2018 Wishlist

Features / fixes /enhancements you are hoping to see in 2018

Discussion about the game and its default mods.
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avalach21
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2018 Wishlist

Post by avalach21 »

I was wondering what improvements to OpenRA you are hoping to see this year?

I will start off with my own personal short list:
  • Tiberian SUN!!
  • Fixing the glitchy dog behavior
  • Fixing the weird music bug that randomly stops songs (Not 100% sure if this still exists in the latest release)
  • Login Accounts with stat keeping and match making (I know I'm probably dreaming)
  • Key Modifier to enable/disable auto exclusion of non-combat units when dragging to select a group of units.
2017 was a great year with many new improvements to OpenRA. Looking forward to what we'll see in 2018. Thanks to everyone for all the work put into this :-)

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WhoCares
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Post by WhoCares »

I wish i have more time to play or at least free time when there is players around.

Can the devs fix that ?

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JOo
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Post by JOo »

you may add your idea to the official wishlist ...

https://github.com/OpenRA/OpenRA/issues ... 2FWishlist

227 tickets are already open

and this is what sleipnir & co look like when they check the list once a year

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Sleipnir
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Post by Sleipnir »

I expect that 2018 will be a low point for OpenRA; the main point on my wishlist is that it survives as an active project to 2019. The dev team gained some welcome fresh blood in 2017, but at the same time most of the core team have significantly cut their involvement for various reasons. This has left a shortage of people willing and able to review pull requests, and of the institutional knowlege required to tackle low level bugs or design big new features. It will take time and mistakes before the new folk can (hopefully) find their feet and take over these old roles and make up for that loss.

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avalach21
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Post by avalach21 »

Sleipnir wrote: I expect that 2018 will be a low point for OpenRA; the main point on my wishlist is that it survives as an active project to 2019. The dev team gained some welcome fresh blood in 2017, but at the same time most of the core team have significantly cut their involvement for various reasons. This has left a shortage of people willing and able to review pull requests, and of the institutional knowlege required to tackle low level bugs or design big new features. It will take time and mistakes before the new folk can (hopefully) find their feet and take over these old roles and make up for that loss.
Yikes! I had no idea things were that dire behind the scenes. I also hope OpenRA continues to remain in active development through this year and into the future as it's a treasure of RTS goodness in a sadly RTS-vapid world.

It seems like you are clearly the head honcho here (as the site contains your namesake) and pchote seems to be in charge over on GitHub. Other than that, I'm not really sure who exactly works on this project and in what capacity.. in fact I'm not even exactly sure what your role / pchotes roles are. Is there any "credits" page or "about us" or something I could look at out of curiosity? I'd like to know who to thank for making this dream of playing one of my favorite childhood games in enhanced form with others around the globe become a reality.

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anjew
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Post by anjew »

avalach21 wrote: Is there any "credits" page or "about us" or something I could look at out of curiosity?
There's a credits page in the game under the extras part that lists a lot of the main people who have contributed to this project.
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netnazgul
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Post by netnazgul »

avalach21 wrote: It seems like you are clearly the head honcho here (as the site contains your namesake) and pchote seems to be in charge over on GitHub.
There are also some assumptions that these two are the same person ;)

zypres
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Post by zypres »

With the nice stream community streaming OpenRA games, and mods, lets hope they get new devs in. So, lets call out to all the streamers to ask for more people to help out, and link to our githubs.

My wish for 2018 is this: https://github.com/OpenRA/OpenRA/issues/10390
Beacons for specs (and dead players).

This will improve the experience of watching a game more.

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Clockwork
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Post by Clockwork »

My wish list:

Fix the following core issues that are affecting current gameplay the most.

Unit micro just being abysmal currently (it's better not micro armies to avoid losing battles because of the following problems):

https://github.com/OpenRA/OpenRA/issues/14822 A moving units ignoring orders after the command.

https://github.com/OpenRA/OpenRA/issues/14816 Attack Anything stance currently unusable. I believe the assault move uses the "attack anything" attack move (could be wrong). Quite useless currently causes funny things like v2s to charge into the enemy lines.

Issues I couldn't find GitHub posts for:

Units refusing to listen to stop command. At times taking 8 key presses before they finally stop.

Harvesters:

https://github.com/OpenRA/OpenRA/issues/14827 Upon spawning, harvesters will move around the entire refinery if there is ore above and to the left. This makes ore trucks move past closer ore. As most maps have starting ore to the left/right of players, the players with ore on the left will get behind if they don't immediately micro their harvester upon building a refinery.

https://github.com/OpenRA/OpenRA/issues/14752 Harvesters going on strike as soon as theres no ore around the ore mine.

Once these core issues are fixed then ease of life adjustments can be made but I feel having good gameplay is more important. Also, I'm not a coder, I don't know how to fix these things so a response of get your hands dirty then and code is not requested - my purpose is of a user of the product and I can direct the problems in the product from consumer level like above.

Jur
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Post by Jur »

Happy wrote: My wish list:

Fix the following core issues that are affecting current gameplay the most.

Unit micro just being abysmal currently (it's better not micro armies to avoid losing battles because of the following problems):

https://github.com/OpenRA/OpenRA/issues/14822 A moving units ignoring orders after the command.

https://github.com/OpenRA/OpenRA/issues/14816 Attack Anything stance currently unusable. I believe the assault move uses the "attack anything" attack move (could be wrong). Quite useless currently causes funny things like v2s to charge into the enemy lines.

Issues I couldn't find GitHub posts for:

Units refusing to listen to stop command. At times taking 8 key presses before they finally stop.

Harvesters:

https://github.com/OpenRA/OpenRA/issues/14827 Upon spawning, harvesters will move around the entire refinery if there is ore above and to the left. This makes ore trucks move past closer ore. As most maps have starting ore to the left/right of players, the players with ore on the left will get behind if they don't immediately micro their harvester upon building a refinery.

https://github.com/OpenRA/OpenRA/issues/14752 Harvesters going on strike as soon as theres no ore around the ore mine.

Once these core issues are fixed then ease of life adjustments can be made but I feel having good gameplay is more important. Also, I'm not a coder, I don't know how to fix these things so a response of get your hands dirty then and code is not requested - my purpose is of a user of the product and I can direct the problems in the product from consumer level like above.
No fear, Jur is here: https://github.com/OpenRA/OpenRA/pull/14874

But it would be also nice if we change the logic of the harvesters, because after they drop ore, they won't go to the closest ore, but where they have stopped harvesting last time.

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Smitty
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Post by Smitty »

Jur wrote: No fear, Jur is here: https://github.com/OpenRA/OpenRA/pull/14874
Super excited for this one. Fixes a long-time annoyance.
"Do not trust the balance tzars (Smitty, Orb). They are making the changes either for the wrong reasons, for no reason at all, or just because they can and it makes them feel good." - Alex Jones

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Coop D. Ragon
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Re: 2018 Wishlist

Post by Coop D. Ragon »

My personal list is:

-Tiberian Sun
-Match making
-Auto Update

q:^)

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