them all, then it would take much less time.
Hollow One wrote:Personally I can't understand why there's only one porgrammer. Yes, I'm fully aware that the game is one long code and why it is one long code to begin with, but when V2 was planned, wouldn't it have been a better idea to build a brand new code with a team of programmers that is sectioned into core elements.
I don't see why we don't do that now.
Two Brits, One Canadian and One Australian in a random MSN conversation wrote:• Remove the arena - Done
• Rejoin the factions
• Reduce the number of missions available - this should result in the mission generator being less taxed
Burn wrote:THE DECEPTICON GUIDE TO SAVING HMWTwo Brits, One Canadian and One Australian in a random MSN conversation wrote:• Remove the arena - Done
• Rejoin the factions
• Reduce the number of missions available - this should result in the mission generator being less taxed
What else was there?
Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
Jeep! wrote:I believe I suggested the last one to you and Tam. No 'tag team' missions, less types of mission, greater numbers in each mission.
Maybe removing the xp and energon gain from no opposition missions would stop players entering them.
I also think that reducing the number of times per day that the High Scores updates itself might help a little;
Tammuz wrote:but would it be possible to code it straight in that after mission you automatically enter CR, no option it's auto CR no matter what.
Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
Burn wrote:Unfortunately we've been hit with so many energon/xp bugs, handouts, glitches ... the economy is pretty much stuffed.
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