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Author Topic: New players , big confusions  (Read 14107 times)
Nqss
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« on: October 03, 2012, 12:04:07 PM »

so , yeah , wave of new players brought the feedaback about confusing things.
1) How do i change class? I already suggested to have ALL existing classes displayed on the menu , but you cant choose ones which you cant afford
2) Where do i go? Confusing map design at some maps bringing players to easy loose vs players who do know what to do. I suggested already about that in this thread , it could help out with this problem , not entirely , but more ovibious http://www.40ksource.com/common/smf/index.php?topic=2835.msg9746#new
3) What do i do? some maps trying to bring different type of gameplay , to bring more variaty , well , i can suggest announce text which is shown to ANYONE who just loaded the map and stays for amount of time decided by mapper , this announce would explain what to do , shortly "Dont let marines capture points" "Capture all points"
4) How do i capture points? Tip appearing when you approach objective would be nice "Hold E to capture" and also a tip , line or counter to show , how much time left before capture
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ChromeAngel
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« Reply #1 on: October 03, 2012, 07:31:04 PM »

so , yeah , wave of new players brought the feedaback about confusing things.
1) How do i change class? I already suggested to have ALL existing classes displayed on the menu , but you cant choose ones which you cant afford
2) Where do i go? Confusing map design at some maps bringing players to easy loose vs players who do know what to do. I suggested already about that in this thread , it could help out with this problem , not entirely , but more ovibious http://www.40ksource.com/common/smf/index.php?topic=2835.msg9746#new
3) What do i do? some maps trying to bring different type of gameplay , to bring more variaty , well , i can suggest announce text which is shown to ANYONE who just loaded the map and stays for amount of time decided by mapper , this announce would explain what to do , shortly "Dont let marines capture points" "Capture all points"
4) How do i capture points? Tip appearing when you approach objective would be nice "Hold E to capture" and also a tip , line or counter to show , how much time left before capture
1) Doesn't not help unless they are in the menu. This would also force players to click though the menu even when they can only afford one class.

2) State aware HUD indicators would help, we really need to find a good graphic designer to work on those.  My idea so far is to put a crack on breakable objectives and padlock on objectives that you cannot use.  I'm not sure how to emphasize the one you should be going for right now.

3) Missions.  Proper use of ex_mission and the initial mission properties of ex_gameplay should already address this.  Sadly people just don't read what you put in front of them, they just want to blat stuff.

4) HUD tip is a good idea, but i'm not sure how to manage it without looking like half-life.  I was thinking of using the second light on the prop in some way to indicate progress or the locked state of the objective.
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Nqss
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« Reply #2 on: October 03, 2012, 07:50:12 PM »


1) Doesn't not help unless they are in the menu. This would also force players to click though the menu even when they can only afford one class.

2) State aware HUD indicators would help, we really need to find a good graphic designer to work on those.  My idea so far is to put a crack on breakable objectives and padlock on objectives that you cannot use.  I'm not sure how to emphasize the one you should be going for right now.

3) Missions.  Proper use of ex_mission and the initial mission properties of ex_gameplay should already address this.  Sadly people just don't read what you put in front of them, they just want to blat stuff.

4) HUD tip is a good idea, but i'm not sure how to manage it without looking like half-life.  I was thinking of using the second light on the prop in some way to indicate progress or the locked state of the objective.
1. If you see an icon which is idfferent color then others and have a sign "not enough points" what is your thoughs? click it?
2. Just , please , add my suggestion , if you can . So players can see the objective the should capture and defend at the time , untill they capture next one. I saw many time when plaeyrs tryed to capture objects OUT of the queue
3. Missions shows current objective , not overall idea of the map , there is an objective on every map
like thunderhawk says tyranid that they should stop marines , usually that means to take back the objective , while they cant do that there.
4. Doesn't matter , we must tip it out , it could be anything , progress bar or the timer in the face
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« Reply #3 on: October 04, 2012, 08:40:15 AM »

3) This is a good point. I see this often on city conflict that the people dont understand which objective they have to do. Especially the Space Marines. Iam not happy how I had to managed the objectives. The government building objective isnt a relevant objective but sadly it can be seen. I need it to destroy the generator objective after the Tyranids deaktivated the power field (also an ungainly solution).
An option for the mappers which objective they want to show would be nice or just the current objective which is to capture.
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