Contribution for Allegiance
-
takingarms1
- Posts: 3052
- Joined: Fri Feb 20, 2004 8:00 am
I think people would be a lot less discouraged and prone to leaving if we cared less about what will annoy vets.
And saw Allegiance more as a game played for fun and less as an... education. People can have fun with this game even if they don't have a 100% perfect understanding of how everything works -- if you let them. Which means, again, caring less about what will annoy vets.
And saw Allegiance more as a game played for fun and less as an... education. People can have fun with this game even if they don't have a 100% perfect understanding of how everything works -- if you let them. Which means, again, caring less about what will annoy vets.
Last edited by Makida on Tue Sep 29, 2009 4:09 pm, edited 1 time in total.
-
Grimmwolf_GB
- Posts: 3711
- Joined: Wed Jul 02, 2003 7:00 am
- Location: Germany
- Contact:
This may be a problem with the nature of the game.girlyboy wrote:QUOTE (girlyboy @ Sep 29 2009, 12:08 PM) I think people would be a lot less discouraged and prone to leaving if we cared less about what will annoy vets.
And saw Allegiance more as a game played for fun and less as an... education. People can have fun with this game even if they don't have a 100% perfect understanding of how everything works -- if you let them. Which means, again, caring less about what will annoy vets.
There is normally ONE game that most people are in. There may be small side games of course, but they normally are circle jerks or newbie bashfests, or Rix vs Rix out9 capwars.
In the ONE game, there are almost always only 2 teams (unless fufi has GC). And unlike almost any other game anywhere, someone without a clue can actively hurt the team without knowing it. In basically every other team game, if you have a clueless newbie, they can go run/fly in circles and play around with controls, etc etc, without hurting anyone.
In Alleg, every player counts more so than in most games - being down 1 or 2 is pretty significant handicap.
In Alleg, one clueless player can ruin a bomb or htt run. Who knows how many uneyed runs have been exposed by a well intentioned newbie test firing a turret or flying a scout with missiles and shields loaded?
In Alleg, games can run a long time. That clueless newbie can make 2+ hours of effort by a dozen or more people basically worthless. At that point the question becomes, is it more important for the one new person to be having fun at the expense of 15 others, or that the 15 others have fun at the expense of the one new person?
I am not advocating anything here, but these are things that should be considered with a large influx of new players.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
-
raingriffin
- Posts: 145
- Joined: Wed Jul 01, 2009 12:23 pm
- Location: Italy
hm i've been here for a bit now, hm as per what has been said i think that, the more newbs you get the higher the number of possible future decent players. It amy tak them years, i know it will take ME years, so i won't complain to anything that brings new blood in.
On the other side, i really wish there would be a way to give the new ones a chance to learn BUT also to provide me higher level games to improve. I am not very good, but i highly doubt that playing a majority of low level, no coord pugs will offer much of a challenge, and i can't play in SGs.
Would like to help but... got a lot to do already ^^
On the other side, i really wish there would be a way to give the new ones a chance to learn BUT also to provide me higher level games to improve. I am not very good, but i highly doubt that playing a majority of low level, no coord pugs will offer much of a challenge, and i can't play in SGs.
Would like to help but... got a lot to do already ^^
-sing- Just always look on the bright side of life -whistle, bow to monty python's Life of Brian-


-
takingarms1
- Posts: 3052
- Joined: Fri Feb 20, 2004 8:00 am
Since when does anyone care about what will annoy vets? I've never heard that argument used ever. There are lots of rules in place currently that annoy vets, like newbie booting restrictions, callsign limits, @alleg enforcement/bans, and the profanity filter restrictions.girlyboy wrote:QUOTE (girlyboy @ Sep 29 2009, 12:08 PM) I think people would be a lot less discouraged and prone to leaving if we cared less about what will annoy vets.
What I do hear generally is people arguing that if you make X rule, allegiance will be diluted/ruined/no longer fun. E.g. if you remove booting, commanding will be next to impossible because nobody will have much reason to listen to the comm. That's not about what will/won't annoy vets, but rather what is conducive to good gameplay.
It's not about annoying anybody, it's about having reasonable rules for community. This community caters to (even coddles) newbs far more than it caters to vets.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
- - - -
- - - -
Yes that level of development is needed.Raveen wrote:QUOTE (Raveen @ Sep 29 2009, 09:21 AM) We need a level of development beyond Imago blitzing stuff and vanishing for a few months. Ideally back to the days of R 1-3 with a balanced and active dev team (or at least, that's how it appeared).
However, there's a good chunk of people in the community who have coding experience but have no inclination to join the dev team.
My case is that while it would be another cool project to tack onto my portfolio, I've just lost any desire to seriously consider joining the team aside from just making my own small modifications to my version of the alleg source code
and I suspect I'm not the only coder who feels this way.
Last edited by Drizzo on Tue Sep 29, 2009 5:38 pm, edited 1 time in total.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.

