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− | {{Protection}}[[File:MessageTop.png|650px|center|link=]] |
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− | |{{MechBox |
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− | |title=Multiplayer |
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− | }} |
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|title=Creating a Lobby |
|title=Creating a Lobby |
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|content=If you create your own lobby, you can decide on which map you want to play on. More map choices will be available to you depending on your campaign progress. You then need to give your lobby a name for all Steam players to identify it with. You can then click OK, your lobby will be created, and you will be taken to the Game Lobby screen to wait for other players to join. Other players will see your lobby listed on the connect screen. |
|content=If you create your own lobby, you can decide on which map you want to play on. More map choices will be available to you depending on your campaign progress. You then need to give your lobby a name for all Steam players to identify it with. You can then click OK, your lobby will be created, and you will be taken to the Game Lobby screen to wait for other players to join. Other players will see your lobby listed on the connect screen. |
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|title=Running a Lobby |
|title=Running a Lobby |
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|content=[[File:LobbyOwnerExample.png|300px|right]]Once the player has created a lobby, they will become the host and keep their ability to adjust the lobby's board, field events, and game speed. The player can then start the match without other players present (however their win count will not change if they are victorious) or they can wait for other players to arrive. If other players arrive, the host will not be able to start the game until all players are ready. |
|content=[[File:LobbyOwnerExample.png|300px|right]]Once the player has created a lobby, they will become the host and keep their ability to adjust the lobby's board, field events, and game speed. The player can then start the match without other players present (however their win count will not change if they are victorious) or they can wait for other players to arrive. If other players arrive, the host will not be able to start the game until all players are ready. |
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:The player will keep the above privileges as long as they are the first player in the lobby. If the player loses connection and reconnects, they will no longer be the lobby owner. Leadership will move to the next person in line as player's leave the lobby. When no users are present in the lobby, the lobby will cease to exist on the connection screen. |
:The player will keep the above privileges as long as they are the first player in the lobby. If the player loses connection and reconnects, they will no longer be the lobby owner. Leadership will move to the next person in line as player's leave the lobby. When no users are present in the lobby, the lobby will cease to exist on the connection screen. |
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|title=Joining a Lobby |
|title=Joining a Lobby |
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|content=When a player decides to join a lobby instead of creating their own, they are taken to the lobby connect screen. Once at the screen, the player will be provided with all of the basic information about the lobbies available. The player should pay close attention to the status, if they are looking for a room that is not in game. Once in a lobby, the player will only be able to state they are ready, and will not be able to adjust game settings like the host. The player will also be able to send a friend request to an opponent, using the "friend" button above or below the character image. |
|content=When a player decides to join a lobby instead of creating their own, they are taken to the lobby connect screen. Once at the screen, the player will be provided with all of the basic information about the lobbies available. The player should pay close attention to the status, if they are looking for a room that is not in game. Once in a lobby, the player will only be able to state they are ready, and will not be able to adjust game settings like the host. The player will also be able to send a friend request to an opponent, using the "friend" button above or below the character image. |
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− | :While playing a match in a public multiplayer lobby, the time each player can spend taking their turn in multiplayer is limited, to discourage walking away in the middle of online matches and making others wait. When that time runs out, the computer will play for the player. If the player times out three times in a single match during a public game, they will be kicked out. The player will have 60 seconds to play their turn, 40 seconds to defend on other players' turns if they are attacked, and 20 seconds to roll when they are KO'd. These time limits do not apply in private lobbies.<br> |
+ | :While playing a match in a public multiplayer lobby, the time each player can spend taking their turn in multiplayer is limited, to discourage walking away in the middle of online matches and making others wait. When that time runs out, the computer will play for the player. If the player times out three times in a single match during a public game, they will be kicked out. The player will have 60 seconds to play their turn, 40 seconds to defend on other players' turns if they are attacked, and 20 seconds to roll when they are KO'd. These time limits do not apply in private lobbies.<br><br><br> |
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|title=Rewards |
|title=Rewards |
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− | |content=[[File:EndWindowExample.jpg|200px|right]]After a match completes, all participating players will gain |
+ | |content=[[File:EndWindowExample.jpg|200px|right]]After a match completes, all participating players will gain XP and {{stars}} for the players' performance. The {{stars}} are calculated the same way as in single player. The amount of XP earned is 1.2 times the amount of {{stars}} earned, plus an indeterminate amount when playing with higher-level players. The player's online level starts at 1, increasing as XP is accumulated. The amount of XP needed to reach the next level is 600 + 100 * L, where L is your current level. The online level is displayed toward the upper-left corner of the player plate in lobbies, and also on screens where it is relevant (such as the Shop). At certain levels, you unlock new items at the shop to use in both multiplayer and single player and even shop price discounts. |
