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New Resource Bar Widget

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Date Editor Before After
8/19/2014 9:24:10 PMCArankAdminShadowfury333 before revert after revert
8/19/2014 9:22:48 PMCArankAdminShadowfury333 before revert after revert
8/19/2014 9:20:38 PMCArankAdminShadowfury333 before revert after revert
8/19/2014 9:19:59 PMCArankAdminShadowfury333 before revert after revert
8/19/2014 9:19:42 PMCArankAdminShadowfury333 before revert after revert
Before After
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] 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]
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. 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.
3 \n 3 \n
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] 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]
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.
6 \n
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 \n 8 \n
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 \n 10 \n
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.