Worms W.M.D

Worms W.M.D

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Snowcone Guy Aug 24, 2016 @ 2:19am
Current Problems and Shortcomings Of The Game
Okay, So I've spend some hours with the game. While I like it overall, there is some stuff that needs some tweaking:

(Everything I will say now is in regards to the PC version, played with mouse and keyboard.)


  • The aiming reticle is reacting a little bit to fast, or in other words, it's moving a little bit to far if you just very quickly tap up or down. (Not by much though.)

  • You should be able to actually slow down replays (including the sound)

  • If you hold walking in a certain direction before you can walk, your worm should start walking as soon as you are able to move.
    But instead, you have to let go of the direction key and then press it again.

    Example: The Shotgun has two shots. You fire the first shot and hit an enemy. The game is semi-paused until the enemy stopped moving and his HP is changed.
    If during this pause, you already hold "Right" So your worm walks right as soon as he can move again, it won't work.
    Once the the movement & timer are unpaused again, you have to let go of "Right" and then press it again.

    This is not only annoying but also costs time. What if you only have 2 seconds left and have to do a slight adjustment?

  • Online Chat has no whisper function. So much for team play.

    EDIT: There is whisper! Type
    /h
    in chat to see all the chat commands!

  • You should be able to give your lobby a name that is displayed in the server browser, so people get more information than your name and the name of your scheme, before they even join.

  • To make the background of the level black, you have to go to the options. Why not bind it to a key to change it on the fly?

  • Once the energy bars of the teams (where you can see who is how strong and who is leading) disappear when you move, you can't make them appear again.
    You should be able to toggle this with a key binding.


  • You should also be able to bind a key to toggle how much information is floating above a worm's head. (nothing / HP / HP + name / HP +name + team name)
    Maybe give us a slider in the options to change the transparancy of that as well.

    EDIT: You can turn the names of by pressing N !

  • Fire disappears on the map after a few seconds. It should keep burning for a few laps. (Doesn't have to be for everything that creates fire. Like if a weapons crate explodes, that fire doesn't need to stay for long.)

  • If you are using a parachute and the chute is active, once you touch ground (not sideways, but from above, as in standing on it) it should deactivate the chute.
    Instead you are somehow sliding over the ground while the chute is still active.
    This can be very deadly if the spot you try to land on is only a few pixels wide.

  • When you use the Ninja Rope(s) and have the Parachute selected for the case you should "crash" your rope, the chute should not activate automatically if you are just falling for a long time or a deep distance. This can be part of your roping.
    It should only automatically activate if you "crash".

  • When hosting an online lobby, once you made it public, there is no way to close it again.
    So you may just want to play with 2 other players, but you can't make the lobby "un-public" again. Chances are the server get's full against your will.

  • You can't kick players from your lobby.
    If there are more people joining than you want to play with or someone you don't want to play with, there is nothing you can do.

    EDIT: You can kick players! Click on their avatar in the lobby!

  • While the in-game chat from the matches is in theory also available in a lobby when you click on that telephone icon, this is not good enough.
    The Lobby Chat has to be ALWAYS OPEN and clearly visible directly in the player's field of view, so everybody can read what is said (for example about rules).
    Also the host should have a special colour or icon in the chat.

  • During an online match, when your chat is open, there is nothing you can do in terms of gameplay.
    You can't move your worms or place your worms at the beginning.
    Actually playing the game (like moving or jumping) should automatically close the chat.

  • When switching the worms with Worm Select, the camera doesn't always automatically move to the "next" worm but rather stays with the initial worm.

  • During rope retreat time, the name and HP of your worm already apprears above your head, like your turn would be over.


  • You can't skip the intro sequences of the game.
    It would be nice to directly go to the menu after starting it.
    Sometimes you have to go in-and-out a lot, like when you are testing a new custom map.

  • Sound effects can get stuck in a loop.
    Edit: This got patched!

  • When Mines bounce and roll around the map, they always somehow magically roll to the the "right side up"-position at the end.
    Just allow a Mine to rest however it's journey results - even on the side or upside-down.
    This makes the physics look worse than they actually are.
    Let Mines be Mines!

