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Messages - Golkombie

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1
MegaGlest / Tech Changes I would like to see
« on: 8 November 2017, 00:55:31 »
Hello guys! Haven't seen in forever, yeah?

Anyways, after reading up on Biel's "Proposed changes to Magic", I decided to make an easy proposal to what I think is the most under-powered faction, tech (https://forum.megaglest.org/index.php?topic=9904.0).

Tech is notoriously for being costly and inefficient early game. For instance, their infantry have similar starting stats as Romans, but Romans can produce every thing faster, cheaper, and eventually stronger. Tech inefficiency is only exacerbated by their slow production of units and construction of buildings. Therefore, the change I would to see is a decrease in the production time of all Barrack units by 25%.

2
MegaGlest / Re: Proposed changes to Magic
« on: 8 November 2017, 00:39:29 »
The problem I see with Magic is that once they start losing, they start losing hard. Attrition hits magic like a truck, since Magic has very high inefficiency in converting its production to military.

Instead of buffing Initiates, I would either decrease the cost of Battlemages through an upgrade or allow an upgrade to directly produce Battlemages.
Both of these would lessen the burden on a Magic player towards the lategame and any losses occurred. Personally, I favor having an upgrade to allow the direction production of Battlemages; this would lower the micromanagement required to manage both the economy and the army.

3
Feature requests / Re: Work-to-do-List
« on: 12 April 2017, 17:09:40 »
Haha!

It is a tall order, but things are coming by no matter how slow.

Healing at long range has been a feat accomplished in many other games, so it should be possible for us. I do like AOE healing. It would be nice to see that implemented to one of the faction. Perhaps Egyptian Priests can resort to healing instead of massacring their allies with their splash damage.

@Catapults. In PvP, we don't players to build endless turrets(We also don't want to promote this playstyle in PvE). Instead, we want bloody gory fights to make things interesting. Furthermore, the reduced attack speed on catapults reduces their immediate effect on enemy bases, so players could deal with them more easily. In addition, the weakness of having a moderate minimal range incentivizes players to sortie. These effects should make the Catapult a more manageable unit.

@Elephants. That's not a great excuse to cover up the massive size of elephants. If anything, adding a bit more armor would probably be the better alternative. The current issue is that 30 out 50 arrows would miss the elephant because it moves too fast for its small hit box. It's too hard of a counter against ranged units when it's already very strong against melee units.

I'm pretty sure Titi has his own comments on sound. But hey, its my opinion. I never said it was bad.  ::)

4
Feature requests / Work-to-do-List
« on: 12 April 2017, 04:18:41 »
https://docs.google.com/document/d/1v10Jjkcbq7_dBXMJlfvC8y-Nu7S7vrftIy_tsU5NoVE/edit?usp=sharing

A document that dictates what needs to be changed and so based on my experience. Make comments on the document or reply about the contents.

5
MegaGlest / Re: MegaGlest 3.13.0 released
« on: 11 April 2017, 20:20:47 »
Wow! Thanks. I might get back into the game this week.

6
This topic is a bit of a waste of time really. Regardless of what you do almost no one is going to play MG multiplayer. It lacks distinctive features, so what reason to play it over professional games? It has no players, so its not convenient. It doesn't meet modern standards for art quality.

Why argue over who doesn't do what? Even popular professional games of ages past with better mechanics and assets are failing in multiplayer. WC3, BW, etc.

It's not a pointless argument. Megaglest could easily be revamped into something unique. We just have to adopt a unique mindset. The mod by Coldstorm shows us how different Megaglest could be played out if we alter simple XML documents. In addition, multi-select building code by Titi_son has been made, so that mechanic would allow us to select multiple buildings under a single hotkey. For working the graphics and sounds, we could simply work on three factions only. Release those three polished ones, then add more as time passes. For the community and playerbase, add more convenient link to our community. Add a giant link to the frontpage of megaglest that screams DISCORD, FREENODE, FORUMS under a COMMUNITY subtitle.

