dislekcia wrote:The ideal here would be to have everything be settable by the player. I have no idea if I can pull that off well enough to keep it stable... That said, I'm a big fan of left-mouse-only play being possible, right click is really only optional fast-cancels and the like. It's a lot easier to add a button into combat than it is to come up with some magical number on delay protection that works for everyone.
Funny story: Initial testing of a delayed click system meant people were more likely to kill themselves. They got frustrated with the delay meaning they couldn't attack faster (obviously this was done on fully working hardware that wasn't double-clicking, so their problem perception was different) and would just spam clicks, which meant that they'd often be spamming after they should have already stopped clicking altogether. I think you can still see the echoes of this test in the old DD alpha thread on the Game.Dev forums
>>That's over 10000 runs in which players died. That's way too high a number, surely! The game is broken! Well, no, it isn't. 96% of those death runs are immediately followed by another run from the same account. Compare this to the 32% following runs when players retire and 65% following runs that win
>> Think about it, if death warnings were implemented, we'd basically have half as many retiring runs
>> Every time one of you anti-death pros sees that "warning" popup, you'd be happy that you avoided death there, reinforced in a good decision by us devs.
>> I could wish for a system that would up my resource mining rate in SC2 if I wasn't building enough Drones, I mean I'd obviously MEANT to build those harvesters, right?
but in the end you're telling the guy who's making a game (or has made the game) that what he wants is, for the lack of a better word, unreasonable or counterproductive
dislekcia wrote:Lujo tends to assume that the entire world sees things the way he does. Despite loads of evidence to the contrary
Waterd103 wrote:to me it isn't to me it's one of the best ideas for a game ever crushed under a pile of bad design decisions), it doesn't make it immune to criticism, if anything are great games that should be scrutinized more because it means we have something worth improving, instead of some trash game that is just a waste of time.
In fact that is why i'm even bothering posting here.
Waterd103 wrote:You are making the wrong correlation-Causation logic train of thought.
1.I've died quite a bit. and Yes it's more likely rerun if i died that if i actually lost. For several reasons.
Ive pissed off and frustrated when I die, I want to play a full game after it, It didn't even feel like a whole experience, just being cheated. Most of my "deaths" are actually me getting bored on how easy the game is and me spam clicking without thinking just wanting to to move to whatever level is gonna be hard. This is specially hard if im fireballing with a non 5 mana cost fireball, I hotkey click the monster, and i died..forgot fireball cost X more mana.
Waterd103 wrote:A game being great enough (to me it isn't to me it's one of the best ideas for a game ever crushed under a pile of bad design decisions), it doesn't make it immune to criticism, if anything are great games that should be scrutinized more because it means we have something worth improving, instead of some trash game that is just a waste of time.
Waterd103 wrote:In fact that is why i'm even bothering posting here. I'm really excited with this game i discovered no more than 3 days ago. Because many of it's ideas are WOW amazing. So this game could be potentially what i consider a great game.
But overall death doesn't make it a rouglike or what not. Death means you have to waste time thinking about decisions that are not important, and sometimes dying because misclick.
Waterd103 wrote:The SC and SF I strongly disagree with both. Fireball motions and Drone controlling doesn't make the game better. Smash brothers doesn't have fireball motions and it works fine, For many people games like Dawn of war 1 are more fun to play because they don't have all that lame drone control. We can talk about why SF or SC are more successfull regardless. But don't trap on the flaw of "if something succeded, EVERTHING that did was the best possible option" Because is just a huge fallacy.
Waterd103 wrote:but in the end you're telling the guy who's making a game (or has made the game) that what he wants is, for the lack of a better word, unreasonable or counterproductive
It's in part what i want, in part what i think it's a better design decision
The most boring thing is an easy run, period.
Ive been playing a 2 hours or something and I really lost one or two times, and mostly because i don't take the runs seriously i just jam my way in. Hoping to find the hard runs...so far there are none What runs are easy? Interestingly some of the puzzles are pretty hard. Sadly the only think i have to stop thinking is to not click one more than i want to so i don't die.
It's sad when the the hardest part of the game for the first 2 hours is not misclicking in a game without a clock, the only reason one hurries is to try to escape boredom.
Users browsing this forum: Bing [Bot], Google [Bot], TurnitinBot [Bot] and 4 guests