One problem that new players cause in lobpot is building many storages. It not only hordes metal instead of using it, but it also hordes energy that could go to overdrive. Perhaps it would make sense to create another building that only holds energy - a battery - and then remove the energy storing capability of normal storage. I suspect new players would never build batteries and that batteries would very very rarely be used, but at least then normal storage would be a bit less of a noob trap. Besides that reason, people who do build storage really only want to store metal anyhow.
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pylon used to be energy storage about an age ago
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I don't really think pylon should be used for energy storage - it's mainly used to quickly connect power grids and it works well for that task.
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Maybe: Metal storage only store metal, 500 right? make it upgradeable like the geo into something better and give the person two options, and each upgrade costs a bunch of metal, cost it however you want in relation to how much it can store but the point is to have an option to then morph it into a larger T2 Metal storange OR energy storage Maybe make the energy one so it stores 500 metal AND 5000 energy and make the metal upgrade store 5000 metal or 2k bonuses and as said before make the cost relative to the bonus given. You then have the option to limit someone to only one but that woudld only make sense if there was other units you can only build one of and thats not true to my understanding so would not make sense. I think just make a T2 option somehow :)
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just remove elStorage once and for all.
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I suggest to add storage capacity to the lab and remove the storage
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So the big problem with storage is new players building it? If they don't build storage they will find a way to be equally not helpful.
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If your complaint is that new players are using an option suboptimally, I don't think the solution is to add a similar option that is slightly less bad. Maybe this will just cause them to spend 1000 metal on both types of storage rather than 500 on the combined one. I think there is more to be understood about the feeling that new players building storage is a problem. It's undeniable that players have this feeling, but as designers we're not going to solve it unless we understand the cause. At this point I doubt the feeling is due to a few extra storages reducing overdrive because I doubt that there is actually much impact on overdrive. I also have doubts about whether it is entirely to do with playing poorly. Storage doesn't feed metal so it is probably about average effectiveness for a very new player. I think part of it is that its easy to see when spamming storage is bad, whereas spamming nano turrets may cost more overall but still look like its doing something.
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Keep the storage as it is. It can be OP at times, most people just don't recognize it or don't know how to use it properly. I agree with GoogleFrog - the nubs will be nubs and will do so whatever means possible, storage or no storage.
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quote: think there is more to be understood about the feeling that new players building storage is a problem. It's undeniable that players have this feeling, but as designers we're not going to solve it unless we understand the cause. |
I remember starting out. I played a few team games and saw higher-level players build Storages. So I looked at my base that had exactly zero of them and wondered if I should do the same. After all, they know what they are doing better than I, who just joined... so I built a few for good measure. A technical solution to this problem would be great, but I don't know what it could be. But for now, I think the easiest thing to do is to make a nice loading screen that briefly explains the way storage works. Otherwise, the only thing that works is reprogramming how newcomers work. Hey, it worked for me, I hardly make any Storages now unless I demonstrably need them.
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GoogleFrog I literally had to explained more than 2 times to new players that it is good to have energy excess. they keep building storage because they thought that is what they should do when energy storage is full. not that separate storage would solve this problem. But it would be good if something can be done
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quote: But for now, I think the easiest thing to do is to make a nice loading screen |
A loading screen, that's a great idea!
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I the issue is that new players do not understand overdrive, make the metal income from overdrive more apparent in the UI. Somehow show that their excess energy is being turned into metal and not wasted.
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quote:
A technical solution to this problem would be great, but I don't know what it could be. But for now, I think the easiest thing to do is to make a nice loading screen that briefly explains the way storage works. Otherwise, the only thing that works is reprogramming how newcomers work. Hey, it worked for me, I hardly make any Storages now unless I demonstrably need them.
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I can make that happen. Any idea on a cool map/scene to be in the background? If you can provide me with screenshots I can do it much faster than directing it myself :P
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Ooh, maybe a detriment about to land on a TON of storage?
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quote:
Any idea on a cool map/scene to be in the background?
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A scene backline with a level 20 trollcom in a field of storage. Zenfur, I can provide the screenshot.
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Oh ya that's a good idea, maybe you could have a detriment jumping on a level 20 trollcom in the middle of a ton of storages, jk lol, although I guess it could demenstrate it as being bad...
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Remember to turn off gui when making a screenshot for that.
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