7
Quote
I guarantee you that every single listed old player invited much more players to IRC than you. Basically I may be wrong but besides Issh and edaq you are the next "youngest old player" here for now, because time spent in playing/in the lobby matters, not registration date and not first game date and then missing for many months. Where you were? on the Mars this whole time?  :P
You are fresh and more active in some areas now, which is good, but thinking about yourself like "I am the one, the best, and noone ever did this job" looks a bit funny.
Definitely in the past, but from since I joined, I've never seen anyone invited by the whole crew in the hundreds of hours I've been in since I joined. I do know that during the hours I wasn't on, there were a few that got invited to IRC. But, I'm sure that I\ invited the most people to IRC in the last 3 years since I've joined. I'd say around twenty. Thus again, I ask the question: What did you guys do during this time? If it was time restraints, then it's a perfectly okay excuse. However, people like you, Alket, Jammy, and david should've done a lot more to invite players. There are definitely people who are worthy of inviting into the community and I've done without fail to invite quality people. Perhaps, my time here is not enough to have a say.

And also, time spent as an old player =/= increasing level of quality or leadership. That's simply an excuse to degrade my position in this conversation despite me filling the same role(MG retainer) as you.
In addition, my arrogant tone is simply how I type when I get serious. In this case, I am serious about the future of the community.
@part 2 of your question:
During the summer, I was on vacation. During the year, my studies got more intensive, so I wasn't available. Then I had another vacation(this time family). However, I did pop in during these troubling times, I just never got to play a game.

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Next thing.
We are successfully choosing people to invite. Few successful multiplayer games and signs that guy is looking for more occasions to play is a great candidate to invite.
If it is visible that person is not interested to play at all, or you can't catch him in the lobby because even typing simple "Hi" is too slow because he left the lobby invitation doesn't have point.
... same like there is no sense to invite trolls like you tried today with "pegunCZ". I played with him today twice and for now it is plain troll which is attacking own team members. Theoretically for now (if he will return) he is closer to be banned than invited by me to the IRC. Why there is not very high chance for his return? because he learned that his trolling tactic is not so successful and trolls are very unhappy in such situations.

Then provide a solution for the "2fast2furious" newbs. My solution would be a better chat system, so one can stay in a lobby while contacting other players to join them.

(the development got shutdown, but it's interactive lobby system is something to be learned from)
Otherwise provide a link to allow them to join IRC so they can switch between applications to inform us for a game.

I met him today, and I agree that no one would like him.  :thumbdown:
But for the few players that we could've welcomed, we missed by simply not putting links to our community. Sitting on our butts or servicings newbies is not going to change. Only adapting Megaglest to the present would enlarge the community. Thus, inviting new players to our community chats would is a plausible idea. Simply ignoring newbies and continuing our insanity is not going to improve Megaglest.

And also, our potential playerbase is very large, since the game is rated highly in linux download managers. That means Linux users have a higher chance of noticing us. I'm sure many Linux users are intelligent and many have visited us. We just have to give an impression that we are worth it.

@I answered why noobs leave so fast above. tl:tr, it's because they are frustrated and have low expectations. and trolls are trolls, they are hopeless  :-\ Thus, we should give them something to work with.

Is posting links next to important links aka downloads a bad idea? From what I see, you're being too conservative.

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Yeah especially interface doesn't attract those new players which don't read. We probably should remove every single word from everywhere and instead use some pictographs/pictograms or maybe smoke signals :P.
Sarcasm noted and disintegrated. New game interface that has AAA budget funding isn't something we should treat lightly.
Yes, since doing the same thing we've done for the past 5 years is definitely going to provide a different result. Totally not! We should strive towards change rather than sit on our butts for Megaglest's ending. Move or Die. Though I'm the newest old player, I am the last newest old player in 3 years. That spells something and I'm sure other old players, including you, already knows it.

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Do you e.g. see in the lobby nazi or racist messages or with text that they will be happy to rape you with their tools...? Do you know why don't you see such messages? Because such trolls don't exist? :O or maybe they were plenty (and sometimes there is a new one) and this is thx to the "people sitting in chat that appears to do nothing".?  ;)
Get Discord. It will save everyone hours. Half-jokingly aside, I don't see why we would have to follow your constructed scenario. And to emphasize, we do look like people sitting in chat that appears to do nothing. No joke.

