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Use IMPULSE ENERGY HEALTH terminology #67
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The mechanic that works like a shield (ie. shields you completely from damage until it is gone) is the damage buffer (it was called "shield" in later versions of ROTC), but the people in the IRC chat preferred "damage buffer" for TOL. |
Mray, is there a misunderstanding here and you're suggesting to change those mechanics so that (using your terms here) the lower your "impulse" is the less impulse you inflict on enemies and the lower your "energy" is the less damage you inflict on enemies? |
@damage buffer: This is a bit off topic but for me it is just a part of your health that heals by itself - not needing any explanation. It might get mentioned as a detail somewhere but needs no new terminology. @Energy: You suggest having ONE device "mentally" coupled to a resource but then have ANOTHER device draining from the ONE. This creates a false hierarchy between offence and defence (one could as well drain from the other!) but more importantly it makes your mind care about a connection (draining) in the first place. Wich is bad: both drain from a THIRD thing, and that is what needs the attention. @impulse: Same is true here: again we have one resource for related activies, only this time it is about movement, not offense vs. defence. You can spend the resource in enhancing your movement or keeping it on you as a shield. @misuderstanding: No this is absolutely NOT what ever suggested. I DID suggest something else some time back though: weapons should draw their respective impulse just like the BOUNCE does! So you can spend impulse in carring it around as a protection vest against other impulse - or - throw it along with your shots against other players (which is very similar on how you "spent" it on yourself in form of etherboarding and jumping.) Imho this would be elegant since it adds interplay while removing complexity. (The perfection of the logic throughout the game would be to be able to use energy to heal yourself. But that is really OT here.) |
What's more complicated? Same goes for "impulse". Or how would you describe what "impulse" and "energy" are? @Misunderstanding: I was asking because if you did less damage/impact based on how low the bars are, your terminology would make perfect sense. |
a) forms the shorter sentence. _"Energy powers weapons or shields. This is the simplest, most compact yet descriptive and illustrative way to put it. |
b) just hides the concepts behind vague/potentially confusing words. The damage reduction mechanic is not a "shield". In FPS games "shield" refers to something that takes damage in lieu of the player's health until it's completely depleted. |
b) is phrased complicated (not by me!) and is neither a vague nor a confusing concept - please do have a look at my way to put it: "Energy powers weapons or shields." I don't share your concern of a slight deviation of a shield compared to other FPS btw. TOL can differ in details as long as our shield shields! We certainly don't need to copy mainstream mechanics in detail. @ "Gravity pulls or pushes"
Short: "Impulse pushes or stabilizes". @ impulse + stabilize contradict: I'm also not married to "impulse" as a the only word. "push", "splash", "momentum", "acceleration" or other things might work as well. Also "stabilize" can be "stiffen", "decelerate" or whatever... I still see no shorter or simpler way to explain the mechanics via Impulse Damper and Damage Damper. |
Impulse/Damage reduction are mechanics that are not obvious to the player. The easiest way to make the player aware of them is via the HUD: If you have a bar labeled "Damage Protection" that goes from 0% to 50% and a bar labeled "Impulse Protection" that goes from 0% to 75% it's somewhat obvious what's going on when you fire weapons and see your "Damage Protection" bar decrease or when you use your Etherboard and see your "Impulse Protection" decrease. On the other hand if you see your "impulse" bar decrease you'll have no idea what that means. Does it mean you'll move slower or is it simply there to put a limit on your usage of the Etherboard/XJump? Labeling it "acceleration", "push" or "momentum" is even more confusing. You use your Etherboard to gain speed but see your "acceleration" or "momentum" decrease? - Where's the logic in that? |
Of course you do! If the bar decreases you have less impulse, meaning you can push less or stabilize less. But how do you read how much less you can jump or board around while looking at some % labels? Obviously we can't expect the GUI to explain everything, so what good comes from judging an approach by how it explains one specific detail? As long as the resources/bars have multiple meanings there is no point in just labelling one on the expense of the other. It always obscures the other counterpart, no matter what. Hence the labelling of the very resource instead, while making its multiple purposes obvious. That is why we need to establish meaningful 3-part models like: Again I challenge you to top this: "Energy powers weapons or shields. |
No we don't, that's my whole point. ROTC used that approach with "anchoring"/"energy" and most players didn't get it. It doesn't matter what you call those resources ("impulse" just being a particularly confusing word imo). The idea is exactly to not present them as resources, but simply as important properties of a CAT (just like "Health"). The fact that they effectively also serve as resources for your weapons/etherboard/xjump might be obscured on the HUD, but becomes immediately obvious to the player during gameplay. The HUD is the only potentially effective way I see to alert the player to the presence of two unusual properties (amount of impulse/damage reduction when being hit) without having to read the manual (which almost nobody does). tl;dr: ROTC showed that three part models don't work for these mechanics.
