Assuming that doesn't work, would you be able to run a command for me and report back what it returns?tracert matchmaker.magequit.com
Okay, I expected everything mentioned except for that last part about it not working for your other provider as well.I've loosened up the Azure firewall restrictions for the matchmaking VM just to see if that makes a difference at all for you. Please let me know if the responses are any different (or if Online magically works for you now).If not, I'm going to open up a support ticket with the Azure team to see if something could be causing this on their end.Thank you for your patience!!Brett
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Yes, it could also be that -- the ports aren't terribly unusual though. The matchmaker cycles between ports 80 and 8081 each version update. (I'm sure 80 isn't blocked as that's web default)IP address is 40.121.22.148 or matchmaker.magequit.comI'm curious what you get if you visit that address in your browser. I receive ERR_EMPTY_RESPONSE which is what the matchmaker is programmed to return when sent an unrecognized request (in this case a standard GET). I imagine your browser will not be able to resolve the address if it is indeed an issue with your ISP. If it is a DNS resolution issue, than you'd receive a different response for visiting the IP address vs the named address, but I doubt this is the case.Who is your internet service provider if you don't mind me asking?Hope this helps.Brett
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Hey!We've only seen this happen a handful of times, and what we've narrowed it down to is either parental controls that block our matchmaker's IP (you would know if you had this), or, what's more likely, is that your internet service provider is unable to properly make a connection to our matchmaker. I believe this has only been an issue with Comcast/Xfinity, and it's very rare. You can attempt to hotspot your phone and connect to see if the matchmaker is available that way (I don't recommend playing like that, it would just be to verify that it has something to do with your ISP). How this has been fixed in the past is EVENTUALLY the ISP fixes its issue and it ends up working. It's a mystery to me how or why this happens, and how it miraculously fixes itself.It probably won't help, but this guy had the same issue as you are describing: https://steamcommunity.com/app/572220/discussions/0/1729828401701354511/In the meantime (if you haven't already) feel free to refund the game if y...
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Just sent you a friend request, I will message you some info :)
You are welcome :) thanks for playing!Brett
Hi Fustador!I imagine that this is the same limitation that we have with the Steam Link only supporting 4 controllers since it relies on xinput to stream controller input and xinput has a 4 controller limit.
As far as I know, this is a limitation of Steam's input streaming service.However, we haven't updated our controller library (Rewired) in several months and it's POSSIBLE that they've implemented some sort of workaround. That's something I've been meaning to test, so this gives me another reason to do so.In the meantime, you can still play 5-10 players with Online mode (unfortunately this would require each player to have their own copy). You could also try getting weird with a hybrid approach. Have 2 copies of the game with remote play together, go to Online and have up to 3 additional players join each copy by pressing A. Your lobby would look like accountA, [1]accountA, [2]accountA, [3]accountA, accountB, [1]accountB, [2]accountB, [3]accountB. That way you could get to 8 pl... Read more
As far as I know, this is a limitation of Steam's input streaming service.However, we haven't updated our controller library (Rewired) in several months and it's POSSIBLE that they've implemented some sort of workaround. That's something I've been meaning to test, so this gives me another reason to do so.In the meantime, you can still play 5-10 players with Online mode (unfortunately this would require each player to have their own copy). You could also try getting weird with a hybrid approach. Have 2 copies of the game with remote play together, go to Online and have up to 3 additional players join each copy by pressing A. Your lobby would look like accountA, [1]accountA, [2]accountA, [3]accountA, accountB, [1]accountB, [2]accountB, [3]accountB. That way you could get to 8 pl... Read more
Hey! Currently mouse and keyboard isn't supported in couch mode BUT there's a workaround to do what you want. If you go to Online using the keyboard or mouse and then hit A on the controller, it will add a second player. Then if you do Party Only you can play 1v1 locally like that. However, you'll probably have more fun if you do Quick Play with the two of you since there will be more players. Hope that helps!Brett
Hey Dieman14!Yeah, we believe allowing multiple people to play locally but online was really important to the game's vision. There are a handful of others that do it as well, but you are correct, most PC players play online alone. We've noticed a higher percentage of Xbox players taking advantage of that feature (which makes sense -- that's what consoles are for right?).LOL Wormhole is a very polarizing spell: it has a lot of haters, but also a lot of fans, which to me makes it the perfect spell :)
Exhibit A: https://clips.twitch.tv/AmusedRudeDurian4Head
Exhibit B: https://clips.twitch.tv/SparklingSmilingCheddarPMSTwinAnd yes, we are looking to add more elements/spells! I have rough mechanics designed for 4 more elements already, but we want to make the exact elements and mechanics a surprise.We do have a bit of a roadmap, but it's pretty free form at this point and our priorities shift as we go, but we do have a public trello board so players can follow along: https://trello.com/b... Read more
Exhibit A: https://clips.twitch.tv/AmusedRudeDurian4Head
Exhibit B: https://clips.twitch.tv/SparklingSmilingCheddarPMSTwinAnd yes, we are looking to add more elements/spells! I have rough mechanics designed for 4 more elements already, but we want to make the exact elements and mechanics a surprise.We do have a bit of a roadmap, but it's pretty free form at this point and our priorities shift as we go, but we do have a public trello board so players can follow along: https://trello.com/b... Read more
Here are the main differences between MageQuit and the wc3/sc2:1. Spell drafting instead of shops. Warlock had you buying spells and items between rounds, which caused the winning players to win by more. MageQuit flips this on its head by letting last place players draft first, keeping games closer and more exciting.