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Hmm Everyone who really wants to play?  ;D
My personal record in the lobby without game was a bit more than two hours.
... and in spring lobby I tried to catch anyone once for like 12h without success because their crappy lobby and 1000000 versions of everything used all the time.

If I have some time to play and I see some guy waiting for ~10 minutes (as it is TWICE written in the lobby) instead leaving lobby in seconds then quite often I play with him at least once.
Tbh, Spring is a bad example, cause the fun part came after twenty minutes of lobby frustration in addition to the constant downloads and versions. Thus, I hate it too.
Sometimes there are people who stay ten minutes. I applaud them for that. Sometimes I am that person who stays twenty minutes in chat and ping people like you for twenty times and nothing happens on multiple days. Maybe it's cause the notification system isn't notifying enough. Don't get me wrong, I'm not asking us to be babysitters. It's better if we drag them to us and see what we are doing(a.k.a. the message history, active, idle, afk features in Discord helps) than to babysit.

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1. If you are suggesting pinging then you should know who is this guy and does he understand e.g. why operators are sitting all the time in the channel so he can't think that he should/can ping everyone per 5 minutes 24/7 because "he can". There is a really good reason why you can't ping non MG_ people by buttons from the game.
... but if for you there are just "people sitting in chat that appears to do nothing" then you maybe shouldn't invite people to ping others.  :P
I learned how to ping from the Warzone community IRC. When I came as a noob to Megaglest, no one was taught this except for the old players. I talked to a few Brazilians and they didn't know pinging even existed in the lobby. Yeah, it's sad to see old foreign players not know there was a ping system in place.
Add a try to ping notification and see what will happen. For instance, the ping notification text could read "Ping operators in chat for a game. If they don't respond in ten minutes, they are inactive". I'm sure this is better than giving newbies no chance to inform us. In fact, when newbies type in chat without pinging us, we don't know they are actually typing. It's important that we realize this and set up a system where we can be notified. We don't have to play with them, but we could sure use a system where they are more likely to catch our attention.

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next, Discord
Does is there a way to moderate the history? Remove some messages? Ban trolls? If any answer says NO then Discord is a very stupid idea.
... besides this as it was mentioned to you at least twice we have active and configured mumble which is open sourced, is doing basically same job like Discord, works on MG server so full access to all features, is active all the time, is empty for most of the time because people don't really need it.
Yes, Yes, Yes, and Discord has other features that you can explore when you have free time. I could even voice chat on Discord with you when you have the time.

How come you're saying no to everything? Is trying really that hard? Is sitting on our butts really that worthwhile? You may argue that I do nothing but play and talk, but I don't see a positive response to ideas that may improve the playerbase. You're sitting there like sitting duck, waiting to get to shot.

8
Do you know what e.g. this mean?:
Code: [Select]
[15:56] ━━▶ Joins: MG_newbie_891
[15:56] ◀━━ Parts: MG_newbie_891

when there is no line in the middle (so most cases maybe even ~ 85%):
Code: [Select]
[15:56] MG_newbie_891   <<   left the lobbyit mean this guy was in the lobby for shorter period than ~ 20 seconds because he even didn't fully joined IRC.

Are you suggesting that maybe he expected to find some guys to play, play a nice battle and also cook a dinner and then go walk with dog in those whole long 18 seconds?

If you are so impatient to wait at least few minutes for someone, then will you be patient to play at least some very short game like 25 - 30 minutes? Imo definitely No.
...Or maybe will you be patient to play some long game like 2,5 hours? :O (I participated not in the one such nice, long game)
They are no real candidates for players.

I'll be simple. I don't like the way you think about introducing new players. Simply by pulling data, you assume that it's the players fault, why not the game? Give a suggestion or something. Add on to what we have. But no, you are suggesting that most newbies aren't worthy players. That's true for most players, but what about the few players that do have an interest? Are you simply going to ignore them? Look at me. I'm the one who got Earth_Breach, Mat, Galaxy, and several others last year to join IRC. Without me, they would've never stayed for the many months they had. In fact, I've never seen you, alket, jammy, david and anyone else ever suggest to anyone on IRC to ask them to join our channel. It's like you guys gave up. I got around 20 players in three years to stay for a few months. How many have you guys pulled in?

