List of QOL Changes
dePARA
Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
I was thinking about some QOL changes yesterday.
My intention behind these changes is: Give new players informations that vets already have.
A timer somewhere in the upper hud, where you can see the time where Lerks, fades and Onos can be on the field.
This timer dont need to be exact but should be based on the harvester ammount.
This would give new players a direct feedback when you kill an harvester (harvester dead, timer goes up).
Show spottet harvesters and extrator longer on the map (thats why vets parasite them). The vets already know the ammount of enemy harvesters/extractor most of the time.
A lightning change in that way, that typical good defend or ambush positions are highlighted in some way.
This change could be subtle.
On rookie server you could give a player some soundfeedback like (awesome positioning) and extra points if he kills aliens from that position or after an good ambush as skulk.
This is rewarding, vets know these positions anyway and people learn to position themself.
If the "Base under attack" sound gets played, show a small not distracting map that shows the position of the attacked structure related to your position.
Vets would press the map key in that situation right away. If its done in a nice way vets would also profit from this change cause they can concentrate on a fight while they see there next target without an extra click on the keyboard.
Im sure 80% of the new players dont use the map or dont know the map key.
Vets can place little holographic informations on key positions for marines behind them like:
"Some1 stay here for laneblocking". If someone is doing this, reward this guy with extra points, a heroic music or whatever.
No concede votes happen, cause new players dont knnow how to concede.
Why?
Mapvote and balance is on M, concede is on X.
Put all gamerelated votes into one menu instead of splitting them.
If someone is pressing concede, he must click on a reason button like "only 1 rt", "Com sux", "Enemy team to strong".
New players dont know why people are conceding, with this change they would see the reasons.
If an phase gate is under attack, play a extra warning and not the typical "base under attack".
Cant count the games where 7 marines where welding the base while our only Phase gate on the field was going down to 2 skulks.
Use the 5sec starttime for short random animated hints like:
"Killing enemy ressourcetowers and protect your own is the key to win" or mapspecific hints like "By controlling Nanogrid you control two resssourcenodes"
In an addition here are some ideas from Bicsum:
http://forums.unknownworlds.com/discussion/143866/minimap-change#latest
http://forums.unknownworlds.com/discussion/144055/alien-commo-rose-menu#latest
http://forums.unknownworlds.com/discussion/144054/highlight-vent-entrances#latest
http://forums.unknownworlds.com/discussion/144056/highlight-the-importance-of-map-usage#latest
My intention behind these changes is: Give new players informations that vets already have.
A timer somewhere in the upper hud, where you can see the time where Lerks, fades and Onos can be on the field.
This timer dont need to be exact but should be based on the harvester ammount.
This would give new players a direct feedback when you kill an harvester (harvester dead, timer goes up).
Show spottet harvesters and extrator longer on the map (thats why vets parasite them). The vets already know the ammount of enemy harvesters/extractor most of the time.
A lightning change in that way, that typical good defend or ambush positions are highlighted in some way.
This change could be subtle.
On rookie server you could give a player some soundfeedback like (awesome positioning) and extra points if he kills aliens from that position or after an good ambush as skulk.
This is rewarding, vets know these positions anyway and people learn to position themself.
If the "Base under attack" sound gets played, show a small not distracting map that shows the position of the attacked structure related to your position.
Vets would press the map key in that situation right away. If its done in a nice way vets would also profit from this change cause they can concentrate on a fight while they see there next target without an extra click on the keyboard.
Im sure 80% of the new players dont use the map or dont know the map key.
Vets can place little holographic informations on key positions for marines behind them like:
"Some1 stay here for laneblocking". If someone is doing this, reward this guy with extra points, a heroic music or whatever.
No concede votes happen, cause new players dont knnow how to concede.
Why?
Mapvote and balance is on M, concede is on X.
Put all gamerelated votes into one menu instead of splitting them.
If someone is pressing concede, he must click on a reason button like "only 1 rt", "Com sux", "Enemy team to strong".
New players dont know why people are conceding, with this change they would see the reasons.
If an phase gate is under attack, play a extra warning and not the typical "base under attack".
Cant count the games where 7 marines where welding the base while our only Phase gate on the field was going down to 2 skulks.
Use the 5sec starttime for short random animated hints like:
"Killing enemy ressourcetowers and protect your own is the key to win" or mapspecific hints like "By controlling Nanogrid you control two resssourcenodes"
In an addition here are some ideas from Bicsum:
http://forums.unknownworlds.com/discussion/143866/minimap-change#latest
http://forums.unknownworlds.com/discussion/144055/alien-commo-rose-menu#latest
http://forums.unknownworlds.com/discussion/144054/highlight-vent-entrances#latest
http://forums.unknownworlds.com/discussion/144056/highlight-the-importance-of-map-usage#latest
Comments
we should get timers on the evolve menu... basically the timers should be individual, and show how long it will take for you to be able to afford each lifeform based on how many RTs your team currently has... the lifeforms are already greyed out, so putting a countdown clock over that should be relatively easy to do.
Veterans already know these instinctively, but rookies have absolutely no idea.
Another QoL change I suggested recently is here.
edit: why isn't the default map transparent like the mods on the workshop?
(Parasite, Boneshield, Metabolize, Lerk farts)
The trello board suggests that this is something we could very well see in the future. https://trello.com/c/qKdFTBqU/122-remove-alien-weapon-switching
Here's an idea : Players are more likely to respond to vote kicks if the popup is more informative. TF2 did this:
It shows who started the vote, what the reason is, who the target is, the buttons to press to vote, and the vote count, where a green check is aye and a red x is nay. The popup should probably be a lot smaller than tf2's, but still display all of this information. Furthermore, consider moving the vote button from the ESC menu to the radial menu, and displaying the cool down to when voting is available again.
Voting no just gets rid of the pop-up quicker.
I want a pack play incentive UI icon/effect that pops up when aliens are grouped up and ready to attack together. Either the commander initiates it or the game automatically recognizes when you're next to multiple teammates. I think it would be cool if a pack play element was built into the game.
I also think there should be something that gives incentive for marines to cover each other. Perhaps you could have an icon come up on your screen when you are covering a nearby teammate and some indicator if you are close to a nearby teammate, but you aren't covering them with line of sight.
That commander tutorial will be nice to point people to when that is completed. Hopefully we can get one for skulks and marines too.
This was my map improvement suggestion:
http://forums.unknownworlds.com/discussion/143224/mini-map-improvements
I'm really hoping for this one.