Worms W.M.D

Worms W.M.D

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About the Replay function
Okay, this is not about stating my wish for the replays to have slow motion like in WA,
but about how the current replays work:

  • They start to soon.
    When the replays start, the camera is still busy with going back to "ground zero" while the players action is already displayed.
    That way there is a chance that you miss something.
    And one of the uses of the replay (besides entertainment) should be to see something you missed.

    Here is an example: https://youtu.be/pYzMX99Wr8I

    At the moment when the camera arrives, the worm is already in the air.
    I think the replay should wait for the camera to get in position before starting to play.
    And perhaps that it should be quicker with moving the camera.
    How about you "teleport" the camera to the target position instead of moving it over there?

  • The replay should show more. (Imho)
    The replays often start in the moment the attack happened.
    But it would be nice to at least see the last 2-3 seconds before the attack too.
    Like when you barely escape the explosion of a mine or the shots of a sentry and then launch you attack after that, the chances are that the replay starts at your attack.

  • Requesting a replay should work until the last minute.

    I get the impression that i have to request a replay (R) before I launch my attack to get one at all. But how am I supposed to know if the attack will play out in a way that I want a replay of it or not?

    But when I press R while the attack is already unfolding, chances are that I won't get one.

    In Worms Armageddon, you could more or less request (and get) a replay until the last second, until shortly before it was the next players turn.

  • Not that smooth.

    Replays often start with ... nothing.
    With the game showing the same frozen screen for over a second while it is figuring out how to reset stuff in the background. This kinda interrupts the flow and I would love it if the transition between live and replay would be quicker and smoother. (If technically possible.)

  • Worm health subsctracted twice


    When the live attack is finished, you already see the health of the worms being substracted and the worms exploding/dying beforethe replay starts.
    Then they come back to live, just to die again after the replay.

    I'm not 100% sure, but I think that WA/WWP handled this in a way that as soon as e verything in the live gameplay stopped moving, the replay started.
    And then after the replay was played (or skipped), the damage was displayed and substracted and the worms died.

    I think that is a better solution.
    You want to see the attack happening again in a replay, not the numbers being changed or thre worms doing their death animation.
    But currently, you have to watch that first before the replay starts, just to watch it again when things go live again after the replay.

    Okay that's all,

    cheers!:WGrenade:
Last edited by Snowcone Guy; Oct 7, 2016 @ 11:03am
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Showing 1-6 of 6 comments
76561198103597845 Oct 11, 2016 @ 8:29am 
Hey again Snowcone,


Thanks for the feedback.
Looking at the video, it does seem a little rushed.
I'll forward this on to your adoring fans at Team17 for review ;D.

As always, if you have any other feedback, please let me know.


Thank you,
BenTeam17
Snowcone Guy Oct 12, 2016 @ 5:19am 
I actually have something else about replays:

When I pressed R to request a replay, the camera stopped following my attack in that moment.

You can see it in this video when you go to 01:20 minutes:

https://youtu.be/RpKgBwvd_KU?t=1m20s

I order in a Mine Strike.
While the plane is coming in, I press R to request a replay.
In the moment I pressed R, the screen stops following the action,
as if pressing R would be an event happening on the map too.

(I am sure that I dod not manually touched/moved the camera/my mouse in that moment.)
76561198103597845 Oct 12, 2016 @ 8:10am 
Hey Snowcone,


That's interesting.
I've just given this a few tries on my machine but didn't see the same behaviour.
Could you please let me know which key you have replay requests bound to and which game mode/s you've seen this in?


Thank you,
BenTeam17
Snowcone Guy Oct 13, 2016 @ 7:47am 
Okay, I tried and tried, but I could not reproduce it.
So I have to assume that me pressing the R-key to request a replay did cause some slight vibrations in my desk which made the mouse register a small movement.

However, while trying to reproduce this, I noticed something else:

While a Mine Strike was incomming, there was the name of one of my worms floating in the sky.
I am not sure if it had to do with my replay request or if it would have happened without it too, but I cought it on video:

https://youtu.be/XfpoA7AY7RQ

(The beginning of the video shows the settings I used.)

So there is that :P

Happy Pink Pony Oct 19, 2016 @ 6:32am 
My case: sometimes, replay shows different action than it was (e.g. I threw a Banana Bomb into an enemy, this cause a big damage, the replay starts, and the replay shows I threw a Banana Bomb under my worm's tail, killing myself).
Last edited by Happy Pink Pony; Oct 19, 2016 @ 6:33am
76561198103597845 Oct 21, 2016 @ 7:03am 
Hey again all,


Thanks for the video Snowcone.
It could have been a few things that caused the replay issue. If you see it again though, let me know and we can take another look.
The nameplate that you saw is actually the correct behaviour, just really...lucky.
When a worm taking it's turn is idle, it's nameplate will appear. The next time that you provide input, the nameplate will float off into space.
In this instance, selecting the strike location was the action and the plane just happened to pass right over your worm at the right time.

Mr.Kat,
Could you please post up a new thread for your issue?
When you do, please include information about what happened in the turn, what you saw, what the the game looked like afterwards, the game mode/s that you've seen this in, etc...


Thank you,
BenTeam17
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Date Posted: Oct 7, 2016 @ 8:42am
Posts: 6