  • When worms bounce or sldie around, they are very silent.
    There is no "Ah!" "Uhgh!" "Oh!" or other sound-indication that they bounce against the level or slide down a hill.

  • The physics have to allow more bouncing and sliding, just look at WA to see how it's done good. This game feels like the ground is a big, strong worm-magnet and like there is way to much friction.

  • Worms falling in the water do barely make any sound at all.
    There needs to be a loud PLOP.
    (Especially because with the camera zoom, many worms often drown off-screen as the camera stays with the active player.)

  • When you activate that players teleport/place their worms at the beginng of a match,
    there should be an acustic warning that time is running out.
    There should be a beeping countdown and the worms should say their "Hurry!"-line 5 seconds before the time is up.

  • The game (or it's custom map editor) needs automatic girder placement.
    So when you play on a map that is to empty, there is the option(!) to have the game place a small girder for every worm to stand on.
    And when the map is to full (like Mole Shoppa) there should be an option(!) so the game automatically creates a hole with a girder inside for every worm to stand on.

  • When I craft during someone else's turn and move the mouse around in the crafting menu, my mouse movement automatically also moves the camera around.
    I don't want that. I want the camera just to stay focused on the worm of the player that is currently playing, even if I am doing craftig-stuff at the same time.

  • You should be able to set up how high the water is when you start a match and how much it's rising in sudden death. (It's rising very fast in WMD!)

  • When the Ninja Rope hits a surface (when it connects) it should make a sound.
    There is no acustic indicator if you grabbed something or shot it in the air.

  • When you circle through your weapons by using the F-Keys, it takes about one second until the name of the selected weapon appears on top of the screen.
    This costs a lot of time if you have to circle through several weapons until you get to the one you want.
    Please make it so that in the moment you hit the F-key, the name of the selected weapon appears on top of the screen.
    And in the moment you hit that F-Key again, the name of the next weapon is displayed.

  • When you select a scheme, it would be nice to be able to pin a scheme to the top of the list.
    Or better yet: The game should display all schemes at once - there is more than enough space.

    Look at this screenshot:
    http://steamcommunity.com/sharedfiles/filedetails/?id=750879591
    Why do we have to click on that down-arrow to see more schemes?
    There is enough space to display much more schemes at once.
    Make it so, that depending on the resolution you use, the game displays as many schemes at once as can fit on your screen.

  • Sometimes when roping fast, your worm arrives faster at the surface he is flying at than the rope he shot. So even though you shot the rope, your worm doesn't grab the surface but simply crashes into it. This should not happen. If you shot the rope, it should grab.


  • Rope knocking does not work well. You have to apply a lot of power and than it is less making the worm slide but rather like aplpying a mini-Prod. It's tough to pile worms like this and easy to hurt yourself.

  • When sudden death happens, players are still able to select the worm at the beginning of their turn (if that was activated in the scheme).
    After SD, this was only able with the Wor mSelect weapon in WA.
    It added more tension and forced people to think ahead how they want to position themselves for when SD happens.


  • When you rotate a girder, you should be able to hold the rotation key and then the girder should keep spinning trough the different angles and sizes.
    (Right now, you have to press the buttons for every single degree, you can't hold it.)
    Also: Why can't you rotate the girders with your movement keys? Why does it need seperate buttons?
    Is there any possible situation where you can actually move while placing a girder?


  • When you hang on a Ninja Rope and have a grenade (or other weapon with adjustable fuse timer) selected, you can't change the fuse timer.
    Changing it seems only to work on the ground.

  • During a replay, the camera should be focussed on the action.
    But it's always glued to the player.

    Example: I am flying around in the Jet Pack. From this Jet Pack I drop a Banana Bomb at the enemy.
    While the Banana Bomb is counting down, explodes, and while the enemy worms fly through the air, I'm retreating with the Jet Pack and go to a save hiding place.

    Now, when the replay plays after this, it will always stay with my worm.
    So you won't see how the the Banana Bomb blows up or how the enemy is taking damage.
    All you see after I drop the Banana Bomb is how my worm flies to safety with his Jet Pack.
    I think the game has it's priorities wrong in that regard.
    I already saw my own escape, what I missed the first time was the damage of the Banana Bomb.
    Also I think damage happening or worms flying, bouncing and sliding is more interesting for a replay than someone walking away, hanging on a Rope or using a Jet Pack.
    At least that's my opinion.


