For raw, possibly silly or useless ideas and notes not worth creating separate issue for yet.
Certain excessively one sided scenarios make rounds unfun. For instance two tanks or tank + healer in one team during 1v2. How to tackle without sacrificing complete randomness? Maybe a non-issue with https://github.com/domuspopus/overwatch-4v4-all-heroes/issues/12 which would help tackle skill imbalance.
Heal versus heal more often than not is far too exhausting and long. Maybe reduce supports role heal % in 1v1 or even everyone's heal %?
UPD: Don't overcomplicate this all. It's fine as is.
[ ] Some fun alone idle functionality (when waiting for players == true)? Such as some UI to pick a hero, allow faux abilities, create dummy bot or some runnin about bot like blinkin about tracer.
[x] debug Make team++ info in debug view last during slow-mo between rounds phase.
[x] Add workshop codes link to description as well?
[x] Is it possible that Hammond loses smaller team buff after piledriver? Check.
[x] Add # of times any player was moved between teams (by code instruction). Would be good to observe as it supposedly increases server load or at least used to (blizzard forum link1, link2).
[x] Test and research about the server load increase from swapping player teams. Second link in point above provides testing ground. Our mode doesn't seem terribly affected, maybe it's more of an issue in modes other than Elimination.
It seems permanent server load increase has been fixed at this point. Tested code at post (PC6D5).
[x] May have observed instances when HP/Damage auto-balance buff wouldn't apply on 1v2. Needs confirming. Cant tell for the reason. Maybe increasing the window during which it applies and ensuring it ignores bots would fix such. Not observed any issues in a while.
[x] debug Add team sizes to debug view for better lobby balancing debugging.
[x] Instead of team sizes counts (1-3) use team comparison symbol (>/</=) to calculate WinStreakID so we preserve the streak if say 3v4 games falls to 2v3 when someone leaves smaller team.
[x] Show "players rearranged" temporary HUD when players are swapped after a streak.
[x] Pause/unpause lobby balancing via buttons shortcut.
[ ] refactor Subroutine rule that resets and initializes all player variables. Use on round and and in global player rule.
[ ] Make sure to reduce all fake knocks on hardened Orisa.
[ ] If host swaps some player team manually, do not detect "new player" and also reset win streak. UPD: This can prove too much of a hassle.
[ ] Separate win streak for 1v2 or just lower general win streak needed. Maybe show "streak reached - reordering players" HUD for clarity.
[ ] For enhanced piledriver has a combo box rule with just two options "buffed" and "buffed and enhanced".
[ ] Win streak does not reset even tho team changed from 1v1 to 1v2? Observed a few times.
For raw, possibly silly or useless ideas and notes not worth creating separate issue for yet.
waiting for players == true
)? Such as some UI to pick a hero, allow faux abilities, create dummy bot or some runnin about bot like blinkin about tracer.debug
Maketeam++
info in debug view last during slow-mo between rounds phase.May have observed instances when HP/Damage auto-balance buff wouldn't apply on 1v2. Needs confirming. Cant tell for the reason. Maybe increasing the window during which it applies and ensuring it ignores bots would fix such.Not observed any issues in a while.debug
Add team sizes to debug view for better lobby balancing debugging.1-3
) use team comparison symbol (>
/<
/=
) to calculateWinStreakID
so we preserve the streak if say 3v4 games falls to 2v3 when someone leaves smaller team.refactor
Subroutine rule that resets and initializes all player variables. Use on round and and in global player rule.Small Message
calls.