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There was a great article about a month ago regarding toxic gaming communities, and how it doesn't have to be that way. It compares the WoW and FFXIV communities (disclaimer -- I've never played either of those games), but the lessons learned apply just as much to atWar.

I have been talking about the toxic community problem here on AW since literally day-1. This is not a problem unique to AW, but this article gives me hope that 1) it doesn't have to be this way, and 2) the policies I set out from the beginning are the correct ones. In short, my policy has simply been to get the small % of toxic people out of this community, even if it means we lose a little bit in activity or if I lose revenue. I would rather do those things and have a better community (and a healthier game) in the long run.

Toxic people here have often attempted to use the excuse "I shouldn't be banned because atWar needs players" to justify themselves. I've said this before, and I'll say it again -- However many players AW has does NOT justify bad behavior. We have never accepted this excuse, nor allowed it to influence our moderation actions. If you can't behave yourself, we will kick you out, no matter who you are.

I have always been comfortable with this stance because I know, from first-hand experience, that the majority of AW's players are nice, normal people. Many are even welcoming and friendly! (Its well known I lurk on secret alts... I've met and become friends with several people who have been kind, welcoming, and have helped teach me the game -- who literally have no idea they are really talking to "Dave". They're just good people.) Unfortunately, when you have a few loud assholes causing drama, the good people tend to go quiet or even inactive.

Fortunately, the actual number of people we have permanently banned is surprisingly small. Sometimes it seems like a lot because of certain people who create tons of alts to try and avoid their bans, but if you take the alts into consideration, the actual number of *people* we've permabanned is probably around 10-12. That's out of a community of (roughly) 10,000 active users per month. In other words, something like 0.1%.

I think we've made good progress toward cleaning up this community, but clearly there is still work to be done. I think it's possible we've inadvertently become too lenient over the last several months. This article serves as a reminder of why our moderation policies are important, and that perhaps we should be enforcing them even more strictly.

I will copy & paste an abridged version of the article which conveys the key points, below. (You can read the complete article here.)




(begin article)

The fact that World of Warcraft has a pretty unpleasant community isn't news, of course; people have been talking about the game's problems with its community for many years, though in recent years perhaps some of the attention paid to WoW's community issues has faded as the game's player numbers have declined and other games -- notably Riot's League of Legends -- have struggled very publicly with their own toxic community issues. In the past few months, though, there appears have been a significant downtick in the relationships between World of Warcraft's players, its streamers, and the company itself -- at the heart of which lies the question of the game's toxic community and accusations of who bears the blame for it.

The specifics of this all make for a weird, messy story that's perhaps best summarised in Ethan Gach's Kotaku article on the matter this week. In brief, however: a popular WoW streamer (with a history of promoting some pretty questionable behaviour during his time in WoW) switched over to playing Final Fantasy XIV on his stream and, totally enamoured of how welcoming and pleasant the community for Square Enix' game is, made some extremely negative comments about WoW's own community and its toxicity.

...

It's playground drama, honestly, and nobody involved comes out looking especially good -- not the streamer, not Blizzard, and certainly not any of the crowd of idiots who escalated the whole mess by revealing people's identities and otherwise harassing one another. But while the playground drama itself absolutely isn't worth your attention, the stakes in play behind the whole mess are of some interest.

WoW has had a hell of a run, for sure -- it remains one of the most commercially successful games in history, and its record for subscription revenue will be hard to beat -- but it's now struggling to keep subscribers engaged. Streaming has become a vital piece of the puzzle in terms of marketing and building profile for a game, especially for an online title -- and that means that a very popular streamer getting into a heated public spat over how unpleasant the game's community is (and whose fault that may be) is a problem that will ultimately spill over onto the company's bottom line. The stakes aren't just "people are mad on the Internet", then; they're measured in subscriber numbers and revenues and, ultimately, in some degree of impact upon how long WoW remains viable as a game service.

Underlying the whole argument is a pretty unchallenged but actually quite remarkable fact -- that WoW, coming up on two decades on the market, still hasn't solved problems with in-game abuse, harassment and generally anti-social behaviour that have been present in the game from the outset and have, if anything, only become worse and more deeply ingrained as time has gone by.