Besides that, the game interface is doesn't attract new players. Try Istrolid, Overwatch, any mainstream games. They have an interface that's user-friendly. Furthermore, they have a community that's easily assessable. What do we have? A bunch of people sitting in chat that appears to do nothing. The only information they have is to wait 10 minutes. WHO THE @#$@ WAITS TEN MINUTES FOR ANY MULTIPLAYER GAME THEY TRY OUT?????? WHO DOES THAT????? Why not give them an idea of what they should be doing; such as telling them to ping us, join us in Discord, join us in IRC, and goto the community forums.

Thus, please try with me. We are not moving forward with this generic mess. We are sitting neck deep in the desert, expecting rain to come anytime. Instead, why don't we create an irrigation system, cultivate some land, buy seeds, and grow a farm. We shall change ourselves to make ourselves more appealing to new players, rather than criticizing our possible playerbase. We can't simply judge a book by its cover.

9
MegaGlest / Re: 5 days of Playing - My Biggest Online Game
« on: 8 October 2016, 22:19:19 »
Quote from: Golkombie on Today at 16:24

    ...Some thoughts about the game at its current version:
    Unit pathing could be improved....

This can be said to every version of every game, always. :D

This, I understand so no need to comment, if you are going to repeat the message. Captain Obvious

But the weakness of tech tier 1 units is so bad, that it's nearly impossible for a tech player to win head on early-mid game against any faction. All techs games I had were composed entirely of late game pushes. Without their tier 3 supertanks, they can't beat anything on the ground. Compare tech's swordsman and archer to Roman's spearman and archer. The difference with and without upgrades both favor Romans. For example, the spearmen is much cheaper than the swordsman while having similar stats. On the other hand, the Roman archer has both the potential to become a better fire archer while also having better stats as default than the tech archer. In addition, tech swordsman's cost and its upgrade to become a knight are more expensive than a guard, while being 30% weaker than a guard. This makes tech tier 1 units unreliable, which also means the Tech faction cannot expand on its own for half the game. If it expands, it will have to sacrifice its much-needed units for defense. While Romans, Persians, Norse, and other factions can merely spam fodder or anti-fodder units while also expanding. It's uncomparable how unbalanced this faction is. It's power rating grows exponentially, but for half the game it's 30% weaker than other factions. You might as well not have tier 1 units for tech and instead give them a militia force.

Quote from: Golkombie on Today at 16:24

    ...When building, make units move out of the construction area by marking it as a no-go zone. This allows me to build without interruptions....

This is your job to set "Meeting Points" whenever you want. If it was set wrongly then ... :P 

So you are implying that I suck? I doubt so, cause you know.... 8)
Regardless, I am suggesting that because it's a function that I would like to see. In Starcraft 2, it is really cool to see units are able to still build the building, cause units would move out of construction zone. If you don't think it's a good feature to have, then by all means go reset the construction zone when you could've done other things.

10
Have you've ever played a game where you wanted to try out multiplayer, so you opened the lobby and wait? But no one comes in the few moments you wait, so you become impatient and exit out of the game to check if there are any players. You see players on the side, but they appear to be afk. So you try your luck again and go into a lobby and wait once again. And again, no one came. So you question your computer and internet. You try again and again until you give up and mostly never come back. This is how I feel about most multiplayer games and it includes many of my friends. Here's a quote from a friend, "Yeah. I tried the game, but no one joined. There were lots of people, but they all had an afk tag next to them. Although there were a few active players around 5. However, no one joined in all of my lobby attempts. So I just quit. Like what am I suppose to do? Wait? Why wait when I can play something else like Overwatch?" This is the attitude of most people when they try multiplayer.

