General feedback on my experience with Monster Evolution

Anything and everything related to the Evolution server.
Thwart
1337 Haxor
Posts: 153
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Location: Chicago, Illinois

DW_WailofSuicide wrote: A more common complaint might be "I'm lost," which from a map design standpoint is something I'd like to avoid as well. I hear that pretty frequently from newer players in Forgotten Fane, and that's actually something I'd like to work on more for that level. In a game like Left 4 Dead the map design is really well done for singleplayer and even new players generally feel pulled along the correct path.
Although I haven't played Left 4 Dead, I think that being lost when new is to be expected in most maps when it comes to UT that doesn't have the DM or Invasion style map.
I find that the best thing about Forgotten Fane is that it isn't so linear when completing the objectives. You can split the team throughout the map until the very last room. The freedom that this map allows for the players to decide which objective they can do first is the beauty of it, and this is what makes it distinguishable from the rest of the pack. If I were you, I wouldn't tamper with it too much, except to add a few team progress points such as for the last door that the team has to go through.
Being lost in a map would be the least of my concerns on the list that ME has at the moment.

About the learning curve being so tough in the beginning, I don't know if that is such a bad thing considering how limiting the maps are on the server right now. A bigger issue probably is how time consuming it is to create a map for ME. A lot of factors play into creating/converting a map for ME when it comes to striking the right balance of gameplay and experience. If one can figure out a way where High levels and low levels can both play the same map that can be worthwhile for each of them, that would solve the biggest issue I think. The maps that specialize only for a particular rank seems to me a bigger issue than the mere learning curve, and it is probably the cause of it that makes it that much harder. I understand this can't be avoided for the direction Ant had for MonsterEvo, but this is one of the main reasons for it's difficulty.

Just a theory, but combining a FPS game with puzzle like sequences such as the marine pass-code in Utopia will turn-off the majority of the FPS gamers. FPS games tend to put more emphasis on eye coordination and mindless shooting rather than using your brain to get to the next objective. Not to take away from the Trial servers, but that's the reason why only a few play it.

Yes his feedback is legitimate (not sure about constructive), but I thought it was obvious to what style of gameplay ME has to offer. His comment about not wanting to spend 20 minutes to learn about a game, but rather to just be able to "press START on a game" is fine. This causes him not to enjoy the game, and my point is that there probably isn't much you can do to to change that fact since it isn't in ME's nature for the style of play that he is looking for. If you want to be really efficient at ME, it requires the player to invest a lot of their time in learning how to play whether it is through asking, reading, or mere trial and error.


*Edit: However, this is great feedback if one ever want to learn how to make a game and sell it to the masses. And I could write or sing a pop tune if my aim was solely to please others while being in the music business. Although, it will sound like crap tomorrow, at least the majority will feel entertained just for a moment today. It comes to the point where you have to decide who you want to please? Ultimately, the best approach is to create something you want to play, and having others enjoy it too is a plus but shouldn't be the sole means of motivation.
"To be positive: to be mistaken at the top of one's voice." -Ambrose Bierce
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

SomethingToSay wrote:
DW_WailofSuicide wrote:I do think on Thrust the monsters that spawn if you don't do the (i think it's the 2 SAM launcher things) seem to spawn really fast, im not sure ive ever seen them not spawn, nobody gets that done in time :(

but yeah I probably never would've come close to figuring the stuff out without the wiki and without asking people, though if you've played monster mash first, it helps a lot. The threat system is really aggravating and there are still certain players (who are supposed to be banned anyway) that like to rush.

I didn't get how threat worked until the big thread about sal and stuff and ant finally explained it in a way that was easy to understand
Yeah, it takes a good and coordinated team (plus some luck) to get past that section quickly enough that you can circumvent the reinforcements. I'm okay with that aspect. I've actually beaten the whole map in roughly half an hour before which was a large chunk of XP change for the time considering it's designed with the expectation it'll take about an hour to complete.

That map as a whole has a lot of potential changes in store but I am not going to say too much more.
Thwart wrote:
DW_WailofSuicide wrote: A more common complaint might be "I'm lost," which from a map design standpoint is something I'd like to avoid as well. I hear that pretty frequently from newer players in Forgotten Fane, and that's actually something I'd like to work on more for that level. In a game like Left 4 Dead the map design is really well done for singleplayer and even new players generally feel pulled along the correct path.
Although I haven't played Left 4 Dead, I think that being lost when new is to be expected in most maps when it comes to UT that doesn't have the DM or Invasion style map.
I find that the best thing about Forgotten Fane is that it isn't so linear when completing the objectives. You can split the team throughout the map until the very last room. The freedom that this map allows for the players to decide which objective they can do first is the beauty of it, and this is what makes it distinguishable from the rest of the pack. If I were you, I wouldn't tamper with it too much, except to add a few team progress points such as for the last door that the team has to go through.
Being lost in a map would be the least of my concerns on the list that ME has at the moment.


