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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 28, 2018 8:45 pm 
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Joined: Mon Nov 25, 2013 6:41 pm
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add a (voluntary) deathmatch while waiting and have it be such that a kill gives you 1 awesomepoint. that way it doesn't matter who wins or if the matchmaker cuts the session off early.


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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 28, 2018 8:53 pm 
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Location: In my palace, mixing my martinis with paint thinner and a healthy squirt of epoxy adhesive.
It might be better to have team deathmatch where every kill awards the whole team a single Awesomepoint.

I can always see the mountains of salt and "you stole my kill and my one, inconsequential Awesomepoint; prepare to die" from here.

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Give this guy a duck for making such a good job with this thread

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Give this guy a duck lololol

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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 28, 2018 10:49 pm 
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i like how you can't even browse for any open custom game lobbies while queued


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 Post subject: Re: Development blogposts
 Post Posted: Mon Jan 29, 2018 1:48 am 
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Location: starstorm's ventilation system.
So I saw in the comment section for that post something about the gorgos embryo mini game being removed. The thing is that the game still works, its just that the game is placed in the wrong side of the screen, it should appear close to your portrait but instead it gets placed inside of the portrait on the top right, making it unplayable.

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Niki wrote:
finally a great patch to play in and putting an end to the bugs

Kewn wrote:
Just wanted to bump in here to say this is the greatest thing.

Oil_Rope_bombs wrote:
I think you guys are just bad,

Jas123c wrote:
kathy wrote:
muncher.gif

this is a very serious question, please help :(


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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 02, 2018 7:27 pm 
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It's been a while since I last wrote blogposts (I became a dad in the meanwhile and the baby is so cute that I didn't get around to blogging :jimmy:), but here's a blogpost about game development again. This one is about playtesting and some of you might actually recognise the view on this picture, if you visited our offices to test the free-to-play version of Awesomenauts in the period before that launched.

The challenge of finding enough playtesters

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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 02, 2018 7:32 pm 
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Joost wrote:
I became a dad in the meanwhile


Congrats! :jimmy: :jimmy: :jimmy:

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 Post subject: Re: Development blogposts
 Post Posted: Mon Sep 03, 2018 12:23 pm 
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Ronimo Team Member
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Thanks! :scoop:


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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 16, 2018 4:59 pm 
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New blogpost! This is a pretty extensive one and it's about how the Awesomenauts matchmaker balances different requirements like ping, equal skill and letting premades play against each other.

The Awesomenauts matchmaking algorithm

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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 16, 2018 5:09 pm 
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awesome, i'm glad you're doing these again :)


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 Post subject: Re: Development blogposts
 Post Posted: Sun Sep 16, 2018 8:31 pm 
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Joined: Thu Oct 02, 2014 3:16 pm
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Location: Washington, USA
I question if, assuming the gap between any two players on a team is great enough, it would be worth simply removing the outlying player from the average calculation. Say you have a 10k, a 12k, and a 6k. The 6k is disregarded completely and the team average is treated as 11k. At least for instances where the outlier is lower rather than higher.

Low-level players should be kept away from high-level players as much as possible for the sake of player retention. Far better one low-level player be dragged into a high-level game than five low-level players have their game ruined by one high-level one. When team skill is a flat average and two premade members are on opposite extremes of skill, everyone in the match has a bad time.

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