Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Myg on June 21, 2013, 08:30:55 AM

Title: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 08:30:55 AM
A wish.

(http://i.imgur.com/CGWutqp.jpg)

Just for Quick demonstration purposes.

Scenarios would be just a custom arena opened at a certain expected time/settings.

Current AvA/Dueling arena settings as well as EW and MW would have their settings uploaded to the website to be used by anyone wanting to start an arena with those styles.
Title: Re: Reworked Arena UI/Approach
Post by: Arlo on June 21, 2013, 08:42:33 AM
The reasoning behind an event arena being open with no event being actively run often involves
downloads of new detailed terrains and such.
Title: Re: Reworked Arena UI/Approach
Post by: ImADot on June 21, 2013, 08:42:56 AM
Why?

Having persistent arenas for Special Events, AvA, the three Main arenas (Early, Mid, Late), Training, etc. doesn't tax the servers and doesn't affect your gameplay in whatever arena you choose. Why make more work for everyone? I guess it's your way of saying "if you don't fly Late War (the only real arena), you're nothing and don't matter"?
Title: Re: Reworked Arena UI/Approach
Post by: Zacherof on June 21, 2013, 08:59:24 AM
Imadot Is awesome!

Makes a fun FSO :banana:
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 10:39:40 AM
Division effects everything.

Your perception that the LWA guys are out to get the "weaker", less populated arena's is not paranoia, its actually because you know you are taking from the union of the game for your own desires by asking the game makers to cater for such alternates. The point being, that HTC officially supporting a whole bunch of (mostly) empty arena's is pointless, even if is claimed that it takes nothing from the server, because the custom arenas already provide you with the basic means to enjoy alternate gamestyles that you desire. Like I have previously mentioned in other threads and other occasions, there is nothing stopping HTC from simply saving the settings of these arenas, and even previously popular events, and posting them online for your custom arena pleasure(s).

Concerning the downloads for events, that is rubbish; if they really thought that was an issue: They would simply create the event arena a few hours before to allow people to set up if that was such a dire need.

I hope people notice the simplicity of the situation here that custom arenas allow. They change everything. You could even work an "instant action" system into their presence (as I brought up on another thread).

Title: Re: Reworked Arena UI/Approach
Post by: guncrasher on June 21, 2013, 10:49:34 AM
there's people who go into the arenas to actually plan their squad's missions.  there's also squads that train before a mission not the same day of the special event. 

to anybody that doesnt do the above it doesnt make a difference to have them open or closed.  It doesnt affect you in any way.


semp
Title: Re: Reworked Arena UI/Approach
Post by: gyrene81 on June 21, 2013, 10:59:34 AM
Division effects everything.

Your perception that the LWA guys are out to get the "weaker", less populated arena's is not paranoia, its actually because you know you are taking from the union of the game for your own desires by asking the game makers to cater for such alternates. The point being, that HTC officially supporting a whole bunch of (mostly) empty arena's is pointless, even if is claimed that it takes nothing from the server, because the custom arenas already provide you with the basic means to enjoy alternate gamestyles that you desire. Like I have previously mentioned in other threads and other occasions, there is nothing stopping HTC from simply saving the settings of these arenas, and even previously popular events, and posting them online for your custom arena pleasure(s).

Concerning the downloads for events, that is rubbish; if they really thought that was an issue: They would simply create the event arena a few hours before to allow people to set up if that was such a dire need.

I hope people notice the simplicity of the situation here that custom arenas allow. They change everything. You could even work an "instant action" system into their presence (as I brought up on another thread).
there is no "dis-union" of the game brought on by the visibility of the arenas. it seems you do not understand how the special events arenas work. they are static and not player controlled/generated like the custom arenas. all of the htc controlled arenas are static and are listed as they should be, for reasons you may or may not comprehend. now, if you had suggested another tab with nothing but the special events arenas on them, that would have made more sense, even though it would make things more inconvenient for people wanting to get into them when an event is occurring.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 12:19:06 PM
Tabs just complicate and obfuscate things UI wise unless they deal with completely different contexts.
Title: Re: Reworked Arena UI/Approach
Post by: Arlo on June 21, 2013, 12:43:23 PM
Tabs just complicate and obfuscate things UI wise unless they deal with completely different contexts.