"Damage Protection" Besides, I don't think a player can read
And then actually understands what's going on. Those two sentences raise more questions than they answer imo. Edit: I think you're trying too hard to create an elegant model rather than one that's simple to understand and can be communicated somewhat effectively through the game itself. |
I honestly prefer mray's model, it is more elegant and quite easy to understand. Even after being involved in the game for quite a while, I haven't fully understood the current system, which seems utterly confusing to someone new to the game. A medium-scale poll/experiment on which system is easier to grasp for people without any knowledge of the game would be the perfect solution to solve this problem; unfortunately that'd be really hard to conduct in reality. |
No solution can remove all doubt, there will always be room for misinterpretation.
Higher jumping is a push up, etherboard gives a constant push forward.
Don't spend it. (keeping it on the player where you let it do its thing)
But it did not suffer from being a three part concept, there were many different aspects that failed to promote the idea successfully. I suggest we don't need to treat ROTCs faults here anymore. Time to look forward.
Illustrating a rule by showing the unusual strikes me as a rather unintuitive way to make a point. Also I don't see how one part or the other is more important or unusual, they are two sides of the same coin. But even if there was, you still fail to address the whole mechanic and focus on only one part that does not explain the underling rule, rendering the one info you do provide almost useless. (unless you know TOL in and out aleady anyway)
I don't follow how you can deduce that specific insight.
Like what? (They certainly explain more than your approach.)
True, a simple to understand and easy to communicate is the elegance we are after here. Spending too much time on that seems almost impossible to me. |
I think terms like "Knockback Protection"/"Damage Protection" leave much less room for misinterpretation than something like "impulse" or "energy".
While you could argue that xjumping pushes yourself, the amount of push is not reduced based on how much Impulse Damper you have. Also Etherboarding does not give a constant push forward.
Humor me and explain to me how your model is different from ROTC's. Because to me it looks exactly the same (except using the word "impulse" instead of "anchoring").
That's because it's not illustrating a rule by showing the unusual, it's using the HUD to illustrate an unusual rule that would otherwise remain invisible to the player.
What? Please explain the underlying rules to me.
By developing and playing ROTC for a long time and chatting with a lot of newbies.
I'd argue that such a poll has been done and it was called ROTC: Ethernet. The result was that "100% of people that never read the manual" I talked to did not even realize that there were damage/impulse reduction mechanics at play. And I fail to see how mray's model is different (aside from changing the word "anchoring" to "impulse") than the one presented in the ROTC manual. |
Isn't this whole discussion mostly about terminology? If most players don't these game mechanics, why not give them simple (maybe physically not correct, but understandable) names and explain them in a minimalistic manual and/or an in-game tutorial? The current names try to be self-explanatory but I'd argue they utterly fail to do so. The best solution to this seems to me to give them simple names and explain them briefly. |
@LeoVerto: Imagine seeing this on your HUD: Health: 100% What would you think someone new to the game would think these numbers mean? |
I would prefer exposing the resource amounts to the player and teaching them what exactly they power in the manual. Grasping all the data and using it as a basic for decisions during fast-paced gameplay is pretty much impossible for new players. Advanced ones should at least have played the tutorial. |
Why would someone design a combat unit where the same resource powers both a defensive property and the unit's weapons? - No one would in the real world ;)
Not acceptable because no-one reads the manual.
