Locking interface = bad idea - Page 2

Locking interface = bad idea

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MidKnight
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Re: Locking interface = bad idea

Post by MidKnight »

Just to clear something up, the current consensus CA will rename once in is TA IP free. If you really want us to rename, please let us know!
Regret
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Joined: 18 Aug 2007, 19:04

Re: Locking interface = bad idea

Post by Regret »

MidKnight wrote:Just to clear something up, the current consensus CA will rename once in is TA IP free. If you really want us to rename, please let us know!
I don't care if you rename, I just thought I'd let you in on what you're doing really wrong.
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Otherside
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Re: Locking interface = bad idea

Post by Otherside »

bitching about the GUI when its common knowledge that a new GUI framework is currently in the works.

Good job have a cookie
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MidKnight
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Re: Locking interface = bad idea

Post by MidKnight »

He's bitching about the framework. :|



But it is helpful feedback! By all means, continue bitching! Just please, don't be too evil sounding so as to discourage noobs who read your posts. :P
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JohannesH
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Re: Locking interface = bad idea

Post by JohannesH »

It clearly is a bad idea, I agree. I understand if someone wants to limit widgets in their game to limit the gameplay, but with CA it doesnt make any sense.
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MidKnight
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Re: Locking interface = bad idea

Post by MidKnight »

It was considered. If we ever decide to do it, there will be an override for experienced users.
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Licho
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Re: Locking interface = bad idea

Post by Licho »

Why would it make no sense? It would make sense especially with CA :)

Also I still consider some widgets cheats and blocking them would be a bonus.
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Otherside
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Re: Locking interface = bad idea

Post by Otherside »

Licho wrote:Why would it make no sense? It would make sense especially with CA :)

Also I still consider some widgets cheats and blocking them would be a bonus.
inb4 regret saying autoskirm is a cheat
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JohannesH
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Re: Locking interface = bad idea

Post by JohannesH »

Dunno, to me CA has just appeared as a widget-loving mod, what with all the auto stuff included by default etc.
Google_Frog
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Re: Locking interface = bad idea

Post by Google_Frog »

What's the problem with local widgets? We're already overriding local widgets and we can expect local widget users to disable broken ones.
luckywaldo7
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Re: Locking interface = bad idea

Post by luckywaldo7 »

Regret wrote:I am aware it's a test version, but CA games are rare, and when they are played they are most of the time on the test version.
Most of the regulars are basically beta-testers. Thats why they are always trying to get more players, so there is a stable-version playerbase also.

To get more stable games going your best bet is to recruit more players.
Google_Frog
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Re: Locking interface = bad idea

Post by Google_Frog »

To get more stable games going your best bet is to recruit more players.
That's only a temporary solution as
Licho wrote:Its this way just in test. Stable is still the same and will be until chili is done and polished.
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Licho
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Re: Locking interface = bad idea

Post by Licho »

You can always enable old menu if you turn off marking menu and ca_layout.
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jennington
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Re: Locking interface = bad idea

Post by jennington »

Licho wrote:You can always enable old menu if you turn off marking menu and ca_layout.
What? When we were ingame, you made it clear that there's no possible way to use the old menu. Also, I've tried this several times, and it just turns off the new menu, which means I have no buildmenu at all...

Everyone seems to play stable atm because they don't want to use the new menu. That override possibility really is needed asap. I'm willing to play some games with the new interface for testing purposes, and maybe I'll even start using it when it's done. Too early to tell. However, when I merely want to play a game, I want to use the interface I prefer, whatever it may be. I'm pretty sure occasional CA players are not willing to be forced to test this even for a few games, they'll just rage/leave/get a bad impression, as they're only in it for playing. They don't want to be beta-testers.
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CarRepairer
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Re: Locking interface = bad idea

Post by CarRepairer »

jennington wrote:I'm pretty sure occasional CA players are not willing to be forced to test this even for a few games, they'll just rage/leave/get a bad impression, as they're only in it for playing. They don't want to be beta-testers.
Stable.
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jennington
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Re: Locking interface = bad idea

Post by jennington »

CarRepairer wrote:Stable.
As written earlier, people will join the game that has players - test or stable. It means that the only way to prevent occasional players raging/leaving/getting a bad impression is to play stable only, which means that test versions won't be played at all.

Those who are willing to be beta-testers will try your interface out even if it's not forced on them... Others mostly belong in the "occasional players" group. So what are you trying to do here? Just enable widgets 'til overriding is possible. Test versions will be played more, so in the end there are actually more people testing new stuff, including the interface.

Oh well, I'll drop this since you know my opinion which, btw, applies to majority of your playerbase. Just saying, think before you implement such changes and listen to constructive critique from players :roll:

Edit: Oh crap, I'm one of those "wall of text" posters...
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CarRepairer
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Re: Locking interface = bad idea

Post by CarRepairer »

I think I am understanding your point. You are saying...

We don't have enough players to have both active stable and test games. So we get only one.

If people who don't want to test are forced to play test instead of stable, they get mad at new interface experiments, so just allow them to play the old way. Keep enabling the new interfaces and force them to turn it off each game.

Is that what you're saying? It is a fair point and I agree that I don't want people's first impressions of new a interface to be negative just because it's still WIP. Those who understand it's WIP will not judge it harshly knowing they are part of a testing game, but those who are truly casual players and have no interest in trying new things.

Unfortunately even our testers are sometimes so stubborn and reactive that they would immediately turn something off without even trying it and getting used to it for just five minutes. Trust me, I know this.
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jennington
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Re: Locking interface = bad idea

Post by jennington »

Yes, that's what I'm saying. Though you ignored how blocking local widgets is silly in general, not just in this particular situation.

Yeah, even testers may want to turn the menu off when it's suddenly in their face, but I'm sure that asking for testing help is enough to result in enough input. Active CA players are glad to help developing it and, as you wrote, won't be harsh about WIP. I'm one of those active players and I'll gladly test this interface, but even I find it annoying that it's not optional. Now imagine how casual players feel about it?

You're just giving casual players a negative impression on the interface and the mod itself by forcing them to test it at this point. When players don't want to participate in experimenting and ask for help, what they don't want to hear is "oh, too bad, no can do". We all know that CA doesn't have a very big playerbase so driving players away is exactly what we don't want.

Another wall of text...
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CarRepairer
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Re: Locking interface = bad idea

Post by CarRepairer »

Up to Licho to heed your warning.
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Pxtl
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Re: Locking interface = bad idea

Post by Pxtl »

Heheh, maybe you need another widget, a "warning: beta" widget that just plonks a big warning on the screen during startup (similar to the commie widget) that explains "you're running the test version of CA - please don't hate us for anything annoying in this. Stick to the Stable version if you want crap that we actually think might work".
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