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Posts: 3822
Joined: 16 Sep 2007, 22:00
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Website: http://lewin.hodgman.id.au
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Location: Australia
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
none of you seemed to have ever understood the meaning of the saying "If someone tells you to jump out of the window, would you do it?".
Things like "Other games have taxes" are no argument. The fact that we in real live pay taxes is absolutely astonishing stupid in so much ways, that already prooves none of all the people ever understood or dont want to follow the saying. But not too much offtopic.
Also I would like to suggest that we start with a multi-implementing strategy, letting the players choose certain things in the lobby of the game, like how much resources there are in their warehouses (just multiplying them by either 1x, 2x or 4x) or this stuff would be good for it too. Players could choose, if they want to pay taxes or either if they need to plan their stuff a little better.
I couldn't disagree more. When playing AoK online, it's almost impossible to find someone who agrees with you on what is the "correct/best/most fun" way to play. Dozens of lobbies are open with just the host, because people can't get others to agree on what settings to use. We are already getting lots of different settings added to the lobby (game speed in PT, game speedd after PT, PT, random locations, map). I really don't think that we need more.
And setting different starting wares for a map is a terrible mistake, I think. If the author is putting any thought into his map at all, he will put the amount of wares in the storehouse that are necessary for the location.
Your argument fails, because I can just say that other RTS games are designed by professional game designers, and the they have actually studied the concepts of RTS games more than we have, and we can look to them for wisdom. Their intellect is much more wise than the concept "jumping out a window."
We would like to see some examples of "software-engineering principles" in KaM. Can you make us a few examples please?
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Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Its one thing a good game should have: Enable players to dive into it. If theres no way in having an easy start, no one wants to play stuff like this. Why should you want to play a game thats hard in the first place? It's supposed to be fun. And that is it, if you can start up easily, having an enjoyable time. This one setting I described would enable this whole fact. Otherwise, the community could be seriously harmed when it comes to growing just because the game is too hard to get into.
You know what *cut* sucks? Trying to show ten of your friends this awesome remake, all of them being discouraged because of the unevenly hard gameplay which derives from what map authors think would be good for the players. It would be so easy to have a nice start and explore everything if you would just not need to worry about everything at once.
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