Yeah. I'm not thinking about changing the semi-open-ended nature of that map at all. I like that it presents you with options on how to approach things and I'd actually like to add more things to do in there and more paths to take. The getting lost aspect I attribute to the same-y under-construction look of the level which doesn't provide good landmarks to navigate by and other aesthetic issues that make it difficult for players to figure out where to go, etc. For an idea of what I'm thinking look at this article: http://www.worldofleveldesign.com/categ ... enssen.php
Last edited by DW_WailofSuicide on Tue Jan 22, 2013 10:16 pm, edited 2 times in total.
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

lol beat it playing alone? that's nothing like a team, not even close :/ I don't mind the idea of infinite 0 score monsters prodding you on when you're taking too long, but for that objective at least even when I see all people on the attacking side run in and attack and do their best there's still not enough time before you have the monsters already alive plus 0 score monsters attacking. not a huge problem anyway, if it's just to add difficulty it works i guess

nocturne isn't entirely linear either, you can take a couple somewhat detours if you choose, though if a map is non linear it means slower players or new players may take time doing 1 thing while the rushers go off and do the rest of the map, could be a bit unfair



though to curb the points i think a point tier could be installed, where after x number of points your ability to get points goes down. Just like ant modified everyone to get 1.5 and then 1.25 times the XP, I wonder if it'd be possible to do in reverse, and tie it to either your score compared to your alive team, or your total score.

So for example, on Acatana if someone hits 3000 points, then they don't get regular 1x XP anymore, it drops to .75, and at 3500 to .5 etc, to slow down the people who are rushing and blazing through, and perhaps discourage them from rushing

The other way would be tie it to alive players' scores, so if you're at 2x the score of the rest of the alive players, your ability to get points drops

Though I'd think the set point # would work better, so for each map it's decided that at a fairly high number that people start losing their point modifier, so it doesn't affect low scores, and curbs the high ones
SomethingToSay
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Oh, and for Ant


when I asked if Ultima gave berserk's XP, you said 'you cant gain XP when dead' but don't people gain XP from objectives when dead? i.e. on xeno if you die but it's completed you still get the 120, what makes it not possible to do the same for ultima and its damage?
Azmodan
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Posts: 156
Joined: Sun Apr 04, 2010 3:46 pm

I think Ultima has the same problem as the enlightened bug. The game loses reference of the explosion to the player -> no exp, but thats just my theory
Objective exp is just exp for everyone alive, or everyone dead or alive.

Nocturne not a linear map? You just run off and end up at the end of the map with no possibility to make a wrong turn.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Azmodan wrote:I think Ultima has the same problem as the enlightened bug. The game loses reference of the explosion to the player -> no exp, but thats just my theory
Objective exp is just exp for everyone alive, or everyone dead or alive.
That's correct. Awarding experience to everyone in the game is different than awarding experience to one person based on the damage that they caused. There might be a way to hold onto the damage instigator through Ultima, but I'm not sure if Ant really wants to look into that.
Azmodan
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Posts: 156
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I wouldn't, don't need Berserker suicide bombers who just run into a mob before the rez for extra exp.
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

lol wish I hadn't bought it now :( meh. Maybe I'll reset -_-

Yeah but you end up in the same place at the end for Fane too, at the beginning of Nocturne at least you can take the door to the left rather than the right and face sliths, it's an alternate way of getting to the minigun room. Not as unlinear as fane but not as linear as others like choco

Non-linear maps also run a risk of going in circles, I know I've gotten lost and confused on Fane, can be a real pain and at least for the XP on that map, isn't worth it.
Azmodan
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Posts: 156
Joined: Sun Apr 04, 2010 3:46 pm

I don't know whats wrong with 200 exp in 5 mins on fane? Thats actually very good exp, but its true, we need a hardcore version of it :ssmile:
SomethingToSay
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Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

Azmodan wrote:I don't know whats wrong with 200 exp in 5 mins on fane? Thats actually very good exp, but its true, we need a hardcore version of it :ssmile:
lol? what are you doing, playing alone and rushing? ive never seen it done that fast, it's only played when noobs are around and since it's rarely played most people don't know the path anyway, i sure have never bothered to memorize it
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