  • Sometimes when I try to click on "Cancel" for cancelling a crafting schedule, it does not do anything. I can click it as much as I want. (During my own turn.)


  • The counter that tells you how many rope swings you have left does not update fast enough. It has to update instantly.
    I was roping with mediocre speed, and the coutner displayed: 1 rope swing left
    But it was actually zero.
    As I tried to shoot again, and fell into my death, the counter than updated to zero - way to late.


  • When you fly the Super Sheep, the countdown kicks in to soon.
    It's not enough time for a straight diagonally flight from one corner of a large map to the opposite corner.
    I think the main challange should be to be able to fly around obstacles or through tunnels - and not if you were to far away from the target.
    The coundown should only have the purpose that people don't waste everybody's time by just flying into space or flying in endless circles - and not to restrict the usablility.

    The reason for this problem is probably that the Super Sheep flies much slower than in the old games. So either give us more time or make it faster again.

    It's currently very easy to fly a Super Sheep through narrow tunnels or the inside of buildings.


  • Many items are not useable while hanging on a Ninja Rope, using a Jet Pack or using a Prarachute.
    Items that were possible to use in this situation in other games, and that would not be illogical to use in that situation.

    Those Items are all the diffrent AirStrikes (Including Concrete Donkey, Armageddon and OMG Strike) as well as the Teleport.

    You also can't select the Ninja Rope while gliding with a Parachute or flying with a Jetpack - this was also possible in Armageddon.


  • When you use a Ninja Rope, Jet Pack or Parachute,
    and select a weapon in the background (like a Grenade), the game doesn't remember this selection, once you stop using the Rope/Chute/JetPack.

    For example:
    I hang on the Ninja Rope.
    While roping, I select a Banana Bomb.
    Now, when I arrive at my target location, I get off my Rope to walk on the ground and place my Banana Bomb somewhere.
    But: Now my worm does not have the Banana Bomb selected anymore.
    It has the Rope selected instead.

    In Worms Armageddon, the game remembered what Item you selected while you used the Ninja Rope, Parachute or Jet Pack.
    And it makes sense, as it can cost you precious time to select an item again after landing.
    (While on the other hand you can save time by selecting it during your travel.)

    This should also be the reason why it's pretty much impossible to, for example,
    use a Jet Pack, then let yourself fall freely for a while by deactivating the Jet Pack and then deploy a Parachute to switch into using this.
    Because even if you selected the Parachute while you were using your Jet Pack, the game doesn't remember this once the Jet Pack is deactivated.


  • When you host a match with worm placement, players are not allowed to teleport insde buildings.
    But when a player doesn't place his worm and the time runs out, it can happen that the game automatically places his worm inside a building.

    (And I don't mean at the edge (like in a door or window), but deeply hidden right inside the bulding.)


  • The UI (especially when editing schemes) could fit much more stuff at one screen and minimize the amount of sub-menus and tabs.


  • There should be a random mine fuse timer.

  • You can't use Girder, Teleport or OMG Strike in the last second.


    Please try this out:

    Select a Girder, and hold it over a position where you are allowed to use it.

    Now don't click to place it yet!
    Wait for the last second!

    As soon as the number "2" disappears, the game takes away your control, or at least your mouse pointer and the ability to use this weapon with a click.

    It will not be placed. The girder just disappears.
    You can use other weapons during the last second but not the girder.
    So if you want to use the girder, your turn time is actually 1 second short.
    Using the Girder makes the "1" behave like a "0".

    The same thing also happens with the Teleport and the OMG Strike!

    However: The problem does not occur with weapons like Air Strike, Bunker Buster or Concrete Donkey!
    So the problem is not happening with every weapon that is activated with the mouse cursor - just with some.


  • Certain events that involve the physics can make the game get stuck and don't let it progress (Like mines bouncing around.)
    Click here for a detailed description.

  • Custom maps have a horizontal line through them in the middle.