− | :The player will also receive oranges according to the place they finished in at the conclusion of a match. If they player also completed any [[Daily Challenges|challenges]] in the process of the game, the player will |
+ | :The player will also receive {{oranges}} according to the place they finished in at the conclusion of a match. If they player also completed any [[Daily Challenges|challenges]] in the process of the game, the player will receive bonus {{oranges}}. |
− | {{MultiplayerOranges}} |
+ | {{MultiplayerOranges}}}} |
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|title=Desync |
|title=Desync |
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|content='''Desync''' is when an error occurs in the connection between players while online. While it does not occur that often, it tends to occur in lobbies with poor connection between players. There are two commonly known forms of desync that the player will typically encounter. |
|content='''Desync''' is when an error occurs in the connection between players while online. While it does not occur that often, it tends to occur in lobbies with poor connection between players. There are two commonly known forms of desync that the player will typically encounter. |
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'''Note''': Players should discuss in the chat to find out which player is controlling the stuck character since if the problem's on your side, you will likely be seeing the game stuck on the wrong player. |
'''Note''': Players should discuss in the chat to find out which player is controlling the stuck character since if the problem's on your side, you will likely be seeing the game stuck on the wrong player. |
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|title=Rules of Thumb |
|title=Rules of Thumb |
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+ | |content=<div>{{Merge|Introduction|The majority of this page is being [[User:WindowsGuyJim/Sandbox/7|rewritten]] from a neutral point of view, and this section does not meet the wiki's standards for inclusion.}}</div> |
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− | |content=<div></div> |
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*'''Always set the game speed to 4.''' |
*'''Always set the game speed to 4.''' |
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::This tip should be followed at all times if the player wants a full room. Speed 4 makes the animation speed faster for movement, dice, etc. As a result, it is best practice to make the speed 4, as slower speeds will make the game take substantially longer just from waiting for the animations (something that many players don't want). If your lobby won't fill, it is likely because the speed is too low. |
::This tip should be followed at all times if the player wants a full room. Speed 4 makes the animation speed faster for movement, dice, etc. As a result, it is best practice to make the speed 4, as slower speeds will make the game take substantially longer just from waiting for the animations (something that many players don't want). If your lobby won't fill, it is likely because the speed is too low. |
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:*There are many abridged versions of {{Ca|Star Breaker}}'s and {{Ca|Sweet Breaker}}'s names. |
:*There are many abridged versions of {{Ca|Star Breaker}}'s and {{Ca|Sweet Breaker}}'s names. |
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:*'''dc''' is sometimes used when a player returns to mean "disconnected" |
:*'''dc''' is sometimes used when a player returns to mean "disconnected" |
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− | :*Phrases like '''Nanora''', '''Wan''', ''' |
+ | :*Phrases like '''Nanora''', '''Wan''', '''Maauu''', etc, are character-specific phrases and don't mean anything. |
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[[Category:Community]] |
[[Category:Community]] |
Latest revision as of 19:51, 14 November 2021
Nico
Multiplayer enables multiple players to play together over the Steam network. Multiplayer is accessed from the Free Play menu. One of the players in the game must create a lobby and act as the server. The rest of the players can join that lobby as clients.
If you create your own lobby, you can decide on which map you want to play on. More map choices will be available to you depending on your campaign progress. You then need to give your lobby a name for all Steam players to identify it with. You can then click OK, your lobby will be created, and you will be taken to the Game Lobby screen to wait for other players to join. Other players will see your lobby listed on the connect screen.
|
Once the player has created a lobby, they will become the host and keep their ability to adjust the lobby's board, field events, and game speed. The player can then start the match without other players present (however their win count will not change if they are victorious) or they can wait for other players to arrive. If other players arrive, the host will not be able to start the game until all players are ready.
|
When a player decides to join a lobby instead of creating their own, they are taken to the lobby connect screen. Once at the screen, the player will be provided with all of the basic information about the lobbies available. The player should pay close attention to the status, if they are looking for a room that is not in game. Once in a lobby, the player will only be able to state they are ready, and will not be able to adjust game settings like the host. The player will also be able to send a friend request to an opponent, using the "friend" button above or below the character image.
|
After a match completes, all participating players will gain XP and Stars for the players' performance. The Stars are calculated the same way as in single player. The amount of XP earned is 1.2 times the amount of Stars earned, plus an indeterminate amount when playing with higher-level players. The player's online level starts at 1, increasing as XP is accumulated. The amount of XP needed to reach the next level is 600 + 100 * L, where L is your current level. The online level is displayed toward the upper-left corner of the player plate in lobbies, and also on screens where it is relevant (such as the Shop). At certain levels, you unlock new items at the shop to use in both multiplayer and single player and even shop price discounts.
Place Oranges 1st 10 2nd 8 3rd 7 4th 6 |
Desync is when an error occurs in the connection between players while online. While it does not occur that often, it tends to occur in lobbies with poor connection between players. There are two commonly known forms of desync that the player will typically encounter.
Note: Players should discuss in the chat to find out which player is controlling the stuck character since if the problem's on your side, you will likely be seeing the game stuck on the wrong player. |
It has been suggested that this article or section be merged with Introduction.
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