Have you once asked yourself why Dale hosts persistant event arenas? This is a consious decision on his part. He plays his own game and has a relationship with event players going years back. Having said that, there's no improvement or enhancement in what you're suggesting. It merely reflects ignorance and/or insecurity when it comes to the valuable role events play in this community.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 12:47:28 PM
Have you once asked yourself why Dale hosts persistant event arenas? This is a consious decision on his part. He plays his own game and has a relationship with event players going years back. Having said that, there's no improvement or enhancement in what you're suggesting. It merely reflects ignorance and/or insecurity when it comes to the valuable role events play in this community.

I would rather say the same about the naysayers in this regard. Events would not be diminished in any way.
Title: Re: Reworked Arena UI/Approach
Post by: Arlo on June 21, 2013, 12:54:31 PM
I would rather say the same about the naysayers in this regard. Events would not be diminished in any way.

Leave the UI arena display alone. There's no reason to hide arenas.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 01:04:11 PM
Leave the UI arena display alone. There's no reason to hide arenas.

We are currently hiding the custom ones, how is that supposed to be easy on intuition?
Title: Re: Reworked Arena UI/Approach
Post by: guncrasher on June 21, 2013, 01:09:31 PM
We are currently hiding the custom ones, how is that supposed to be easy on intuition?

what would be the advantage or disadvantage of hiding it or showing the special event arenas?  this sounds more like a troll wish than anything.  just saying it because when I log in there's only 1 arena that I see and that is the LWA.  I dont even have to look to know where to double click.


semp
Title: Re: Reworked Arena UI/Approach
Post by: Arlo on June 21, 2013, 01:12:56 PM
We are currently hiding the custom ones, how is that supposed to be easy on intuition?

Custom arenas are not persistent event arenas. They are player or squad hosted and often require a password. They aren't a matter of 'intuition.' Pretty much they are a matter of premeditation.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 04:20:51 PM
This is just a UI improvement. Taken in account to the reponses here; still removes 5 basically empty and/or needlessly persistant arenas that can be replaced by custom/dynamic arenas.

Early War. Mid War. WWI. Dueling. AvA.

As you notice, I prefixed dynamic/custom arenas with a * to show their immediate difference. This can be reversed to the persistant ones for importance sake if so thought viable.

Title: Re: Reworked Arena UI/Approach
Post by: The Fugitive on June 21, 2013, 04:55:58 PM
I understand that your trying to make the choices "clearer" for players, right? If so it isn't going to help at all. What happens is a player logs in, looks at the numbers in an arena, clicks on the one with the largest amount and hits ok. It has been proven over and over again.

Getting new people into a "training" arena is only going to happen if you FORCE them in it. MAKE them fly until they get 100 kills and bomb 100K objects. Then it un-locks the main arena for them. This way they will put in the time to learn the basics of both fighting and bombing and are a bit ready for the mains. Will this ever happen? I very much doubt it. HTC doesn't like to force anyone into any spot, they are all about giving you as many options as you can handle and letting YOU choose what you want to do.

So we have players that won't "train" any other way than just diving into the shark pool, and the game will never be changed to force them to learn something before jumping in. No point in wasting time to make the GUI any different.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 21, 2013, 05:13:13 PM
I understand that your trying to make the choices "clearer" for players, right? If so it isn't going to help at all. What happens is a player logs in, looks at the numbers in an arena, clicks on the one with the largest amount and hits ok. It has been proven over and over again.

Getting new people into a "training" arena is only going to happen if you FORCE them in it. MAKE them fly until they get 100 kills and bomb 100K objects. Then it un-locks the main arena for them. This way they will put in the time to learn the basics of both fighting and bombing and are a bit ready for the mains. Will this ever happen? I very much doubt it. HTC doesn't like to force anyone into any spot, they are all about giving you as many options as you can handle and letting YOU choose what you want to do.

So we have players that won't "train" any other way than just diving into the shark pool, and the game will never be changed to force them to learn something before jumping in. No point in wasting time to make the GUI any different.

Understood fugi, I have also been wishing for a Free and open for all TA to counter-act that.
Title: Re: Reworked Arena UI/Approach
Post by: bustr on June 21, 2013, 06:00:10 PM
So Myg, will you then happen to shine your continence in the "Free PIU, PIU, PIU" arena to remind the freebies locusts, that if not for you, they would never have had this "Free Bounty"? You have plans to start a "We Luv Myg" piu, piu, piu squad?

