Hey guys. I play a lot of Awesomenauts (over 400 hours. I think it's a great game.), and while playing, probably the number one thing highly-ranked people have a problem with is lag. A person who is lagging often does things that are impossible, like hit enemies who are currently safe. And as a player, you sometimes cannot tell the difference between lagging and cheating.
My question is this: Why make the replay goal such a high stretch goal, at 380,000? Replays would go a long way towards solving this problem. I would be able to review the game afterwards and see that it was just lag, and cheating would be much easier to spot and report. I can understand why you wouldn't include replays in the original game, but it seems like a crucial feature for competitive play.
sims_27 karma
Hey guys. I play a lot of Awesomenauts (over 400 hours. I think it's a great game.), and while playing, probably the number one thing highly-ranked people have a problem with is lag. A person who is lagging often does things that are impossible, like hit enemies who are currently safe. And as a player, you sometimes cannot tell the difference between lagging and cheating.
My question is this: Why make the replay goal such a high stretch goal, at 380,000? Replays would go a long way towards solving this problem. I would be able to review the game afterwards and see that it was just lag, and cheating would be much easier to spot and report. I can understand why you wouldn't include replays in the original game, but it seems like a crucial feature for competitive play.
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