  • Some custom maps make the game crash every time it tries to load them.

  • When you craft during someone else's turn and that person leaves the game in that turn, your crafting order will not get finished, but is still shown as in progress.

  • When people leave a game during the "Teleport in" phase at the beginning, it can take a long time until the game continues, as it seems the game first places that player's worms on the map, just to remove them after that.

  • There are replays in online Multiplayer.
    Yes I know we don't see them, but I notice the process is happening:
    First the music stops, then the game automatically skips the replay, then we get this little "fast forward to the current time"-process.
    It wastes time and looks and sounds weird.
    Please remove the replays in general from online Multi Player istead of making the game automatically skip them.

  • When selecting a 1440p resolution with 144Hz, the game will automatically change the refresh rate to 60Hz after leaving the options menu.

  • When Crates drop during online Multi Player, they slowly fall on a parachute, unless the person that has the turn after that is pressing space.
    In WA crates just always spawned without a parachute in online games.

  • It's not possible to place a girder in free, open space if that space is outside the invisible boundaries of the W.M.D World Editor:
    http://steamcommunity.com/sharedfiles/filedetails/?id=757002900


  • Part of fast roping with the Ninja Rope is that you can select the Parachute in the background.
    Besides the other problem with this, that the Parachute activates automatically without having a "crash", it costs much time to select it.

    In WA, you pressed F8 once for the Ninja Rope and then a second time for the Parachute.
    In WMD, you press F7 once for the Ninja Rope (so far so good) but then you have to press F2 X amounts of time for the Parachute.
    How often is X? Well, you have to know how many items you have in your inventory under F2 and also subtract the number of items in that category that aren't usable yet because of delay.
    So maybe 1x F2, maybe 4xF2.
    I would be nice if the Parachute would be on the same F-Key as the Ninja Rope, exactly one slot behind it.

  • The Concrete Donkey disappears a little bit to soon.
    I understand that the Concrete Donkey has a timer. So it can't but out or endlessly bounce on indestructible landscapes. It had a timer in Worms Armageddon too.
    But in my opinion, the timer is about 3-5 seconds to short.
    If the level is destructible, it should always reach the water.
    But it doesn't:
    http://steamcommunity.com/sharedfiles/filedetails/?id=758295681




    So all this stuff is more or less about tweaks that are needed for what's already in the game.
    I could write at least as much text when it comes to what's not in the game but needs adding.
    (Like missing weapons and features) but I did not want to mix the two.
    First fix and tweak what is already there, so it's enjoyable.
    Then add what the game also needs in addition.


    All in all, I am still positive about this game.
    It's fun, it feels "right" and it's the best Worms game they made since the original WWP.
    But it needs a lot of fixes and additional features to really challange WA.
    If that does not happen, I'm back to WA in a few months.

    I also made another thread about the maximum amout of mines that spawn on a map:

    http://steamcommunity.com/app/327030/discussions/0/352792037317470585/?tscn=1472305019

    (It's only 6 - compared to 250 in Worms Armageddon.)


    And a made a thread about the question of the worms walk to slow in this game, compared to the old games:

    http://steamcommunity.com/app/327030/discussions/0/352792037315933827/
Last edited by Snowcone Guy; Sep 5, 2016 @ 7:11am
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Showing 1-15 of 51 comments
neverdie Aug 24, 2016 @ 2:25am 
+1
Griffix Aug 24, 2016 @ 2:56am 
+1. Awesome explanation Snowcone Guy, I could not have done better myself!
If Team17 works on these points, it would be a huge addition to the gameplay.
MONZUN Aug 24, 2016 @ 3:25am 
great post. although many things you wrote don't bother me personally, there are a few ones that do.

i really have to agree on the lobby chat thingy.. the lobby chat should somehow be implemented into the lobby windows so that it is active all the time. otherwise most ppl won't be smart enough to even notice there is a lobby chat at all :(

regarding the intro videos. ofc you can skip them. just use the oldest trick in the book and rename the video files manually.. its supereasy and takes maybe a few seconds.

team17logo, wmdlogo, wmd logoin, wmdlogoout are the files that i renamed and now the game is starting without intro videos.

