<!--quoteo(post=1831091:date=Feb 10 2011, 04:38 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Feb 10 2011, 04:38 PM) <a href="index.php?act=findpost&pid=1831091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never really had a problem with the UI. My <i>massive brain</i> meant that I was able to figure it out rather easily.<!--QuoteEnd--></div><!--QuoteEEnd-->My regular-sized brain led me to write this: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=106902&view=findpost&p=1715859" target="_blank">http://www.unknownworlds.com/forums/index....t&p=1715859</a>
And: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If it sounds like I'm being too harsh on it, it's because it has some criminal design blunders (not telling players the rules of the game, not having any class or weapon descriptions, no HUD icon for when you are carrying the 'flag'). If these are addressed the game will be a lot easier to understand for the initiate player. If people at least understand the gameplay they will be able to make an informed decision as to whether they like it or not, but the mod as it stands makes virtually no direct attempt to explain itself.
IMHO, the next major version update should focus on: - Pre-round message describing the game objectives (i.e. "Deliver the Ghost to the capture point") - Class menu descriptions - Weapon menu stats/descriptions (damage, rate of fire, etc.) - First-person spec mode, so newbies can understand the vision modes and learn the finer points of the game through example - The ability to spec players on the other team - Autospectate the player who killed you (server toggleable) - Allow the round to be played out when map limit hits (overtime) - Possible inclusion of a HUD minimap, or at least a map toggle - Crosshairs that correctly display each weapon's cone of fire - Scrollbar for the scorebord (the game is designed for 24 player, afterall) - Class info on the Scoreboard or on the Class Selection menu - Some sort of comms info menu (e.g. 'Enemy ahead', 'Cover me', 'Advance', etc.) - Proper friendly-fire protection (e.g. anti-griefer system; currently it only seems to protect against melee and not ranged FF) - Increase 'Random Hint' duration - Label vision modes on the HUD when in use (e.g. "Night Vision Mode") - Consider revising the XP distribution system to reward activity over inactivity and minimise snowball effect - Consider revising the weapon balance (especially top-tier weapons, which tend to dominate)<!--QuoteEnd--></div><!--QuoteEEnd-->
While not all of those would be necessary, that pretty much sums up why the mod wasn't intuitive.
If you want to go back and read through the thread you'll find that Crispy and I had a rather extensive discussion about this whole thing: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=106902&st=0&p=1715859" target="_blank">check it out</a>.
<!--quoteo(post=1831931:date=Feb 13 2011, 12:21 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 13 2011, 12:21 PM) <a href="index.php?act=findpost&pid=1831931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry, I can't hear you over the sound your massive brain makes.<!--QuoteEnd--></div><!--QuoteEEnd--> Sorry, what? My massive brain is covering up your post.
Comments
And:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If it sounds like I'm being too harsh on it, it's because it has some criminal design blunders (not telling players the rules of the game, not having any class or weapon descriptions, no HUD icon for when you are carrying the 'flag'). If these are addressed the game will be a lot easier to understand for the initiate player. If people at least understand the gameplay they will be able to make an informed decision as to whether they like it or not, but the mod as it stands makes virtually no direct attempt to explain itself.
IMHO, the next major version update should focus on:
- Pre-round message describing the game objectives (i.e. "Deliver the Ghost to the capture point")
- Class menu descriptions
- Weapon menu stats/descriptions (damage, rate of fire, etc.)
- First-person spec mode, so newbies can understand the vision modes and learn the finer points of the game through example
- The ability to spec players on the other team
- Autospectate the player who killed you (server toggleable)
- Allow the round to be played out when map limit hits (overtime)
- Possible inclusion of a HUD minimap, or at least a map toggle
- Crosshairs that correctly display each weapon's cone of fire
- Scrollbar for the scorebord (the game is designed for 24 player, afterall)
- Class info on the Scoreboard or on the Class Selection menu
- Some sort of comms info menu (e.g. 'Enemy ahead', 'Cover me', 'Advance', etc.)
- Proper friendly-fire protection (e.g. anti-griefer system; currently it only seems to protect against melee and not ranged FF)
- Increase 'Random Hint' duration
- Label vision modes on the HUD when in use (e.g. "Night Vision Mode")
- Consider revising the XP distribution system to reward activity over inactivity and minimise snowball effect
- Consider revising the weapon balance (especially top-tier weapons, which tend to dominate)<!--QuoteEnd--></div><!--QuoteEEnd-->
While not all of those would be necessary, that pretty much sums up why the mod wasn't intuitive.
Sorry, what? My massive brain is covering up your post.