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Make RS easier for new players

18 Antworten [Letzter Beitrag]
chris's Bild
Last seen: vor 47 Wochen 3 Tage
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Robostrike is not always as easy to understand for new players as casual games usually are.
The purpose of this topic is to list together the ideas we have for a better understanding and welcome of new players in this game.

As you may have noticed, we have now a bot's move preview for beginners before they validate their actions.
But new players stil can feel a little lost in different gameroom options and tabs, so we have to think about what should be done to simplify for beginners, and especially guests before registering.
A recent video showed us some understanding issues for a guest who couldn't complete the tutorial and was invited to a multiplayer game without any playing skill... no need to say that it was hard for him to like the game in these circumstances.

We already thought about some improvements like :
- The tuto tab should always remain the default one for guests and maybe the tuto has to be completed before entering the gameroom.
- Change the invitation link into "have a look / decline" or something like that, then change the JOIN button into PLAY (for guests) ?
- The 15s chat filter is good for flooders but really annoying for real new players who want to learn ... it has to be soften.
- There must be a message, "waiting for other players actions" after validation in multiplayer games

But there are many other fields to explore, for instance :
- Filling the currently empty connected players list with a players stats box which would promote new game board editing, solo mission to complete, etc ...
- Make the solo missions more attractive by the need for completing all the maps of a difficulty level before you can play the next level maps
- Have something to do in the gameroom even if no other players connected :
fo example with
- each week a solo challenge : a player (or modo) makes a solo map and other players try during one week to find the best way do complete it
- show the last played games history, with the possibility to watch the replay
- solo training on multiplayer maps
- enable a dating feature to say when you'll be back or how to contact you (ex through send me a tweet from the chat)
- change the look of the site for a brighter one (it's sad here isn't it :D )
- etc ...

Enough said, sorry, suggestions are open now =>
enigma's Bild
Last seen: vor 30 Wochen 5 Tage
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Ok here is what I think. 1. more/more detailed tutorials 1a. explaining move inputs are relitive your orentation. 1b. explain coveyers better ie turns movent amounts ect. 1c. item explination. 1d. order of priority, pushers › conveyers › lasers 1e. explain bolth race and battle modes. 1f. explain stack/forfiet/scoring. 2. make web pages easier to navigate. 3. create a map search system [I have actully had my friends say it was hard to find a map they wanted to play.] 4.have some sort of a reward for completing solo missions par and or completion maybe a special mark on a bot?
chris's Bild
Last seen: vor 47 Wochen 3 Tage
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thanks enigma.
any other player for more inputs ? 
yeku's Bild
Last seen: vor 3 Tage 4 Stunden
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One thing I noticed about Enigma said was to create a search map. This already exists, but this means that people didn't realize the links listed below. So, maybe it should be done a new restructuring of Home? 

For example, the ordinary search shown above doesn't appear on Home because it appears Free multiplayer online games.

Chris, you said: show the last played games history, with the possibility to watch the replay.

This is not to make RS easier for new players, but I think it's interesting. We could do something like this on Home. Right now there is an image with a button, so we could change this image for a repeat of the last games. In this manner, visitors who only go to Home could watch a real game and have a better first impression of the game.

- The 15s chat filter is good for flooders but really annoying for real new players who want to learn ... it has to be soften. Maybe the wait of 15s could be applied only for guests who are not real new players?

- There must be a message, "waiting for other players actions" after validation in multiplayer games. This could be ok for guests and in the first games of a player.

- Filling the currently empty connected players list with a players stats box which would promote new game board editing, solo mission to complete, etc ... Ok. Could this be good on Home too?

- enable a dating feature to say when you'll be back or how to contact you (ex through send me a tweet from the chat) A state that when someone calls your name on public chat or sends you a pm, it could appear a message with your name saying: back at XX:YY, for example.

- change the look of the site for a brighter one (it's sad here isn't it :D ) Said up :D.

For other things not commented, ok too.

I also think that we could create a manual or/and a video to explain the game in more detail.
enigma's Bild
Last seen: vor 30 Wochen 5 Tage
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1.what I was trying to clarify is a map search on loby it would have 2 drop down boxes search by username/course title, sort by number of plays or alphabetize them then when clicked it would create a game with thar map. 2. as for post limits how about 5 seconds per post alows chat prevents floods. 3. one thing i dislike about replay is you can only advance/rewind 6 moves at a time i would like to make it ±1 or ±6 :] 4. a 1player map practice mode
Pjotr's Bild
Last seen: vor 18 Wochen 22 Stunden
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Here's a few thoughts:

Navigation and to find your way can be a bit tricky when you are new. How to find tutorials, where to create a game with my own maps, bookmarked maps and standard maps, where to start creating new maps, going out of the game room to go to the forum, etc.