Air Warrior had a sort of similar concept with the Relaxed Realism arena versus the Full Realism arena. We all paid an access fee though. But, there was not much of a turn over from RR to FR. The RR players were happy cranking and yanking in arcade style. The bigger community was in FR though. That community is what has survived 20 years into Aces High. With some of the RR's showing up here and remarking a decade later, that if they had known, they would have flown in the FR arena from the start.

I suppose you will want HTC to contract you to guide them through the transition of the TA into a "Freebies Locust" arena? Along with granting you CM privileges to help guide the L'il  Acrididaes to the promised land of the MAs. I doubt that will be necessary once the "Fee Lunch" sign on the Internet is posted. The "Freebies Locust" arena will take on a life of it's own from the best laid plans of you or HTC. 

Free Lunchers are exactly that regardless of their economic condition.

Why don't you simply send Hitech your resume as these posts of yours look like you are attempting to do in an online Socratic format. And leave the company to Hitech, Pyro, and their consulting firm.
Title: Re: Reworked Arena UI/Approach
Post by: morfiend on June 21, 2013, 06:40:32 PM
I understand that your trying to make the choices "clearer" for players, right? If so it isn't going to help at all. What happens is a player logs in, looks at the numbers in an arena, clicks on the one with the largest amount and hits ok. It has been proven over and over again.

Getting new people into a "training" arena is only going to happen if you FORCE them in it. MAKE them fly until they get 100 kills and bomb 100K objects. Then it un-locks the main arena for them. This way they will put in the time to learn the basics of both fighting and bombing and are a bit ready for the mains. Will this ever happen? I very much doubt it. HTC doesn't like to force anyone into any spot, they are all about giving you as many options as you can handle and letting YOU choose what you want to do.

So we have players that won't "train" any other way than just diving into the shark pool, and the game will never be changed to force them to learn something before jumping in. No point in wasting time to make the GUI any different.


 Fugi,

 What would go a long way to getting players into the TA is if players stopped degrading it or using it in a derogatory way,such as go to the TA you need it!

   Now I'm not accussing you of this but I've seen it all to often. Comment on fuel burn or no damage and how can you train like that don't help much either but there you have it.

 As far as a free TA goes,well then it would need to be staffed 24/7 and since the trainers are volunteers I don't think that's going to happen. A compromise could be to offer a couple of extra free weeks of TA only time but again it would likely lead to a need for staff 24/7.

   If the longtime players really want to improve the game they need to take a new guy under their wing,go to the TA and show them some basics and generally make them feel a part of things.


    :salute
Title: Re: Reworked Arena UI/Approach
Post by: The Fugitive on June 21, 2013, 06:54:23 PM

 Fugi,

 What would go a long way to getting players into the TA is if players stopped degrading it or using it in a derogatory way,such as go to the TA you need it!

   Now I'm not accussing you of this but I've seen it all to often. Comment on fuel burn or no damage and how can you train like that don't help much either but there you have it.

 As far as a free TA goes,well then it would need to be staffed 24/7 and since the trainers are volunteers I don't think that's going to happen. A compromise could be to offer a couple of extra free weeks of TA only time but again it would likely lead to a need for staff 24/7.

   If the longtime players really want to improve the game they need to take a new guy under their wing,go to the TA and show them some basics and generally make them feel a part of things.


    :salute


Agreed Morf, there are a LOT of things said in the game that shouldn't be. I think the over the top "trash talk" (which isn't really, its more along the line of verble abuse these days) should be grounds for immediate suspension. How many new player does HTC lose because of this internet tough guy routine? I'd love to see some moderators with some real power in the arenas. Give them HTC shade accounts called MOD 1, MOD 2, and so on so everyone KNOWS there are mods on watching and give them the power to suspend players for a few days.

A less toxic environment would certainly go a long way in helping retain new players. Putting positive spins on training and helping players out instead of the childish abuse they get now couldn't hurt.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 22, 2013, 02:34:27 AM
So Myg, will you then happen to shine your continence in the "Free PIU, PIU, PIU" arena to remind the freebies locusts, that if not for you, they would never have had this "Free Bounty"? You have plans to start a "We Luv Myg" piu, piu, piu squad?