Like I mentioned in IRC: I want to move the "firing weapons reduces damage protection", "using etherboard/xjump reduces knockback protection" and "damaging enemies restores your health" out of the basic game into separate mutators and a collection of those three mutators into something that's probably going to be called "advanced" or "1337" mode. That way players will be aware of the "damage protection"/"knockback protection" stats but won't have to worry about them in the basic game, and when they join an "advanced" server the loading screen can prominently alert them to the fact that on this server, firing your weapons reduces your "damage protection", etc. |
This is nitpicking.
I think we are getting closer to our problem. If I get it right you don't have any plans to actively establish a general rule at all! Instead you really want to leave it to the player to figure out the general principle, and only help with the parts that are too hard to guess.
"Energy powers weapons or shields.
Those questions aim at details - not the general mechanics; best answered in a complete manual.
Your position is hardly constructive. People certainly did read the manual in ROTC, when they got no clue during gameplay. Unfortunately the manual was lending itself for adding to the confusion. |
But these are not the underlying rules. The underlying rules would go something like this:
So
are not the underlying rules but an attempt to create player- and manual-friendly versions of the abstract rules that govern TOL's fictional universe, right?
Depends on what exactly you mean by "a general rule" and "the general principle". Could you (for clarity's sake) please give definitions of those two terms in the context of this discussion?
Technically you are right, the 2-3 lifeforms that actually read the ROTC manual are indeed people ;)
Don't know because I've not yet seen anything of what you did in regards to a manual. I didn't even know you were working on a manual (your public todo list was last updated about a month ago and contains the line " |
Btw, a reason why I want to move the "weirder" rules like "firing weapons reduces damage protection" into mutators is that it eliminates the need to explain how they work (just like UT's "vampire" mutator does not explain how damaging enemies increases your health), but you could get pretty creative if you want to explain them. For example you could argue that using your weapons reduces the amount of computing cycles your CAT can allocate to its defensive sub-systems. |
My definition of "general rule", "general principle", "general mechanics", "basic concept" etc. (actually we need to settle with a term for this, too): IT IS :
IT IS NOT:
|
Alright, do you have a suggestion how to proceed with working this out? |
Issue #17 shows the current state of online help (need to upload the changes still). If that would reflect the actual game we could put up some usable info on the homepage to send people to. Additionally the materials used there could be re-used in in-game help or manual sections. Issue #63 shows my ideas on how HUD and GUI could look like in that context. Working out a catchy description & terminology for locking part of the mechanics might be a good idea, too. I would like to make sure everything fits together as soon as possible. But that could really wait. |
Sorry, but I'm not going to change the game to reflect the infographic from #17 (neither in terms of the HUD nor the Impulse/Energy terminology). |
Do you have any interest at all in something like I defined? In case you do - what is your suggestion to get this done? |
Updated my public TODO. An explicit visual coding for impulse (the projectile/explosion property) is not on it because I consider that unnecessary/confusing visual noise (no other FPS does it) and because in most cases it exactly overlaps with the visuals for damage (currently the yellow geometric shapes). |
Btw, in terms of the HUD I'd be perfectly happy to allow the player to choose between default and alternative HUDs, but you'd have to implement your suggestion yourself or find someone else to do it. |
I don't see how you are addressing my initial question. Can you please be more specific? |
Of course I have an interest in something like that, I'm working on it. To be more specific:
In the form of an infographic like #17? Don't know if it makes sense to put effort into something like that now when terminology & HUD is going to be quite different in next release.
I've already created all this. Sure some things need to be improved considerably, but I'm always working on it, just takes a lot of time.
I've written a basic manual for 0.5.0 and finally implementing a decent HUD is something I'm going to tackle now. Something like an in-game tutorial is a lot of work which is why I personally would wait until 1.0 to do one (otherwise it's a lot of work for virtually nothing because things might already be drastically different in the next release). Something like a video tutorial would require much less effort but it also requires a machine capable of recording decent quality video, which I don't have (all my hardware is quite old).
I think there's a section on discs in the 0.5.0 manual.