Your attitude is that these newbs don't have the quality to be megaglest players. Just by doing this, kills 90% of the playerbase. How many newbies did we have over the course of one month? A hundred perhaps? Yet we are unable to maintain 3 or even 1 at all. That's because we have NO convenient way to give them access to us. We are practically sittiing on our butts expecting them to come to us. I'm even surprised how some us, including me, even managed to discover our Freenode IRC. In fact, ONLY ME over the course of 3 years stayed loyal to megaglest. Everyone that joined after me has quit. Just last year, we had earth_breach, his brother, galaxy, and few others. Now, they've left and gone, but at least they've stayed 100-1000 times longer than the average noob thanks to me introducing them to our community chat. And, I really hope players like Edaq and Issh can stay with us at least a few months longer. Thus, that kind of attitude to welcome players is the most laid back I've seen in any game.

So we give them something to work with. Give them a link to all of our communities in game lobbies, next to the download buttons, on the frontpage website. We show them something while they are patiently downloading so they can talk to us and contribute.
tl:tr @Filux, blaming new players for being impatient and seemingly stupid rather than giving them something to work with is a horrible attitude for any developer who wishes to keep their game alive. That's why I am proposing this rather than to wait out the rest of our Megaglest days in silence.

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Mods / Re: Speedglest!
« on: 8 October 2016, 17:03:34 »
Hey, Coldfusionstorm!! Sorry for dropping out unexpectantly. I tried getting back earlier, but studies drained lots of time. Contact me on discord to work together again. I'll do some of the menial and repetitive tasks, as I'm not that good.

12
Mods / Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
« on: 8 October 2016, 17:01:06 »
Is this still going? I'm still waiting for the finished product.  :)

13
New players download the game and try out multiplayer, then make a lobby instantly. Hosting a lobby is a problem for these players, because they can't see who is active, so they can't notify us to play with them. Often we just sit on our butts and carry on with our lives while people make lobbies wondering why there aren't any players joining. We can solve this issue by making them more active with the community. If we ever want to go mainstream with Steam, we have to build up a pre-steam player base. After all, we cannot have the game's success depend on such an unstable player base of steam players. Just look at the steam reviews! They could tear our reputation to shreds if one asshole thinks the game is mediocre for him. Regardless, it's our obligation as retainers of Megaglest to provide these players with links to our community channels on our website(where new players can see them easily).

Put a giant link next to the download link saying:Freenode IRC Community Chat hosted by Titi, Alket, Filux, Tomreyn and others; Discord Community Chat hosted by Golkombie and Issh(for being the first member)

My Megaglest Discord Channel
https://discord.gg/eEt56WB
A free chat and voice communication advice that supports encryption and free servers. Also, it has desktop and phone text notifications that can be read without maximizing or bringing up the app, so when something happens, people can be notified directly. This is important for our tightly knit community. I suggest everyone to use and enjoy this tool. Currently, it's very popular with League of Legends, Starcraft, Discord, and other mainstream multiplayer games. It's bound to become the mainstream tool for gamers. Why not tag along?

Freenode IRC
http://webchat.freenode.net/?channels=megaglest-lobby,megaglest
The original, classic lobby for all megaglest users. Modders and players can be found here. We are friendly and don't bite. Contact us if you need anything.

Megaglest Forums
https://forum.megaglest.org/index.php
A hub of ideas where people churn their brains to a mess. Besides, who needs them when you have Megaglest? Regardless, this is a place where anyone can drop and say "hi" to introduce themselves and/or throw a party  :bomb: . Modders and Admins crawl around this place often. Just don't necro anything, since it's bad for everyone's health. Thus, if you ever need help slaying bugs or creating machinations of your own, come here and express yourself.

And also.... do the same thing for the in-game lobby!
Players do download MG from other websites, so please implement this. For example, put links above the chat room icon labeled Discord Freenode IRC Forums.

14
MegaGlest / Re: 5 days of Playing - My Biggest Online Game
« on: 8 October 2016, 16:24:08 »
 :swordman: We shall rise and burn our enemies to ashes!!