i alos have to agree on the ploop sound effect when a worm falls into the water. i really want to see the old cool sound effect back. its such a small thing to add i hope the devs can do this !!

furthermore i want to add something thats not on the list and is really annoying -->

--> right now you can't set a scheme as default which is really annoying because you have to scroll down though the undeletable schemes to get to your scheme. the function is in for the personal teams so please add it for schemes too.. just the same thing so that everyone can choose a default scheme :)
X-oR.Belgium... Aug 24, 2016 @ 4:05am 
+1
Jared Aug 24, 2016 @ 4:15am 
+1
Hagerthehorrible Aug 24, 2016 @ 4:36am 
+1
Gungrounds Games Aug 24, 2016 @ 4:47am 
+1 great post!
Snowcone Guy Aug 24, 2016 @ 5:06am 
Originally posted by mOnzun:
regarding the intro videos. ofc you can skip them. just use the oldest trick in the book and rename the video files manually.. its supereasy and takes maybe a few seconds.

team17logo, wmdlogo, wmd logoin, wmdlogoout are the files that i renamed and now the game is starting without intro videos.

Thanks, this is a nice work-around that works for me.
(Allthough I still get a lot of black screen. I guess that's just regular loading time.)

Those files can be found under:

C:\Program Files (x86)\Steam\steamapps\common\WormsWMD\uidata\video

I added your idea about the scheme-selection at end and added my own thought about it.

I also added one more thing I noticed at the end:

  • When you circle through your weapons by using the F-Keys, it takes about one second until the name of the selected weapon appears on top of the screen.
    This costs a lot of time if you have to circle through several weapons until you get to the one you want.
    Please make it so that in the moment you hit the F-key, the name of the selected weapon appears on top of the screen.
    And in the moment you hit that F-Key again, the name of the next weapon is displayed.
Last edited by Snowcone Guy; Aug 24, 2016 @ 5:16am
Offensive Mouse Aug 24, 2016 @ 5:14am 
If Team17 adresses these, WMD could easily become the Armageddon follow-up (successor, even) we've been waiting for!
Last edited by Offensive Mouse; Aug 24, 2016 @ 5:14am
Woodoo Aug 24, 2016 @ 5:23am 
In cave maps when a worm is at the very top of the map, up against the roof of the cave, its not possible to see the HP or name of the worm anymore. Doesn't even matter if you fully zoom out.
Penumbra Aug 24, 2016 @ 6:48am 
I remember the Worms Revoloution menus and how they showed everything at once and didn't have a slider. When I was customizing my worms I didn't know what to pick because I lost track of what I tried and had not tried and could not be bothered to look through a 3 cm scrolling list of 45 options. I'm assuming its to cut on loading menu's but its absurd, even the voices theres no test button.

Bring back worm skip please then we can have super ploops

For some reason the chat icon is a phone???........first off why isn't it a logical speech bubble like every other game?!?!
Last edited by Penumbra; Aug 24, 2016 @ 6:49am
Snowcone Guy Aug 24, 2016 @ 9:56am 
Added three things:

  • Sometimes when roping fast, your worm arrives faster at the surface he is flying at than the rope he shot. So even though you shot the rope, your worm doesn't grab the surface but simply crashes into it. This should not happen. If you shot the rope, it should grab.

  • You should be able to give your lobby a name that is displayed in the server browser, so people get more information than your name and the name of your scheme, before they even join.

  • Rope knocking does not work well. You have to apply a lot of power and than it is less making the worm slide but rather like applying a Prod. It's tough to pile worms like this and easy to hurt yourself.
Last edited by Snowcone Guy; Aug 24, 2016 @ 11:20am
rebca Aug 24, 2016 @ 10:06am 
+1
Great suggestions, though some of them should be demands.
Middy Aug 24, 2016 @ 10:17am 
Originally posted by Actually Ed The Undying:
+1
Great suggestions, though some of them should be demands.
Because that's how you make a developer want to help you.
Castor Troy Aug 24, 2016 @ 10:26am 
Fantastic post. I hope these are added to the next patch!
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Date Posted: Aug 24, 2016 @ 2:19am
Posts: 51