Red Kutai
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- Posted: Wed, 06 Mar 2013 00:24:59 +0000
errVICIOUS
More than half those noobs you speak of are not willing to be taught.
90% of my zOMG conflicts are from trying to teach people how to play more efficiently.
90% of my zOMG conflicts are from trying to teach people how to play more efficiently.
The trouble here is the fact that 'playing more efficiently' is not the goal of most zOMG! players - indeed, the primary audience for zOMG! doesn't really care one way or another. For as much as such advice improves their game experience, you may as well be lecturing them on quantum mechanics - when you look at it from that perspective, it becomes rather obvious why players are so often unreceptive. sweatdrop
DMS is particularly bad about this, of course, because efficient play is such a major part of the area - most players don't care about efficiency, so most players trying DMS are going to encounter issues in one form or another. The problem is that it's not those players' faults, and they're not doing anything wrong; the area simply wasn't designed for them (or designed well in general). The fact that they put an area in zOMG! that isn't designed for most zOMG! players is a bit strange, and any conflict it's caused is really only natural. redface
Shirazuki
For example, how many ppl will take their time to complete the quests in zOMG now compared to, let's say 2 years ago? I think the ratio is 1:5 sweatdrop
I've seen ppl having trouble entering PS because of not completing the Gustav quest, and they blame it on glitches. I've also seen cl 11.8 ppl hanging around gold beach and shouting "What's/Where's smob or smeb?"
Like seriously, plenty gonk
I've seen ppl having trouble entering PS because of not completing the Gustav quest, and they blame it on glitches. I've also seen cl 11.8 ppl hanging around gold beach and shouting "What's/Where's smob or smeb?"
Like seriously, plenty gonk
Again, this is more a fault of the game than the users - the Gustav chain is notoriously difficult to follow, because players generally encounter Gustav before they encounter Ryan. Being that Ryan is rather out-of-the-way - to the point you could theoretically complete just about everything else in the area without ever encountering him - I'm willing to assert this is just bad quest design. And because glitches are so prevalent in the game already, it's become pretty natural to assume that when something doesn't work immediately, it's glitched. Unfortunately, that's a reputation we have to accept for the time being. redface
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While most of the issues within the game actually arise from the game - players not learning and individual confrontations and whatever else often resolve to design flaws in the game itself - issues in the Forum are often a little less obvious; the amount of overall activity and the number of average users has decreased a bit, which accentuates some of the bad habits we (as a community) have picked up over the years. I think most of these would resolve themselves with a general increase of activity and introducing a few good habits (mostly of the 'fix it yourself' variety - e.g., don't bump threads you don't want to see more of, if you don't like the threads in the Forum give us something better to talk about, etc.), but for the most part it's a product of the game's condition. I don't personally expect it to be permanent, but I'll admit I'm not entirely sure what the best course of action is in the meantime. I'm certainly open to suggestions, but I think if any solution were obvious we likely would've solved those issues by now... sweatdrop