The question of whether the toxicity of WoW's community is the fault of the game's creators or of streamers and other community "personalities" (spoiler alert: it's definitely the creators' responsibility, but if your streamer persona is a performatively angry asshole, you probably weren't exactly helping) is really secondary to this larger reality -- that one of the industry's most popular games is plagued by a community so unpleasant, unwelcoming and toxic that it's likely stunting the possible market growth of the game itself and, at this point, actively accelerating its decline.

The focus on this issue, after all these years, comes precisely because another game has come along which puts the lie to all the exaggerated shrugs, weary sighs, and "ah, players, whaddya gonna do?" responses with which Blizzard (and many, many other game operators) has dismissed the viability of properly policing and managing its community over the years. Square Enix' Final Fantasy XIV is flavour of the month in the MMO world for a variety of reasons (many of which simply boil down to "it's really good"), but perhaps the most remarkable thing about the positivity surrounding the game is the regularity with which we see posts praising the game's community for being helpful, welcoming and friendly -- even to the point of being tolerant and forgiving of inexperienced players' mistakes in the challenging end-game raids.

...

So, how did they do it? What magic spell did Square Enix weave to create a large, popular MMO with a community that's open, welcoming, tolerant, and enthusiastic about helping newcomers? I don't want to oversell FFXIV's community here -- nowhere in this world is truly an asshole-free zone -- but sexist, racist, or otherwise bigoted abuse is essentially unheard of in the game, and for every impatient person raging at a newbie who made a mistake on a tricky dungeon mechanic, there are half a dozen other players telling the newbie to ignore the idiot and offering to help show them the ropes. Isn't that more or less what every online game operator has been claiming to be an impossibility for the past twenty years or more?

Honestly, it's almost depressing to realize that what Square Enix did to achieve this is... precisely nothing special. They just did what any half-decent community moderator knows is required from the outset, but which so very few game companies are willing to do. They told support and GM staff to take a strongly punitive stance on abusive behaviour, harassment, hate speech and so on, and empowered them to actually get rid of users who violated those policies. Their policy was a "broken windows" approach, it seems; they recognised that allowing the loudest, most obviously unpleasant players to stay in the game would send a signal to others that this behaviour was tolerated and even lionised, and render the rest of the community unmanageable.

I don't want to say "and that's it", as if making those choices really were simple and without complications -- but, well, in some senses that really was it. There's no magic, just a set of sensible baseline policies and a willingness to actually police and enforce them -- even at the cost of some users' subscription revenue, which seems to be the red line other companies balked at crossing easily. The size of the effect is far greater than the sum of its parts, precisely because removing the most egregiously toxic and aggressive users also sends a powerful signal to other users -- or perhaps more importantly, removes the powerful signal which tolerating those toxic users' behaviors would have sent.

It nips in the bud the kind of negatively reinforcing group behaviors that end up turning a whole community into an unpleasant place. Without cause to believe that acting like a dick will be rewarded and cheered on by other users, it turns out that most people simply choose not to act like a dick -- and eventually, the disapproval of other players for unpleasant behaviour in the game creates a positive reinforcement loop in the community, as new players quickly see that this is a game community in which they're going to catch a lot more flies (or make a lot more friends) with honey than with vinegar.

...

This whole spat between streamers and developers over this -- daft pubescent melodrama as it may be on the surface -- reveals two very important things to anyone thinking about running an online service game. Firstly, despite years of being dismissed as too difficult, creating a good community is perfectly possible as long as you're prepared to actually put in the work and enforce sensible rules that keep malicious and abusive actors out. Secondly, doing so is really worthwhile commercially -- because it turns out that there are far, far more people out there who'll subscribe to your game because it's got a reputation for being welcoming, than there are people who'll unsubscribe because they're not allowed to use slurs or threaten to rape each other. A game community as a whole, it turns out, can also catch far more flies with honey than with vinegar.