Yes, I had a great time until disconnected mid game. During the game, we had resource and unit sharing going on. I was positioned in the back, so I took the opportunity to macro hard. Thus, I had a lot of resources even though the a.i. had resource multipliers. This massive accruement of resources allowed me to spam over 700+ high tier units by the 40 minutes mark(where I, unfortunately, disconnected due to extreme frame lag). The game should've ended a lot sooner with our skills, but the pathing was horrible with all the high tier units being so fat and juicy, so I eventually I tried to end the game with smaller tribunes, which worked.

Some thoughts about the game at its current version:
Unit pathing could be improved.
When building, make units move out of the construction area by marking it as a no-go zone. This allows me to build without interruptions.
Buff Tech tier 1 units, please! They are horrible.
Finally, when is Titi_son going to implement the multi-building select to be put under a single hotkey?

15
Feature requests / Re: My Idea Box
« on: 4 October 2016, 22:09:09 »
I always wondered why the features of Mandate weren't adopted by Megaglest after Mandate shut down. There is a lot to learn from Mandate and we aren't exploiting it. I dare say that Megaglest is quite inferior in some aspects.

16
MegaGlest / Re: Online Games?
« on: 2 October 2016, 00:58:20 »
Join our freenode IRC and ping us if you want us to respond quick. We usually have around 3-5 people in the time stated by Filux.

17
Feature requests / Re: My Idea Box
« on: 22 August 2016, 04:45:51 »
Can you explain more in depth about you meant about Uniform Selection?
What I meant is that a player should be able to put multiple buildings of the same type under a single hotkey, so we he/she can multiple units at the same time from that set of buildings without cycling through multiple hotkeys.

This is my interpretation of your Uniform Selection. A player builds a bunch of production facilities. The first production facility would be put under a hotkey automatically. The next type of production facility would be put under the next hotkey automatically. Under this system, all buildings of the same type will be put automatically under the same hotkey regardless if the player is going to build more of the same type of buildings.

I can gather from this that you are a C & C or similar style of player. I'm a Starcraft style of player. Maybe this will help us understand each other more.

I have a game example for Involuntary Actions. Search up Warzone 2100 and its unit commands. It has firing options, return to healer at X%, patrol, defend, and etc for every unit.

18
Feature requests / My Idea Box
« on: 21 August 2016, 22:46:03 »
Here is a collection of my ideas. All examples are from the Roman faction. Units refer to Buildings and Soldiers. That's really it.

Key Bindings for Army, Buildings, and Research to be produced.
Have each unit be bounded to a key. I'm thinking of an unorthodox method.
First, select a unit that can produce Army, Buildings, or Research.
Use the following key binding to select units. I will use the Training Field as an example.
zxc for the first three units. ex: Spearman(z), Archer(x), Guard(c)
Shift + ZXC for the second three units. ex: Swordsman(Z), Improved Training Field(X)
If MG adds a production tab that includes more than 6 units, then I suggest: Ctrl + ZXC for the last three units.
This applies to any unit that can produce/research/build.

Uniform Select for a Type of Building.
Have multiple buildings of the same type be selected and able to be put under a single hotkey. 10 Training Fields under 1 Hotkeys rather than 10 Training Fields over 10 Hotkeys.
This will allow us to produce armies much faster and also allows us to organize units much easier.

Infinite Resource Production Facilities
Expensive/Time Consuming buildings that produces resources very slowly.
Mineral Mine - A building that produces Stone and Gold. It requires workers to be operated and can hold twenty workers. Each worker produces 1 gold + 1 stone per second. Workers ---> Miners
Market - A building that produces Wood. It requires workers to be operated and can hold fifteen workers. Each worker produces 1 wood per second.
Workers --> Merchants

Tier Flattening
All buildings lose their tech requirements, except for defensive buildings, since none of the later tiers units are over powered. In addition, there is no point to restricting players from choosing their preferred tech path.

Militia
All workers should be able to equip weapons and fight back. Perhaps some factions require research to become a militia. Furthermore, militia strength between factions should vary depending on how weak they are early game. Ex: A worker converts to a militia in 10 seconds. It gains 100 health, 10 armor, and 100 damage. It costs 10 seconds to return the militia to a worker. This allows workers to defend against early rushes.


