Sep 16 2009, 2:03 pm
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TMM's position is "i'm pissed off that people don't want to play this game i made, however i refuse to adjust the game to make it something they'd want to play."
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Oldbie wrote:
The majority of the people here are telling you that the current system is broken. Although, majority is not always right, I would recommend listening to your potentially player base when they suggest something. We do not like the current system for movement, it needs to be fixed. Ironically, the majority have not even properly played the game. Chances are they have played against NPCs, which do not move around much and barely fight back. I will put in WASD as an alternate method of movement (but that brings up the issue of diagonal movement). But I am also going to be keeping the current method of movement as well. |
Maybe if the help file actualy helped people would be able to properly play it.
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If you don't use any verbs that require menus, you can use right-click for selecting targets.
You could also treat it as <target closest to tile clicked> so they can just right-click near their target. This will reduce accidental movements from mis-clicks, and make targeting enemies easier when they are moving about sporadically. Also, try having a short-n-sweet section of your help file: explain the basic controls and gameplay in 2-3 lines. Just enough to push the impatient player in the right direction, and let them figure the rest out as they go. Oh, and having the help file split into three different windows is annoying. Use one window with internal links and headings instead. |
DarkCampainger wrote:
You could also treat it as <target closest to tile clicked> so they can just right-click near their target. This will reduce accidental movements from mis-clicks, and make targeting enemies easier when they are moving about sporadically. That is exactly how targeting is in my shooter and it works very well. |
But seriously, other than making the help files for the game more obvious and apparent to new players. There is nothing I can do to account for what is effectively rubbish players. Strategic advertising, maybe? You have to get the right audience interested in the game before you release it. Otherwise, exactly what happens to you, well, it will happen. You should release your help files stand alone, on your members page or something, prior to the release of the game. Coupled with screen shots and examples, you can effectively teach interested audiences how to play your game before they even can. This helps build interest and weeds out the people who wont be interested in the game from the get go. Did you go to BYOND Action/BYOND Strategy to advertise your game? Generiquest saw a few interested users because I mentioned it at the bottom of ever BYOND RPG post at the time. The guilds work, but only if game developers bother to use them to their full advantage. As far as I'm aware, every major BYOND guild allows users to submit posts, I'm putting strong bets that these include advertising your games when they're ready for release. |
I could try, but BYOND stratergy is... Not exactly active to say the least.
I'll maybe look into BYOND action, but if the more popular games there are anything to go by... The average player isn't exactly a lot better than you average BYOND anime member. (Take a look at Resident Evil Online 2s hub, then look at related games, 9 out of 12 of them are anime games) What I will do for now is make the game easier to get into by turning practise mode into semi-tutorial mode as well (afterall, there is only so much I can do to assist new players). Maybe add an alternative method of control. I could possibly make help files outside of the game too, but it's not something I am looking forwards too, provided there is a lot of stuff to type up. (32 classes, each with 5 abilities, 30 items plus another 20-30 coming, 2 modes plus another being added and other stuff) Not sure what I can do after that though. Adding more to the game wont work because it'll just be more of what the game already has, if what it already has does not attract players then I doubt more of the same will. |
The Magic Man wrote:
I could try, but BYOND stratergy is... Not exactly active to say the least. Although, the community may not be too active, the guild's moderator, ACWraith, is. I am fairly sure he would be happy to post information about your game in the TechTree and perhaps create an announcement about your game being released. |
Do what a lot of MUDs do and stick them in a training area and don't let them out until they've proven to understand at least the basics of survival.
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Foomer wrote:
Do what a lot of MUDs do and stick them in a training area and don't let them out until they've proven to understand at least the basics of survival. This is sort of what I am going to implament. The practise mode in the game will give people messages when certain stuff happens. And at times if they do not follow this advice, they will not be able to move. IE. If you attempt to leave your safe area when you first log in and charge into combat without even learning how to fight, you wont be allowed out of the safe area. |
Nobody likes "noob island" or lengthy tutorials.
Add an optional training mode. |
SuperAntx wrote:
Nobody likes "noob island" or lengthy tutorials. Nobody likes having to read the drivers manual before they take their car for a spin either, it just makes things happen much more smoothly on the road. As long as the (preferably interactive) tutorial isn't tedious, it shouldn't be a problem. But its up to the designer to make sure that it is enjoyable. |
Foomer wrote:
Nobody likes having to read the drivers manual before they take their car for a spin either, it just makes things happen much more smoothly on the road. Nobody reads their drivers manual. |
SuperAntx wrote:
Nobody reads their drivers manual. Well I don't know where you live, but where I live, knowing how to drive is considered an import prerequisite of being allowed to. In order to receive a driver's permit or license, you'll have to prove that you have sufficient knowledge on how to drive. Whether you read the manual or not to acquire that knowledge is irrelevant. But putting it in this game's terms, you should have to prove that you know a few basic aspects of the game before you're allowed into situations where your character can die. If the game is so boring to you that you can't even get through the tutorial that teaches you the basics, then you can safely not waste your time playing it. |
Foomer wrote:
Well I don't know where you live, but where I live, knowing how to drive is considered an import prerequisite of being allowed to. In order to receive a driver's permit or license, you'll have to prove that you have sufficient knowledge on how to drive. I live in California. I never took part in any drivers training yet I only missed two (trick) questions when taking the written test. It's all common sense stuff you know by the time you're 12. The only real training you need is behind the wheel, just like in a game. But putting it in this game's terms, you should have to prove that you know a few basic aspects of the game before you're allowed into situations where your character can die. Even with a tutorial in place, the people it's designed to help will just skip through it as fast as they can. Making it mandatory only means I'm going to be forced to run through it whenever I start a new character or join another server. It should be optional, but people should be made aware of it on the title screen. ie: Join Game, Tutorial, Options, Exit Game. |
"When driving next to a pole, you do which of the following?"
"A. Slam the breaks as hard as you can." "B. Do your makeup." "C. Stick your head out the window." "D. None of the above." |