Air Warrior had a sort of similar concept with the Relaxed Realism arena versus the Full Realism arena. We all paid an access fee though. But, there was not much of a turn over from RR to FR. The RR players were happy cranking and yanking in arcade style. The bigger community was in FR though. That community is what has survived 20 years into Aces High. With some of the RR's showing up here and remarking a decade later, that if they had known, they would have flown in the FR arena from the start.

I suppose you will want HTC to contract you to guide them through the transition of the TA into a "Freebies Locust" arena? Along with granting you CM privileges to help guide the L'il  Acrididaes to the promised land of the MAs. I doubt that will be necessary once the "Fee Lunch" sign on the Internet is posted. The "Freebies Locust" arena will take on a life of it's own from the best laid plans of you or HTC. 

Free Lunchers are exactly that regardless of their economic condition.

Why don't you simply send Hitech your resume as these posts of yours look like you are attempting to do in an online Socratic format. And leave the company to Hitech, Pyro, and their consulting firm.

I always thought the wishlist forum was part of their outsourced, slave labour, consulting firm  :uhoh
Title: Re: Reworked Arena UI/Approach
Post by: guncrasher on June 22, 2013, 02:56:28 AM
I always thought the wishlist forum was part of their outsourced, slave labour, consulting firm  :uhoh


so that's why we get so many dumb wishes?


semp
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 22, 2013, 03:02:37 AM
so that's why we get so many dumb wishes?


semp

Wishes are only as dumb as people let them be. You are welcome to add to any idea/thread if you like or know of a way to make it better (since that seems to be the format).
Title: Re: Reworked Arena UI/Approach
Post by: Arlo on June 22, 2013, 08:11:49 AM
Wishes are only as dumb as people let them be.

 :aok
Title: Re: Reworked Arena UI/Approach
Post by: guncrasher on June 22, 2013, 10:18:41 AM
Wishes are only as dumb as people let them be. You are welcome to add to any idea/thread if you like or know of a way to make it better (since that seems to be the format).

they key is making something better.


semp
Title: Re: Reworked Arena UI/Approach
Post by: muzik on June 22, 2013, 12:21:49 PM
Division effects everything.

Your perception that the LWA guys are out to get the "weaker", less populated arena's is not paranoia, its actually because you know you are taking from the union of the game

Pssst, Hey new guy. If you really want to know what "dis-union" is, ask them to bring back split LW, you'll have a hoot. :D
Title: Re: Reworked Arena UI/Approach
Post by: morfiend on June 22, 2013, 08:35:01 PM

Agreed Morf, there are a LOT of things said in the game that shouldn't be. I think the over the top "trash talk" (which isn't really, its more along the line of verble abuse these days) should be grounds for immediate suspension. How many new player does HTC lose because of this internet tough guy routine? I'd love to see some moderators with some real power in the arenas. Give them HTC shade accounts called MOD 1, MOD 2, and so on so everyone KNOWS there are mods on watching and give them the power to suspend players for a few days.

A less toxic environment would certainly go a long way in helping retain new players. Putting positive spins on training and helping players out instead of the childish abuse they get now couldn't hurt.



  I agree completely with you Fugi! :aok      I noticed a change from smack talk to as you put it verbal abuse some time around 06/07, if you look at Lusche's chart that was just before the decline in numbers!  A coincident,I think not.

  It used to be funny and even some real intelligent comments,now it's just sad.



    :salute
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 24, 2013, 02:56:31 PM
Pssst, Hey new guy. If you really want to know what "dis-union" is, ask them to bring back split LW, you'll have a hoot. :D

Oh I remember that, that was terrible. When the LWA was full they would automatically generate a new one (I think the programming is there to still do that).

If they leveraged p2p traffic as well as centralized at the same time, it might of been possible to circumvent the limit due to the O(n2)? situation going on with cpu usage+bandwidth with such high density of players (at-least to account for 50-60 maybe even 100 more players).