(end of article)


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Closing this since it didn't follow the proper format, and it doesn't sound like a bug anyway. Regarding how turn priority works, I wrote a novel on the subject which explains it here: https://atwar-game.com//forum/topic.php?topic_id=44795&topicsearch=&page=2#m760457
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Napisano przez Tchetnik, 19.09.2021 at 13:20

Bug Report
When i attacked city, roles was weird af
https://prnt.sc/1suu24n
https://prnt.sc/1suueiz
I was supposed to win this both times, but i lost both time..
First time i lost by 1 mil and gen
Second time i lost by gen
Wtf is this?

Information:
Browser: Opera Gx

Browser version: Your version isLVL 3 (core: 78.0.4093.186)

OS:win 7


Sorry you lost, but I don't think this is a bug. In your own screenshots, the battle simulator shows 38% and 27% chances of losing... as Froyer said, you just had bad luck.
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Napisano przez mornelord, 19.09.2021 at 04:43

Steps to reproduce the behavior
Example:
1. click on ABC
2. then do 123
3. etc...


Thanks for the bug report, however you forgot to fill in the most important part ^^

In this case I would need to know which map it was that gave you the problem, so I know which one to test. You could just say something like "Steps to reproduce the behavior: 1) start a game on map (name of map), 2) see the cities are missing"

FWIW I normally use Chrome on Windows 10 same as you, and I've never seen anything like this, but I generally only play the World Map and a few others. I'm guessing whatever the problem is it must be specific to the map you were trying to play.
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Napisano przez Monte, 15.09.2021 at 09:08

Hello.
Thank you for the information.
I once again completed which map that was then.. and after a while
I can say now with 100% certainty that it must be the following map. -> https://en.atwar-game.com/map/?id=13137
As you suspect in your other posts, the same mistake has also occurred here.
(CanvasRenderingContext2D.DrawImage: PASSED in Canvas Is Empty, Script: https://en.atwar-game.com/jave/fabic/fabric.min.js) Line .....
the old Screenshot from the map and the Picture is now new here.... https://ibb.co/KX0qZjC


Thanks for the info. I did a test game with that map (1600's Age of Empires) and it's working correctly for me. The error message you saw matches with the other bug reports, so it should be fixed now. If you have any other problems let me know but I think it will be fine now.
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18.09.2021 w RIP Unleashed Rages
That's really dumb. It was the funniest atWar video I'd ever seen.

Do you still have a copy of it? Would love to see it on some non-YT platform where we could still share it in forums. (Or I could even just upload a copy to the AW site directly...)
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Napisano przez Kaska, 17.09.2021 at 15:35

Seriously, in a single game i had like 7 bugs

https://prnt.sc/1slqvt4

https://prnt.sc/1slppj7

https://prnt.sc/1slnppv

https://prnt.sc/1slt6g5

https://prnt.sc/1sloqy8

I had some other bugs that i didn't even ss.


Thanks man for following the proper bug report format

It probably has to do with the shit way atWar saves games. The code that saves/restores the game's state whenever you refresh the page is not reliable, which ties in to what WD said. I've been working on replacing this with a new saving system, but it's a big project, will take a while.

As for right now I'm sorry there's nothing I can do.... I think it would be impossible for me to reproduce the exact bug from the screenshots.
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17.09.2021 w Best food?
Napisano przez ToxicCrusader666, 17.09.2021 at 15:51

your a god damn discrage


Nice spelling
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17.09.2021 w Game host!
Yes I'm sure a few people will abuse it that way. I think it's worth the risk though, so that people who spend time waiting for a game to fill can be sure to start even if the host disconnects... it's a better user experience for everyone else.
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Napisano przez brianwl, 14.09.2021 at 10:08

Sure, Potato and Waffel gave their dissenting opinions a lot, and both were eventually hammered by the big man himself. But they deserve respect for their contributions, and for challenging authority when most of us would have backed down. Please excuse me while I get back to watching porn my real job.


I've always liked Waffel... I don't understand why he quit. I never ban hammered him if that's what you mean. I teased him about his Dutch-iness, but that's just to be expected. (The Dutch are weird after all, it's an objective fact.)

