1 |
[quote]My point is that removing information is just bad. I don't know about newbies, but i wouldn't use a widget that shows me less info.[/quote]
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1 |
[quote]My point is that removing information is just bad. I don't know about newbies, but i wouldn't use a widget that shows me less info.[/quote]
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2 |
I still think net is data that is more noise than information, but since @GoogleFrog is the only person who has found they aren't missing net that I know of, I guess I'm stuck having to put it back.
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2 |
I still think net is data that is more noise than information, but since @GoogleFrog is the only person who has found they aren't missing net that I know of, I guess I'm stuck having to put it back.
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3 |
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3 |
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4 |
[quote]I mean, you can't tell me any newbie is confused by what those numbers mean (and if they are, ZK is not the game they should be playing).[/quote]
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4 |
[quote]I mean, you can't tell me any newbie is confused by what those numbers mean (and if they are, ZK is not the game they should be playing).[/quote]
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5 |
It's
not
just
a
question
of
what
they
mean,
but
of
which
are
the
key
ones
to
focus
on.
The
issue
with
the
old
resource
bars
is
that
they
make
storage
the
most
important
value
by
far,
then
net
income,
then
gross
income
and
spending
(
in
an
almost
vestigial
way)
.
However,
that's
the
opposite
order
in
which
players
directly
affect
the
numbers.
This
ruins
the
feedback
loop
a
newbie
expects,
since
their
direct
actions
(
building
mexes/power
plants,
adding
build
power)
affect
the
tiny
gross
values,
from
which
the
more
prominent
net
value
is
derived,
and
in
turn
of
which
the
overbearing
storage
values
are
the
integral
over
time.
It's
no
wonder
people
say
the
economy
is
too
complex
in
TA-based
games,
all
they
can
see
is
a
value
two
operations
removed
from
their
actions.
|
5 |
It's
not
just
a
question
of
what
they
mean,
but
of
which
are
the
key
ones
to
focus
on.
The
issue
with
the
old
resource
bars
is
that
they
make
storage
the
most
important
value
by
far,
then
net
income,
then
gross
income
and
spending
(
in
an
almost
vestigial
way)
.
However,
that's
the
opposite
order
in
which
players
directly
affect
the
numbers.
This
ruins
the
feedback
loop
a
newbie
expects,
since
their
direct
actions
(
building
mexes/power
plants,
adding
build
power)
affect
the
tiny
gross
values,
from
which
the
more
prominent
net
value
is
derived,
and
in
turn
of
which
the
overbearing
storage
values
are
the
integral
over
time.
|
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6 |
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7 |
It's no wonder people say the economy is too complex in TA-based games, all they can see is a value resulting from the integral of the difference of their actions, which to them might as well be random.
|
6 |
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8 |
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7 |
Looking at any other RTS game (especially Dawn of War & Company of Heroes), they show numbers related to what the player can directly affect. I point out Relic's games because they showcase this well, as they show stored value and gross income for each resource. The player can directly change each of these so feedback is immediate. The goal should be to ensure that the values for which there is immediate feedback are the most obvious, and reduce everything in importance from there. In the case of Zero-K, that means gross income and spending, with net falling behind it (though I'm still concerned it might be distracting, but this logic of feedback does demand its inclusion) and storage behind that.
|
9 |
Looking at any other RTS game (especially Dawn of War & Company of Heroes), they show numbers related to what the player can directly affect. I point out Relic's games because they showcase this well, as they show stored value and gross income for each resource. The player can directly change each of these so feedback is immediate. The goal should be to ensure that the values for which there is immediate feedback are the most obvious, and reduce everything in importance from there. In the case of Zero-K, that means gross income and spending, with net falling behind it (though I'm still concerned it might be distracting, but this logic of feedback does demand its inclusion) and storage behind that.
|
8 |
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10 |
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|
9 |
Oh also,
|
11 |
Oh also,
|
10 |
[quote](and if they are, ZK is not the game they should be playing)[/quote]
|
12 |
[quote](and if they are, ZK is not the game they should be playing)[/quote]
|
11 |
is a terrible attitude for getting and keeping new players.
|
13 |
is a terrible attitude for getting and keeping new players.
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