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B1425304 19 on Moon Quartet Remake (Multiplayer)

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Date Editor Before After
8/10/2022 2:30:11 PMunknownrankShaman before revert after revert
Before After
1 The amount of downvoting on here feels like ideological arguments rather than solution seeking. As though we're hellbent on take being a thing again. Take has its own nightmares which I view as unsuitable as a solution: 1 The amount of downvoting on here feels like ideological arguments rather than solution seeking. As though we're hellbent on take being a thing again. Take has its own nightmares which I view as unsuitable as a solution:
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3 Let's say two people go afk. One on the other side of the map and the other near you. Should you get all these units? By being unable to select what units you want out of it, you get a bunch of useless stuff on the other side of the map which discourages users from taking on a big pile of units. Worse yet: this will only exaggerate the problem as units pile up due to inertia. The more units that get stuck in afk limbo, the less likely anyone is to go and take up the units. 3 Let's say two people go afk. One on the other side of the map and the other near you. Should you get all these units? By being unable to select what units you want out of it, you get a bunch of useless stuff on the other side of the map which discourages users from taking on a big pile of units. Worse yet: this will only exaggerate the problem as units pile up due to inertia. The more units that get stuck in afk limbo, the less likely anyone is to go and take up the units.
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5 You're now hiding something behind a very unknown [b]UI command[/b]. How many lower ranked people know about /take? The number of people I have to tell about /fps and /luaui reload tells me there's probably exactly 10 people max in this community that know about /take. This means you're still stuck with the veteran players dealing with the units or teaching noobs about it, and I don't think the crowd that contains "Mexes are shared idiot" as a 'teaching' method is going to work out well. 5 You're now hiding something behind a [color=orange][tooltip=A text input command like /luaui reload. These are bad because they cannot be discovered easily. Typically only power users know about these. ]UI command[/tooltip][/color]. How many lower ranked people know about /take? The number of people I have to tell about /fps and /luaui reload tells me there's probably exactly 10 people max in this community that know about /take. This means you're still stuck with the veteran players dealing with the units or teaching noobs about it, and I don't think the crowd that contains "Mexes are shared idiot" as a 'teaching' method is going to work out well. This leaves us with either some other vet dealing with the units ( passing the buck) or getting frustrated about units dying and nobody doing anything. This system is inherently flawed by expecting someone to step up for a monumental task. Instead of being able to take over individual units or a group of units, you have to take on the entire afk pool which is exactly what we have right now ( minus someone actually getting the units) .
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7 All this, for what? A hundred units you can ignore? I'd rather see the current system be fixed up than reenable take. There's such low hanging fruit laying around: 7 A [color=orange][tooltip=A command in the top left bar]global command[/tooltip][/color] that locally takes units would be a superior option because users can pick and choose what units that they want instead of getting a mass blob of units. This prevents the inertia problem while having a more visible option on screen while keeping the opt in nature of /take. Alternatively, the user could just click near the unit they want without selection and be given it. Point is having smaller self-contained tasks ( like command this group of units) instead of a monumental task ( Deal with every factory, commander, constructor, all the units, etc) makes the system far more approachable and allows for self-organization.
8 - Don't transfer units that can't be commanded. (IE: solars)
9 - Track how many times a player has received units and try to evenly distribute them.
10 - Add a take units global command that gives you inactive units in an area.
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12 A global command that locally takes units would be a superior option because users can pick and choose what units that they want instead of getting a mass blob of units. This prevents the inertia problem while having a more visible option on screen. UI commands should be expected to be power user commands, not daily use commands.