Re: Getting the Community Popular Again

Safe-Keeper wrote:

1. The mod is unintuitive.

2. This is a bad thing because any program is supposed to be intuitive and user-friendly, to make it easy to get into and use. This has to do with the overall experience of the end users.

3. The fact that it's unintuitive also means that you have rounds where people don't know what devices to use at what moments, gallofrees being run off the edge of the map, people camping a CP you can't cap, antitank mines being laid to stop infantry, etc.

It's easy for you guys with hundreds of hours of playtime to look down at newcomers and call them noobs, but try to put yourself in their place for a sec. I tried to have a go at 2142 some time ago and was utterly lost (also totally forgot there is probably a popup hud system in 2142), not knowing what pretty much any of the gizmos given to me did until I'd wasted them by throwing them at the ground (which I did hoping they wouldn't blow up and hurt passerbys happening too close). Does this make me a noob in SamZi's eyes? Very likely. Would the mod be easier to play if gizmos had labels? Definitely.

Safe, now I know you (and probably a lot of other folks that read these forums) were and still are a big fan of the X-Wing series of games.  A very popular set of games, particularly X-Wing vs Tie Fighter and X-Wing Alliance since they featured online play.

Over the years thousands of people enjoyed these games and enjoyed pitting themselves against others online and yet they were amazingly difficult to learn. Almost every button on the keyboard had a function and you had to fly with a stick. They had a huge learning curve, yet people stuck with it. Even today many of those fans want to see another sequel to the series.

Whats my point? A game does NOT have to be intuitive and easy to be enjoyed, learnt and played.

Just because I have some game time in doesn't mean I look down on everyone. Just a few tongue But if someone asks questions I'll help. I'll admit, I've had a go at people in game before for doing something, but as soon as they say "Sorry, I'm new and I didn't know" I'll more than happily begin coaching them, and you know what, they quickly learn and become an effective memer of the team. I've had teams of 'noob's who once they begin learning what each item does, how to squad up and unlock things and how a particular map works, they start working as a team. They go from losing round after round to winning. Yet even while they have been losing they are spamming the screen with "OMG THIS ROCKS!" "this mod is awesome!" "omg this looks amazing!".

My last point after all this is don't assume people are dumb and need big red signs sticking everywhere. We don't need to make this pink and fluffy so little five year olds can come along and play. If you really do think people need all this hand holding then get the SP up and running so people can practice in their own time. I bet adding this function would massively increase our player base too.

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Re: Getting the Community Popular Again

Twigs wrote:

My last point after all this is don't assume people are dumb and need big red signs sticking everywhere.


You're right, they could be any colour. Yellow flashing to orange comes to mind.

Twigs wrote:

If you really do think people need all this hand holding then get the SP up and running so people can practice in their own time. I bet adding this function would massively increase our player base too.

Seconded.

Anyone know if its possible to put an annoying help function in like in vanilla? Would really help with some equipment.

(speederbike) 'Press E to enter the vehicle?'
(lambda shuttle) 'Press S to initiate vertical takeoff'
(Emp grenades/Demp gun) This ion weapon will temporarily diasble vehicles, except for walkers
(proximity mine) 'It's a trap!... This mine will explode when enemies are near. '

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''Its over. Angel won.''   RSF Gurd

66 (edited by Safe-Keeper 2009-04-03 11:27:13)

Re: Getting the Community Popular Again

You're right, they could be any colour. Yellow flashing to orange comes to mind.

big_smile

Twigs - you're probably right, and I actually agree with you. The reason I brought it up, though, is that some people complained the mod is too unintuitive.

One thing I'd like to see, though, is a simple padlock or similar icon on CPs you can no longer cap, like in PR. I think I've already suggested this before, but it'd be really easy to do - when a CP falls to Rebs on EST, for example, simply spawn an invisible object there with a padlock as its minimap icon. You could actually have this padlock show up on the 3D map, too, like cap ships' icons do. Wouldn't be obstructive, and would get the message across.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Getting the Community Popular Again

How about some screen text that pops up if you try to take an un-cap base?

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Getting the Community Popular Again

It usually does -

SafekeeperN: Just as a reminder, Imps can't retake CPs on this map.

Everyone else: Ok, thx

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Getting the Community Popular Again

Twigs wrote:
My last point after all this is don't assume people are dumb and need big red signs sticking everywhere.

I dunno about that mate, a few exit signs would be nice in the hangers on Espa and Bestine, I get lost every time and have been playing for 15 months now  wink

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Re: Getting the Community Popular Again

I dunno about that mate, a few exit signs would be nice in the hangers on Espa and Bestine

With you on that one, too.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.