It's true Laochra and I got off to a bad start, but we made our peace about it. I imagine he's still not a fan of me, but I harbor no ill feelings against him. I haven't interacted with him in a very long time. I assume he just got bored of AW and moved on.
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Napisano przez GI-Jew, 09.05.2019 at 09:44



This should be fixed now. I've released a patch to prevent this particular JS error from happening.

I tested starting a game in the British Isles map, and it worked correctly for me now, although I did not play a full game on it. There could certainly be other/different errors out there we haven't found yet, so if you run into any more problems with it just let me know.
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Napisano przez Monte, 22.08.2021 at 05:09



This is *probably* fixed. Since you couldn't tell me exactly which map the error occurred on, I couldn't test to confirm if this applies to you or not. However, I've released a patch to prevent some similar JS errors (i.e. the red text errors), according to the following bug reports:
https://atwar-game.com/forum/topic.php?topic_id=47074
https://atwar-game.com/forum/topic.php?topic_id=44331
https://atwar-game.com/forum/topic.php?topic_id=41897
https://atwar-game.com/forum/topic.php?topic_id=44989

The root cause of the error is actually due to glitched borders on the map. These would still need to be fixed by the map maker, for whichever particular map it is. Even though I've fixed these red text errors in general, as long as those glitched borders remain it's possible to encounter other problems. If that happens, take a look at this bug report, which explains that open borders (i.e. gaps in the borders) are one cause of it, and how to fix it (specifically, see the reply from Mesopotamia).

Hope that helps!
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Napisano przez Zephyrusu, 30.05.2020 at 11:56



This should be fixed now. I've released a patch to prevent this particular JS error (i.e. the red text errors) from happening.

However, the root cause of the error is glitched borders on the map, so its still possible you might run into other problems because of that. If so, take a look at this similar bug report, which explains that open borders (i.e. gaps in the borders) are one cause of it, and how to fix it.

Beyond that, if you run into any more errors with it, just let me know.
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Napisano przez ZEDO, 07.08.2019 at 03:38



This should be fixed now. I've released a patch to prevent this particular JS error from happening.

However, the root cause of the error is glitched borders on the map, so its still possible you might run into other problems because of that. If so, take a look at this similar bug report, which explains that open borders (i.e. gaps in the borders) are one cause of it. @Mesopotamia explains how to fix it on that bug report.

Beyond that, if you run into any more errors with it, just let me know

Napisano przez Sascha, 10.08.2019 at 06:52



Thanks Sascha for providing the detailed info, that was what I needed to solve this
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Napisano przez SoggyHerman, 06.04.2020 at 15:26

This error shows up when i start the game
Error: Uncaught InvalidStateError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The image argument is a canvas element with a width or height of 0., Script: https://atwar-game.com/java/atwar.core.min.201908040611.js, Line: 1, Column: 86558, StackTrace: InvalidStateError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The image argument is a canvas element with a width or height of 0.


This should be fixed now. I've released a patch to prevent this particular error from happening.

As @Estus pointed out, it is related to glitched borders, so its still possible you might run into other problems because of that. If so, take a look at this similar bug report, which explains that open borders (i.e. gaps in the borders) are one cause of it. @Mesopotamia explains how to fix it on that bug report.

Beyond that, if you run into any more errors with it, just let me know
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Napisano przez Noir Brillant, 28.03.2021 at 18:56



This should be fixed now. I've released a patch which should prevent this particular error from happening. I tested started a game with your map and it was okay, but I didn't actually play beyond that, so if you run into any more errors with it, let me know please
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Probably there is some bug with the translation system.... I have not looked into that area of the code before. I'll check it out.
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03.09.2021 w Longest winstreak ?
Napisano przez Sphinx, 02.09.2021 at 03:15

4. I think Dave's cool and respect his political opinions, need more people like him out there, it's a breath of fresh air and I wish nothing but success for him.


Upvoted for this part, thanks for the kind words. As for the rest I'm staying out of it...
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