19
Mods / Re: resource produced over time but consumed instantly
« on: 21 August 2016, 22:04:01 »
There isn't a building like this, but it is a valid idea for late game play.

20
MegaGlest / Re: Megaglest and Steam
« on: 26 July 2016, 03:21:37 »
A free to play market is the best if we can gain upkeep. If we rely on donations, we need to incentivize the players by showing faith in improving the game. For example, improving graphics, promising a workable campaign, and adding new unit perks. BUUUUTT..... Those things are kind of the basic things we need to begin with.

21
Feature requests / Re: Optimizing Gameplay Suggestions
« on: 25 July 2016, 19:33:01 »
Great Idea!

22
Feature requests / Re: Optimizing Gameplay Suggestions
« on: 23 July 2016, 17:57:01 »
We can start on the first two scenarios, which will teach the players the very basics.
In the third mission we can talk about mass production and hotkeys, which cannot begin because it hasn't been implemented yet. We will have to wait on Titi for this.
For the last missions, we should focus on more abstract aspects of the game, such as tactics and build orders(when to expand or what path of the faction you are pushing for).
Also, I'm still very interested in the idea of increasing the amount of advises in loading screens. 

23
Feature requests / Re: Optimizing Gameplay Suggestions
« on: 23 July 2016, 17:18:06 »
There are problems with Company of Heroes GUI being used since Megaglest is pretty sandbox in comparison. In Megaglest, you can build production facilities anywhere on the map and this may cause rally issues. Units may enter hostile territory by accident due to the placement of these facilities. Company of Heroes is simply a different sub-genre of RTS than Starcraft, 0 A.D., and Megaglest(at least in my opinion, because the Starcraft is all about build, produce, kill with a sandbox like approach).

I've been playing Glest/MG for years now, and I still find new hotkeys that I never knew about. This isn't great interface design, and is one of the top complaints about older versions of Blender.
The only way to discover hotkeys is through trials and error and curiosity. Why? Because the issue with hotkeys is that it isn't taught in Megaglest. There are no tutorials, explanations nor campaigns that teach anything, which is a serious problem in itself. People have asked me how do I produce that many units or how do you get an army so fast. It's because I have brought experience from other RTS games which have explained their GUI, so the player base would be more evenly matched and  informed. Therefore, I find that a GUI based on hotkeys is necessary, since it evens the playing field and optimizes gameplay.

But how do we teach them? Easy.
Make Mini-Campaigns of 5 missions that teach the players the basics. To prepare the player for PvP, the player should be required to finish at least 3 missions of the campaign. Those 3 missions will teach the players all the basic. The rest of the campaign will teach the player advance tactics, if they are interested.
AND/OR
Add more tips in loading screens. Having 3 tips that teaches the player important hotkeys or tactics will help players remember the hotkeys.

These methods will make hotkey and perhaps future features easier to remember for the Steam Playerbase.

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Feature requests / Re: Optimizing Gameplay Suggestions
« on: 22 July 2016, 19:05:14 »
Can you explain about Company of Heroes' UI?
My suggestion is based on Starcraft style UI. I chose it as my bases because it is smooth and proven; however, I felt that assigning specific keybindings to specific units will limit unit variety. Therefore, the ZXCV-[tab] is a great alternative to the Starcraft UI. If Company of Heroes UI style or whatever it is based on can accomplish or do better then it's an alternative that we can consider.

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Feature requests / Optimizing Gameplay Suggestions
« on: 21 July 2016, 19:53:05 »
In high level plays, I find it very difficult to manage my production; because, units cannot be built by the push of a button and multiple buildings cannot be hotkey into one control group.

My thoughts:
A)The issue of units not having hotkeys to be build can be easily fixed by giving them hotkeys. I suggest this format: ZXCV for the first row of units(including upgrades). Press tab to select the next row. An outline should form around the second row to inform the player that he is selecting the second row. Once selected, the ZXCV will be used to train units. This should apply to multiple buildings if A is implemented.

B)When you left drag/click/or shift+left click to add/select building(s) I suggest that you should be able to select multiple buildings without also selecting multiple units. Currently, one can only select a building per hotkey and that makes it problematic to use resources efficiently.

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