Author Topic: Community DLC Suggestion Poll Nominations: Week of 6/20/10  (Read 5838 times)

rubikscube

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #15 on: June 25, 2010, 04:29:51 pm »
true, but we want players to play varied games , if we let them do that, they'll stab themselves in the foot and won't realize it for hours, and a advanced menu is time consuming to make :)

Offline HellishFiend

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #16 on: June 26, 2010, 06:05:07 am »
I like the current setup. Encourages diversity, yet allows you to brute-force a preferred setup if you so choose.
Time to roll out another ball of death.

Offline Lancefighter

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #17 on: June 26, 2010, 03:33:12 pm »
select all of the types of units selected hotkey/fleet icons (by Lancefighter)

fleet management ideas, most notably a hotkey to select all of the type of units that are selected (spring players should be familiar with this one,(ctrl-z) although a few other games have it as well.

Also is an idea to show an extra icon on the field representing the fleet, for easy selection in the battle. (for instance a group of capital ships might show a large flagship icon to show that your fleet of flagships in that position)

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Offline ColdPrototype

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #18 on: June 27, 2010, 11:23:20 am »
Also is an idea to show an extra icon on the field representing the fleet, for easy selection in the battle. (for instance a group of capital ships might show a large flagship icon to show that your fleet of flagships in that position)

SupCom 2 does this, and I found it very annoying. It gets in the way of selecting one or just a few.

Offline Lancefighter

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #19 on: June 27, 2010, 01:58:04 pm »
Also is an idea to show an extra icon on the field representing the fleet, for easy selection in the battle. (for instance a group of capital ships might show a large flagship icon to show that your fleet of flagships in that position)

SupCom 2 does this, and I found it very annoying. It gets in the way of selecting one or just a few.
theres a number of things supcom2 doesnt do optimally >.>
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Offline Dragon

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #20 on: June 27, 2010, 03:17:50 pm »
theres a number of things supcom2 doesnt do optimally >.>

Indeed, that's why while I loved SupCom1, I hated SupCom2.  I have since moved on to AI War. :-)

Offline Draco18s

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #21 on: June 27, 2010, 09:58:34 pm »
theres a number of things supcom2 doesnt do optimally >.>

Indeed, that's why while I loved SupCom1, I hated SupCom2.  I have since moved on to AI War. :-)

SupCom 2 was made for the XBox, that's why.

Offline RCIX

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #22 on: June 28, 2010, 08:45:57 pm »
http://forums.steampowered.com/forums/showpost.php?p=15664682&postcount=2

I know i feel strongly the other way about this, but attacking the game as a console port just because you didn't like it (and face it, it's a good game for a lot of people) is a very weak and bad standpoint. As i've said many times before elsewhere, yes they cut out some of the scale and unit variety, but it was only because most of the units/huge maps weren't used much. It also has balance problems and isn't anywhere close to perfect, but it's a far sight better than SC1.

I'd write a page here, but the linked post by me speaks for itself. All i ask is that you drop the pretenses and state up front you're unhappy with GPG because they didn't give you a traditional sequel, 'kay? :)
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Offline Lancefighter

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #23 on: June 28, 2010, 09:07:18 pm »
I'm unhappy with GPG because supcom2 was a dissapointment, and felt like a complete de-evolution of the series.

Complexity is a very important part of an rts. Hence, why AI war is so nice  ;D
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Offline RCIX

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #24 on: June 28, 2010, 09:28:00 pm »
It's just that people shout out that it's a piece of [insert expletive here] because they didn't build more complexity in, when it is a very good game for many people not able or willing to handle more complex games in their spare times. If more nerdy RTS gamers could accept that and move on, then i'd be fine :)
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Offline Lancefighter

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #25 on: June 28, 2010, 09:35:46 pm »
It's just that people shout out that it's a piece of [insert expletive here] because they didn't build more complexity in, when it is a very good game for many people not able or willing to handle more complex games in their spare times. If more nerdy RTS gamers could accept that and move on, then i'd be fine :)
casual rts gamers shouldnt exist  >:(
jk, but really, there are plenty of simple rts out there that dont have a complex predecessor, perhaps those would be better <.<
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Offline Draco18s

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #26 on: June 29, 2010, 11:12:49 pm »
http://forums.steampowered.com/forums/showpost.php?p=15664682&postcount=2

I know i feel strongly the other way about this, but attacking the game as a console port just because you didn't like it (and face it, it's a good game for a lot of people) is a very weak and bad standpoint

How about awful, unchangable control schemes because it was a [console] port?

(Lost Planet: Colonies, I'm looking at you.  'B' to back out of a menu?  Really?  Inability to look at the control scheme without exiting the game to the main menu, really?)

Offline RCIX

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #27 on: June 30, 2010, 06:57:53 pm »
SC1 had no changeable control schemes (edit: without modding the game, which you can do in SC2 as well). Was it a console port? Also, what exactly is horrible about it? the important stuff is still the same (shift, ctrl, alt), and i only really memorize much-used ability hotkeys (like mass conversion). Plus, the XBox version of the game has a totally different control scheme unrelated to the PC version. There's a command line switch (i forget what it's called) that makes the game start as the XBox version, which i tried. Totally different UI and controls.
« Last Edit: June 30, 2010, 07:04:27 pm by RCIX »
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Offline Draco18s

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #28 on: July 01, 2010, 12:35:32 am »
SC1 had no changeable control schemes (edit: without modding the game, which you can do in SC2 as well). Was it a console port? Also, what exactly is horrible about it? the important stuff is still the same (shift, ctrl, alt), and i only really memorize much-used ability hotkeys (like mass conversion). Plus, the XBox version of the game has a totally different control scheme unrelated to the PC version. There's a command line switch (i forget what it's called) that makes the game start as the XBox version, which i tried. Totally different UI and controls.

Starcraft was done back in the days where games were still intelligent (eg. over a decade ago).  Lost Planet: Extreme Condition was published four years ago.  FOUR.  I don't know what half the controls are for the giant mechs because I can't look them up when I get a giant mech.

B exits menus (because it's the B key on the Xbox controller).
A advances menus (same reason--at least the left mouse button works too)

THESE TWO KEYS CANNOT BE CHANGED, every other keybind can (but not in the middle of playing the game, you have to save, quit, return to main menu, alter keys, load game).  Its incredibly frustrating.
The mouse sensitivity is also freaking crazy high, even on the lowest setting.

If you have an intelligent control scheme (such as SC) you don't need to alter it.  SC is also a game where you have little icons on screen you can poke and do things, sure they have hotkeys, but you don't need them.  Unlike a First Person Shooter where moving the mouse changes your view and you don't HAVE a mouse cursor.  Hotkeys are the only keys.

Another console port failure:  Borderlands.  You can't disable or alter the microphone settings (because its one executable on four platforms and the XBox doesn't have microphone settings you can change).  Not to mention that it needed 7 ports opened in the router to work, of which only 6 were documented.  And the game didn't add the exceptions to the firewall automatically.

I'd pull out more, but I don't own an XBox and don't play all that many games anymore.

I am a gamer with highly technical computing knowledge.  I know when developers are being lazy or are being just plain retards with their UI.  I have several friends who are the same.  When all of us have the same issues with a game it means there was a design failure.  And when we can all point to how the control scheme makes sense on an XBox controller, then its a porting issue, and the developers were lazy.

Offline RCIX

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Re: Community DLC Suggestion Poll Nominations: Week of 6/20/10
« Reply #29 on: July 01, 2010, 01:03:31 am »
Hello? Aside from the fact that that post had no bearing on SC, the UI and control scheme on the XBox is completely different. As i said, i've tried it.
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