Next version with the weirder mechanics moved into mutators, a new HUD and some tweaked visuals might already improve that aspect considerably. |
Show me what you created, I don't see what you mean.
I really know that it does take a buttload of time. I'm guessing you talk about particular thoughts that you put into action inside the game. What of those things mentioned (terminology sets, design hooks like color-coding, icons, visual and sound effects) do you refer to exactly?
I see that the manual is still under work, but currently it looks more like an indexed reference book for everything without any means to highlight anything in a special way. It is more a general "manual" - which IS NOT what I defined. @ HUD: are there any screenshots of those - or some kind of documentation that shows a connection to what I defined? |
Color coding:
Weapon visuals:
Sound effects:
Icons:
Nope, not yet. I should be able to get started on a "proper" HUD within a few days. |
You're right. This is more to make sure we don't end up in total chaos, so we shouldn't praise ourselves over this.
This effect isn't that strong to begin with, it is barely visible during battle, and even harder to know whether you missed or there was no damage buffering happening. Apart from that - and more importantly - white is used in many separate places (e.g. both bars in the HUD). There is no color coding at work here. That use of white doesn't particularly help any concept. Off topic: I claim that "damage buffer" is actually health; for the player it is almost completely undistinguishable from a "self healing" part of health and should not justify the extra concept and terminology around it. But I see that this has nothing to do with color coding.
Again there is nothing associated with that color. It has no meaning anywhere else in the game, this is just a rule that says "blood is yellow". It does not explain or connect to anything about general mechanics at all. That was is our goal though!
Using mere quantity of debris as indicator has a big flaw: it adds lots of clutter literally and is hard to read (also true for the indication of health loss via "blood spills").
I just learned that now. This suffers from the identical fundamental problems as mentioned above and does not get us closer either.
Reading the splash radius is a usability concern, and frankly I don't think we score that well even in this example. The explosion effect would benefit from cleaner borders and a three dimensional impression to be really informative. But usability in reading the splash radius is not helping to grasp a general concept - we are still no step further in that respect!
You are missing my point. I'm vehemently trying to make clear that stuff needs to do more than just communicating what it does, it is about having dots to connect and about showing a system behind the individual aspects. It is not enough for a sound to just do its job and convey the concept of an explosion: "Does damage." - even if that is 100% correct. We need to work on creating systems like: "The deeper the humming of an explosion - the more impulse there is" - or "The more 'distorted' nature of a sound the more damage there is", ... or whatever!! I haven't wrapped my head around how sound fits to the rest. We need to assign properties of sound to elements in our general narrative. So even this example does not promote an underlying concept. This is how I see where we are in the discussion now: Given that there is nothing you could bring up (so far) - how can that be better than my approach? |
Disclosure: I've had very little sleep the last few days and am very tired. So this post might not make as much sense as I think it does.
Context matters. In case of communicating whether an enemy is losing health or just damage buffer white is perfectly fine because its purpose is simply to differentiate between health and damage buffer, it doesn't need to be completely unique. Same goes for the HUD: Nobody is confused about what the stuff on UT's HUD means just because it all uses the same colors (with the exception of the small ammo bars, which I expect is because of its small size they went with a complementary color to help make it stand out).
Except for the part where certain weapons by-pass the damage buffer and always affect health, which is why its justified as a separate concept. As far as terminology goes I've stated numerous times that since it behaves like the "shields" found in tons of games (Examples from the FPS genre: Tribes and Halo), it could easily be labeled as such, but people in IRC told me they preferred "damage buffer".
Are you serious? "there is nothing associated with that color" and in the next sentence "blood is yellow". So yellow is associated with blood. And since when is nothing associated with blood? Usually people associate "danger", "harm" and "death" with blood. And because blood needs to stand out the color yellow is not used anywhere else in the game (while your "It has no meaning anywhere else in the game" implies that it is present elsewhere but has no meaning).
You mean the general mechanic of "you shoot stuff (which makes it bleed) until it dies"? Yeah that one really needs an explanation, someone should make a series of videos explaining it or perhaps a 10 part in-game tutorial.