2. Controls: non-RTS controls. We recommend playing MageQuit with a controller, but we also do support mouse and keyboard although you won't be familiar with the control scheme right away. There's a pinned discussion explaining how those controls work.
3. Spell curving: you can use the triggers (or mouse buttons) to apply a secret curve to your spells. This gives the game an element of information hiding that makes things more intense and raises the skill ceiling of the game.
4. Local multiplayer! If you hook up a bunch of controllers you can play up to 10 players on one computer.Hope that helps!Brett Read more
2. Controls: non-RTS controls. We recommend playing MageQuit with a controller, but we also do support mouse and keyboard although you won't be familiar with the control scheme right away. There's a pinned discussion explaining how those controls work.
3. Spell curving: you can use the triggers (or mouse buttons) to apply a secret curve to your spells. This gives the game an element of information hiding that makes things more intense and raises the skill ceiling of the game.
4. Local multiplayer! If you hook up a bunch of controllers you can play up to 10 players on one computer.Hope that helps!Brett Read more
Hello!Yes, MageQuit is based on the wc3 mod you are referring to. It was called Warlock. I believe Magecraft was the sc2 version of the same map :)
Hey! We are actually still working on implementing the ranked feature. I'm realizing the lock icon is somewhat misleading and it should instead read "coming soon". I'll reply back here when the feature is complete :)
Okay, I literally JUST realized who you were and that your advice was ENTIRELY solicited by me. HA! Absolutely no worries on feeling like you are oversuggesting. I absolutely did ask for this.And sorry for the delay in responding to this last one (there's a lot to digest here). I seriously appreciate you taking the time to check the game out after I gave you a key and I'm flattered that you liked it as much as you did. You have some very good suggestions here.100% agree on showing previously drafted spells somehow. We simply haven't seen what counterpicking even looks like in its current state since we are relying on memory, which like you said isn't interesting (or obvious to people watching). I'm thinking a hotkey that can toggle previous picks to overlay the player cards (think league of legends or overwatch stats button). Same thing could be done for showing the upcoming stages. In this way, we allow veteran players access to this information without cluttering the UI for new...
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None of the spells are strictly better than others, so it's really not a "bigger gun" scenario. Everything has strengths and weaknesses and those all depend on the situation and spells you have already. Rock Block does indeed block projectiles, but it's also a stationary wall. Vanguard only blocks one side of you and it slows your movement slightly. Like I said, pros and cons to everything. We do have a wiki! https://magequit.fandom.com/wiki/Spells (still need to add nature spells to it yet)
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Thank you! I will respond with my own stream of consciousness. Glad your first game was so close! Showdowns are usually pretty rare, but I love seeing them happen.I'm glad we agree on only getting points for kills. I'm a big believer in design determining type of play and this was an area where we wanted to reward players who are actually participating in the fight.From an art perspective, our wizards, like all art, are a subjective style choice. People will have opinions different opinions about it. That is what makes it art. We get a lot of compliments on it. We also get comments like "it looks like ps1 graphics". Both opinions are valid, but at the end of the day we like what we made.There is no bonus for picking all of the same color. Mostly because we want to encourage people to experiment with different spell mechanic combinations, but also because players sometimes pick all the same color just for the novelty of it: no need to give them more reasons. There is always one mo...
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Okay, let me know if it's still not working after you try that!
Hi Jason!From what I'm reading it sounds like the tutorial defaulted to one of your other controllers as the one to use. You shouldn't need to restart your computer -- I'd say, worst case, restart the game with a single controller plugged in. I will add a task for myself to handle this properly in the future.Thanks!
Brett
Brett
@TheYueshuya, you tried all of those options above? I'm going to open up a ticket with FMOD and see if they have any guidance. I'll respond back here once I hear back.
Sorry for the response spam, but our audio guy sent over the following as well:Right click the speaker next to your clock in the bottom right.
Select 'Playback Devices'
Select your Default Device (the device with the green check mark) and hit 'Properties'
Select the 'Advanced' tab.
If 'Allow applications to take exclusive control of this device' is checked, uncheck it.
Set your Default Format to 24 bit, 48000 Hz (Studio Quality)
Select 'Playback Devices'
Select your Default Device (the device with the green check mark) and hit 'Properties'
Select the 'Advanced' tab.
If 'Allow applications to take exclusive control of this device' is checked, uncheck it.
Set your Default Format to 24 bit, 48000 Hz (Studio Quality)
Alienware Audio can also cause this issue if you don't have any NAHIMIC processes running: https://forum.unity.com/threads/fmod-failed-to-initialize.602845/