Personally I would of scaled the monthly subscription based on the player count, so it would go up a few dollars every month for every hundred or so active subscribers; to keep the house in order (in retrospect ofc) in situations like that.
Title: Re: Reworked Arena UI/Approach
Post by: gyrene81 on June 24, 2013, 03:17:21 PM
Personally I would of scaled the monthly subscription based on the player count, so it would go up a few dollars every month for every hundred or so active subscribers; to keep the house in order (in retrospect ofc) in situations like that.
:huh   :headscratch:  seriously? so you would alienate all players just because more people decided to subscribe? talk about cutting off your nose to spite your face...  :rolleyes:
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 24, 2013, 03:21:52 PM
:huh   :headscratch:  seriously? so you would alienate all players just because more people decided to subscribe? talk about cutting off your nose to spite your face...  :rolleyes:

Well, it may seem like that at first gyrene, then you realise that all games are a closed/non-public experiences and the best way to keep high standards of play is to make people feel like they have to by paying relative to the experience offered (more people, better experience). If a game was good enough such a system might work, but I suppose it would have to be one heck of a game!  :)

Title: Re: Reworked Arena UI/Approach
Post by: ImADot on June 24, 2013, 03:26:15 PM
the best way to keep high standards of play is to make people feel like they have to by paying relative to the experience offered (more people, better experience).

Having more people does not increase the standards of play. It might be somewhat true up to a point, but past that point it becomes counter-productive. 
Title: Re: Reworked Arena UI/Approach
Post by: gyrene81 on June 24, 2013, 03:28:58 PM
it appears you're looking at it based on the principle of supply and demand...doesn't work that way. as soon as you start increasing the cost, the value to the individual goes down.
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 24, 2013, 03:31:53 PM
Having more people does not increase the standards of play. It might be somewhat true up to a point, but past that point it becomes counter-productive.  

It increases the fun because you don't have to look as far for mingling, thus a better experience, thus worth more money.

But this is *only* a theoretical *retrospect* response to one of the replies in this thread, it does not mean it would of worked or it was the right way to treat customers given the history of HTC and being in context with its design intents, only that I would of personally liked to see if such an occasion would of made it work (arenas too full to fit everyone).
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 24, 2013, 03:40:07 PM
it appears you're looking at it based on the principle of supply and demand...doesn't work that way. as soon as you start increasing the cost, the value to the individual goes down.

Yes, but the trick would be in seeing how much you could increase it relative to the growing player base, without cutting too much into the value.
Title: Re: Reworked Arena UI/Approach
Post by: Arlo on June 24, 2013, 03:43:44 PM
Yes, but the trick would be in seeing how much you could increase it relative to the growing player base, without cutting too much into the value.

Something that never crosses HT's mind?  :D
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 24, 2013, 03:46:35 PM
I just realized, if you combined the above subscription idea with a "pay to enter an arena" arcade style model as mentioned in another thread, you have a "player based, pay as you go and when you can afford it model". With no commitments or monthly subscription. But I suspect it would only work with a very limited scale game that did not require much work from the dev team (like no new FMS's or airplane style thing).
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 24, 2013, 03:51:20 PM
Something that never crosses HT's mind?  :D

Well HTC currently doesn't have a system like that in place (atleast in the automated way). So, I suspect they are always thinking of how it applies to the model they are using.
Title: Re: Reworked Arena UI/Approach
Post by: Ack-Ack on June 24, 2013, 08:36:15 PM
Well, it may seem like that at first gyrene, then you realise that all games are a closed/non-public experiences and the best way to keep high standards of play is to make people feel like they have to by paying relative to the experience offered (more people, better experience). If a game was good enough such a system might work, but I suppose it would have to be one heck of a game!  :)



Any MMO with that business model will be closed within a year unless it changed its business model to one that is more acceptable to the customer.  No one is going to pay a monthly subscription if the population increases so will the monthly charge, you'll see active community campaigns to paint the game in such an ugly light as to chase away any new potential customers in order not to increase population so the price of the monthly subscription won't go up.

Quite frankly, there is nothing wrong with the business model HTC currently uses.

ack-ack
Title: Re: Reworked Arena UI/Approach
Post by: Myg on June 25, 2013, 04:42:36 AM
Any MMO with that business model will be closed within a year unless it changed its business model to one that is more acceptable to the customer.  No one is going to pay a monthly subscription if the population increases so will the monthly charge, you'll see active community campaigns to paint the game in such an ugly light as to chase away any new potential customers in order not to increase population so the price of the monthly subscription won't go up.

Quite frankly, there is nothing wrong with the business model HTC currently uses.

ack-ack

I don't wish to de-rail my own thread anymore. If you and the other guys wish to continue this conversation elsewhere, I can start a thread about this in the O'club if you'd like to flesh it out a bit more.