In a turn based battle syetm, do you like the ability to confirm your actions before commiting or are you sure of yourself enough to not make mistakes?
Comments please!
- GunRunner
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ID:152321
Apr 10 2007, 7:15 pm
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Apr 10 2007, 7:45 pm
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I'm not sure about confirming, but relatedly, perhaps if you can make multiple actions per turn, make an option to cancel the latest action(s).
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No. That would be tedious in the extreme, and if you do it I shall come to your house and throttle you while you sleep. Well... that, or I just won't play your game. Depends how lazy I'm feeling that day. ;-)
Seriously though, confirmation boxes are horribly horribly overused. |
In response to Crispy
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/-------------------------------------------\ |Are you sure you want to hold that opinion?| | | | |YES| |NO| | \-------------------------------------------/ |
In response to Jp
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Well I agree with Crispy on this one, I was just wondering what the community felt.
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In response to Jp
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You are coming to a sad realisation. Cancel or allow?
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In turn-based strategy, sometimes it can be advantageous to require an additional key-press to confirm a move. This can help make sure when you're quickly going through moves you do not accidently make a move you did not intend and cost you a battle. However, I wouldn't go to the point of having actual confirmation boxes with choices, just have it be keypress based. And for those of you who don't even like that, you could always have a way to turn it off under a player's personal settings or something like that, which wouldn't be too hard on it's own.
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In a turn based battle syetm, do you like the ability to confirm your actions before commiting or are you sure of yourself enough to not make mistakes? If you have to confirm everything then the player will just get in the habit of immediatly confirming and end up making mistakes anyway. Best to only confirm if an action can be detremental to the player but in odd cases may be useful such as targeting a friendly character. |
Perhaps you could have it so that you move your character etc, etc. The thing is, nobody else sees it. Once the play has decided to perhaps move 3 spaces forward and attack with a fire spell and then hits END TURN, the confirmation box will pop up saying are you sure? Then, if yes, everyone sees what you did and your turn is over. Otherwise, bring the character back to their old location so the play can choose again where to move etc. etc.
Do I make sence? =/ |
In response to Speedro
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Just make a switch alert statement that pops up and if tehy pick A they do B?
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In response to Revojake
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How about an option so that the player can pick?
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In response to GunRunner
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My question would be, then what are you going to do for those people who arn't confident in their selfs?
_________________________________________________ | Choice: Jump & die or walk away & die? | |________________________________________________ | | | | | | [Hell Yeah, JUMP!!!] [Err, WTF!?] | | | |________________________________________________ | What's the point ehh? lol ~Angela~ |
The only time I like confirmation boxes is when I've done a really complex turn and I'm confirming a summery of my actions for the entire turn. Even then I like it more because it keeps my mind on the big picture. The fact it prevents little mistakes is just a bonus.
It also depends on how valuable a turn is. In something like Final Fantasy you can slip up and do the wrong move but in the big picture it doesn't make a huge difference. However in something like Advance Wars one bad move can wipe out your entire supply of Bazooka Troopers and make it impossible to win the battle. Even then I find the subtle technique of drawing your actions out a little. For instance in Final Fantasy if you accidentally select Attack you still have to select a unit to attack before the move is finalized. So there are enough steps before the point of no return that the odds of someone accidentally making a move is pretty low. I guess making it optional (default to off) couldn't hurt. |
In response to DarkView
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DarkView wrote:
I guess making it optional (default to off) couldn't hurt. Except for the fact that it wastes your dev time to implement such a feature. Time that you could be using to actually improve the game instead of writing pointless features. |
In response to Crispy
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...Right. It won't "waste" anymore time than creating and reading this topic, for example. Its nothing of significance.
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In response to Kaioken
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Sure it will. You have to figure out how to present the options to the user, save them somewhere (avoiding the bugs that tend to crop up with client-side savefiles if you want to use those), and write the alert()s. If you're going to make it at all useful (as opposed to merely annoying) then you have to spend some time putting info in the alert()s. It could easily add up to half an hour if you do it properly.
You are right, however, that I am wasting my time on the forums, especially when I'm goaded into defending myself like this. =) |
In response to Crispy
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Crispy wrote:
You have to figure out how to present the options to the user, As you said, you'll probably just wind up using a quick alert(). Either way just figuring out how you should do it doesn't really take time. save them somewhere (avoiding the bugs that tend to crop up with client-side savefiles if you want to use those) 1) Right, what bugs? 2) If he is saving them, it isn't the first time he'll be doing saving. He must already have a save system done. Which will most likely automatically save his confirm_preference var automatically anyway. and write the alert()s. Wow, thats gonna take some time! If you're going to make it at all useful (as opposed to merely annoying) then you have to spend some time putting info in the alert()s. It could easily add up to half an hour if you do it properly. Right. It will then take 5 minutes instead of your usual 5 seconds for a regular alert(). Nothing like 30 minutes. 10 minutes max for the whole thing. You are right, however, that I am wasting my time on the forums, especially when I'm goaded into defending myself like this. =) Sorry. I didn't know actually trying to justify your point and actually trying to provide some basis for it is 'defending yourself'. I won't push you so bad again! <small>posting with no basis ftw</small> |
In response to Kaioken
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For the record my man, you seem to have a bit of an attitude problem with people you don't agree with. No need for that, we're all friends here!
In terms of implementing a choice, I'm for Crispy's point of view here. Why waste time on an option that most players will never search for, or expect to find, in the first place? My own experience with BYOND games (and let's face it, most games) puts them at a highly "disposable" nature. If I don't pick it up and love the game mechanics, I'm not usually inclined to find options to make it better for my behalf. I suppose I don't expect the developer to have thought (or planned) for every contingency. What I'm saying is that in my belief most players will try it and if they don't love it instantly will drop it, thus removing the need for such options. For those few players who might try changing things, well thats what suggestions are for and as we all know any developer can be shifted by enough voices. After all its the players who make or break a game. Either way its not my opinion that matters, I just want to maximise the amount of players who will enjoy my game. - GunRunner |
In response to GunRunner
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It matters in player retention. Options are never a bad thing, unless they are so numerous as to be confusing or obstructive to gameplay. Any seriously loyal player will always search for options to tweak the game output to suit them.
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In response to Alathon
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Well I suppose what I'm worried about is the amount of options. I don't want players to feel overwhelmed by anything. I already have quite a few text output as well as other miscellaneous options implemented / planned.
As for now I'm going without confirmation. If after testing the results aren't satisfactory enough I'll eat my decision! - GunRunner |
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