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Envisioning the future of zOMG! 

Tags: zOMG!, Idea, Discussion, z!magine 

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Red Kutai
Captain

Benevolent Codger

PostPosted: Sat Mar 19, 2011 1:47 am



This isn't so much a suggestion, as a request - this is an issue that's gotten in the way of a few suggestions that I've seen, so I'd like to try and brainstorm some ways to work around it, or fix it.

The game interface is built around the assumption that we use rings - so, what happens when we don't? This problem takes root in a few different suggestions, namely if our characters are transforming (into Animated is popular, but so was Werewolf/Vampie around Halloween) or we're controlling someone else (like our Buddies). What I'm looking for here is the most intuitive interface for handling the different commands we'd have under these forms.

The most predictable form (that I can think of) would simply be having abilities taking the place of Rings, with those abilities changing depending on what it is we're controlling at the time. Transforming into a Landshark, for instance, would give you access to an AoE attack ability, and a Fear ability. These abilities would be listed in whatever order was natural for the form you were in, and you generally have only 3 or 4 abilities, at most. The biggest disadvantage to this is that it mucks up your keyboard controls - you have to account for the fact that your controls are going to be switching when you switch forms. As a player who plays more-or-less exclusively with the Keyboard, that seems wholely unappealing. Having Meat (my first slot) always turn into an Attack seems not only unintuitive, but completely disconcerting. But that's the simple approach.

The next would be having these abilities replace your Ring abilities of similar types. You would still probably have only 3-4 abilities maximum, but which ones you could use would depend on what you have equipped. Going back to the Landshark example, all of your Attack Rings would be replaced with the AoE Attack ability, while any Crowd Control Rings would be replaced with a the Fear effect - no Crowd Control equipped, no Fear. This would serve to encourage players to build around these Transformation abilities, in order to make the most of them. Unfortunately, it forces players to build around these Transformation abilities, in order to make the most of them. stressed

It would also more-or-less require that they make an ability for each of the common ring-types - Attack, Crowd Control/Debuff, Buff, and Healing - for every transformation. It's nice that that encourages them to flesh out the abilities on each Transformation, but it also encourages players to actually equip all 4 of those ring types alongside their Transformation Ring (though, admittedly, the Transformation could be a non-Ring ability) - and that's 5 slots on its own. As much as I like build-around-me type rings, I don't like build-around-me-just-like-this abilities. It takes all the fun out of making the build at all - but maybe that's personal bias. Naturally, the advantage of this version is that you don't have to re-memorise commands when you transform - your attacks are still attacks, your buffs are still buffs; even if they work a little differently. Whether the advantage is worth the extra downsides, though, I'm not sure.

So, between the two, which do you prefer? More importantly, what could be done to improve either system? Even better, what unexplored third option could out-do them both? I'm really just looking to brainstorm ideas on the concept right now, because, honestly, neither of the options I just presented sound right to me. Here's hoping there's an easy solution that I'm just missing... whee
PostPosted: Sat Mar 19, 2011 9:39 am


What about sticking to the powers present in an animated while adapting it to fit with the same general way the rings were set up on the principle of closest fit.

This is a bit long to explain, but it's pretty simple and I think it's fairly intuitive.

If the transformation had an attack ability, then it would fill into the slot for a ring which was an attack ability if possible.
If the transformation had a CC ability, then it would fill into the slot for a ring which was a CC ability if possible. Same with healing, buffing, etc. (the exact categories could be more precise or less so)

If there was no attack ability ring equipped, the attack ability would fill into the next slot available (perhaps preferring cc/debuffs first [due to targeting familiarity - at least you're usually using them to hit enemies], then buffs then healing or something). Same with all the other ability types.

Any leftover attack rings from the player's ringset would turn into attack abilities. If there were no attack abilities, they'd change into the closest other type of ring (CC, perhaps, or debuff, or buff, or healing, depending on what's there). Same with all the other leftover rings.

Then you don't have to worry about rings being very different, but still can go from any type of general ring set to any type of transofrmation ability set without having to carefully pick either one, add extra powers, etc.

Atrash the Squidmonger
Vice Captain


Thard_Verad
Crew

Dangerous Genius

PostPosted: Sat Mar 19, 2011 11:43 am


Option C: Build "Sets" around the transformations. In one of [JK]'s recent behind-the-scenes threads, he mentions that each Animated has the capacity for three attacks. Or attack animations, or something like that. So what about having the "Transform" ring require three specific rings on the same hand?

The "Landshark Set" could include Transform, Shark Attack, Scaredy Cat, and some fourth ring. The set bonus in these cases is the monster you're able to become when you activate Transform. Then the other three rings become your new attack abilities. (Your other four rings get disabled, I guess)

While this still requires a build centered around your transformation, you could switch rings around on your hand to find different combinations. And if the transformed states have some other inherent advantages (Like Landshark's obscene Willpower stat) then that helps offset the handicap for using the Set.
PostPosted: Sat Mar 19, 2011 11:45 am


Atrash the Squidmonger
What about sticking to the powers present in an animated while adapting it to fit with the same general way the rings were set up on the principle of closest fit.

This is a bit long to explain, but it's pretty simple and I think it's fairly intuitive.

If the transformation had an attack ability, then it would fill into the slot for a ring which was an attack ability if possible.
If the transformation had a CC ability, then it would fill into the slot for a ring which was a CC ability if possible. Same with healing, buffing, etc. (the exact categories could be more precise or less so)

If there was no attack ability ring equipped, the attack ability would fill into the next slot available (perhaps preferring cc/debuffs first [due to targeting familiarity - at least you're usually using them to hit enemies], then buffs then healing or something). Same with all the other ability types.

Any leftover attack rings from the player's ringset would turn into attack abilities. If there were no attack abilities, they'd change into the closest other type of ring (CC, perhaps, or debuff, or buff, or healing, depending on what's there). Same with all the other leftover rings.

Then you don't have to worry about rings being very different, but still can go from any type of general ring set to any type of transofrmation ability set without having to carefully pick either one, add extra powers, etc.

That's still a little wonky for the Keyboard user, but it works better than the first option.

Essentially, each ability would have a list of every Ring, in its own unique order - the ability replaces the first Ring on your character that shows up on that list. Thus, it guarantees that every ability is always represented, even if you can't guarantee that they'll be represented the way the player would expect. Naturally, the order of these lists will be as intuitive as possible. That option is a tad more complicated, and it may look a little strange (if we don't fill the spaces between the replaced abilities, which I suppose we could), but it does a better job of dodging the problems posed by the other methods, too...

Red Kutai
Captain

Benevolent Codger

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Technical (Mechanics, Interface)

 
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