That was is true false!
Can you point to a game that exemplifies what you're talking about? A game is not a still picture, things move and make noise. If you can't guess the amount of knockpack a certain weapon's projectile imparts based on its visuals, you'll find out as soon as you hit someone with it or get hit. And talking about "clutter": This is an art, not a science. Finding the right amount of cool-looking big explosions, bits and pieces flying around and camera effects to make gameplay exciting without making it confusing can't be done on a chalkboard. At least not in my experience.
The fundamental problem of working in the same way as in the real world? How is that particular example not intuitive?
In terms of communicating the splash damage radius I think the effects do a pretty decent job. I've experimented a bit with showing the exact borders but found that it obscures the exciting part while not actually being much more informative. Not against using it in a few cases (the grenade comes to mind), but applying it to all explosions makes things kinda dull and (paradoxically) more confusing (at least that's what I found).
By "work" do you mean conceptually or implementation? Either way, I need to work on other stuff right now. And while this is certainly an interesting idea, it is also inappropriate for TOL because it's counter-productive in terms of communicating game status and boring in terms of kinaesthetics. The second point is fairly obvious: Using just the two examples you've given would require every explosion sound to have humm and distortion, which also requires the sound to be long enough that you can actually hear those properties. And for the first point: TOL already asks a lot of players by providing lots of nuances in its visuals. Processing nuances in sound is generally even harder and downright impossible in a fast-paced game like this. The idea of being able to tell an explosion's damage/impulse properties just by listening to it sounds good on paper but is completely unworkable in practice. In theory you're communicating more information, but in practice it's actually less because you're communicating impossible-to-recognize nuances of a universal rule rather than an easily recognizeable example of a specific rule (kinda similar to the splash damage radius borders example above):
I disagree with pretty much everything in that statement. But instead of writing why and how I disagree, I'm simply going to write something similar. So this is how I see where we are in the discussion now: Nowhere. You make a bunch of vague suggestions that are supposed to amount to some kind of coherent system. I have no clue what you're talking about because you mostly talk about what the system is supposed to do rather than actually describing the system. You mention that the game needs a collection of terminology, color-coding, icons, visual and sound effects. Because what you mentioned is an essential part of a game, and TOL is a game, I mention those things are already part of TOL. You say you disagree, ask me to provide examples. I provide examples. You state your reasons why you don't think they qualify and call it a refutation. Then you go ahead and ask me a question based on the assumption that it's a fact to which I have to agree that you've sucessfully made your points and refuted mine. We're going nowhere here and the tone of our non-discussion is getting increasingly condescending (this post included). I'm not going to close this issue but I'm probably not going to post anymore in this thread. |
Let's not make it about something other than the search for what I defined earlier. |
I feel there is a misunderstanding here, so let my clarify; the reason why I don't consider white and yellow as "color coding" is: Color coding works when related parts in a system and especially a system with multiple relations share the same color. TOL has a complex structure of relations and needs color coding but lacks thereof. Blood being yellow assigns a color to a single element. That is not color coding. White could be regarded to be color coding but is used just too often without color code context.
Please explain your disagreements with my statement. |
It is really a pitty how you let this end up; one very sloppy, irrational, emotional and long (but obviously serious) post seems to be your way out of the debate, but also the means to let me know you're not really interested in my input any more. Spare this to any other future contributor and clarify exactly what kind of influence you do expect and approve. |
We need better terms for Impulse Damper and Damage Damper, they are problematic on many levels:
I started more or less from scratch and noticed that there is this element that makes either you, your enemy or disks GO FULL FLIPPER BOUNCY! And since you always have a reservoir of that flipperness at your disposal "Impulse" could be a good name. The other thing at your disposal is the stuff that either shields you or hurts others depending on how you use it. Who does not think "Energy" when hearing "shield" and "laser guns"? While maybe not the most stylish wording "Health" is a word that I have no complaints about. It is spot on.
The trinity Impulse | Energy | Health is exactly what I need to work on ways to make it click in peoples heads when they experience the game in the gameworld, the GUI, the HUD or the manual.
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