I sometimes have missed to see, and be away from, game invitations when in the forum. On the front page, you can see that I'm logged in, but if I'm on the forum, I can't be invited to games, and I'm not visible for invitations.

So - one suggestion is to develop the main menue on the left, and let that be on your left at all time in all windows. Again - I'm not web programming literate, so I have no idea what is possible or not here, so excuse me if I'm dreaming too much, lol... 

But, for example a menue could look something like this:

HOME
- Introduction
   - Game Tutorial
   - Instruction video (if made later...)
   - Map construction
   - Point calculations
   - etc

CREATE GAME
- Standard race maps
- Standard deathmatch maps
- My maps
- My bookmarks
- Create new map

SCORES AND PLAYERS
- Scores
    - Top 10
    - Top newbies
    - Game stats
- Players
    - Online players
    - List of players
    - Search players
    - Send message 

FORUM 
- English
- French
- Etc...

The headlines would be clickable, and visualize the sub-headlines, for easy navigation (drop down-lists), or fixed and scrollable. Also - in the gameroom players list, ideally I would still be visible and able to be invited, and accept to join/view/decline to game invitations.

I have missed this lately, when there's been some low activity here (but it seems to be increasing now...!!!), because I may have seen that Dharo or Yeku has been online, but I haven't been able to in an easy way tell them I'm here, and/or invite them to a game, if they've been in the forum, for example. PM is not very visible always.

This might call for also letting the chat room be visible on all pages, if it's going to work to be able to receive the invitations - or perhaps there could be a separate window/space for that on, say the forum pages...

I think there is now so many good things in place, for example the tutorials, new solo races, bot ghost, very nice map creation possibilities aso, but for a new person, it takes some digging and page exploration to find the way how to create a game with a bookmarked map, for example...

So, at least some food for thoughts, maybe...

/Pjotr
enigma's Bild
Last seen: vor 30 Wochen 5 Tage
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exelent comments btw.

i know this may seem silly but one thing I have heard is a lack of varation.

TDM is good addiction but maybe for say a month or 2 we can focus on adding more game modes

team race.

capture the flag.

rabbit.  ( hold the flag as long as you can wihout getting killed)

custom solo missions (design your own solo type mission levels with bots.)

amgine :)
chris's Bild
Last seen: vor 47 Wochen 3 Tage
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Last night I worked on RS again and I had a strange and simple question I would like to discuss. Maybe the cons are obvious and I'm going stupid, or maybe it's so obvious that we didn't see it before (I hope so) :D ....

Here is the question :
Why do we force players to enter 6 moves in a row ?

It's not user friendly for beginners, especialy in solo missions when the last sequence to reach the mark is less than 6 moves, but also in multiplayer games where you get damages when part of the sequence is empty after validation time, and you can't test a small 3 actions sequence to be sure where your robot will go.

It's probably useless as it would be more understandable by doing it this way :
- Solo missions : you can enter from 1 to 6 actions at each turn then validate. Of course the empty action slots are played in the turn (in order for autobots to do their 6 action sequence) as a "no action move". Then if you enter for instance a 2 actions sequence then validate, your robot will play 2 actions then 4 no action = 6 moves in the par counter.
Of course if you want to do the par, you'll have to use all the 6 actions slots with a progressive better understanding of the game.
- multiplayer games : you can also enter from 1 to 6 actions at each turn then validate. Here, the same : the empty action slots would be played in the turn as "no action moves". No need to get damages, as with less actions than other players you are already penalized. Damages would be only for non validated incomplete sequence when validation time is over.

I think those improvements would simplify the first steps on RS for beginners, without bad side effects at first sight.

Thanks to Yeku, Pjotr and Enigma for the other suggestions you posted there (I take them into account)
dharokan's Bild
Last seen: vor 3 Tage 3 Stunden
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Humm... 

Interesting thought, Chris.
It could really work on multiplayer mode. At first thinking I absolutely see no need for the damage after empty slots. So we could even loosen the rules for kicking afk players. Maybe a player should be kicked after 3 empty sequences only (or something like that).

Still this would probably only help with the timer.
Because players with up to 5 more actions per turn would most likely win easily ;)

Anyway, imho this is no good idea for solo missions.
The difficulty of solo missions come from finding the right way to beat those "puzzles". And trial and error is much easier with only 1 step than trying 6 at once. 

So here comes my finals answer to your question:
chris wrote:
Why do we force players to enter 6 moves in a row ?
Because programming in sequences is heart and soul of RS' gamplay!
This game would be obsolete if you could just enter every single move on it's own.
And it's absolutely not too hard to understand. 

Still, removing the damage after uncomplete sequences in multiplayers is a nice idea, in my eyes.



About making the whole thing easier:
What about using bubble-like introductions when a player plays the first time?
Like this:
  1. Choose your robot's first action here (bubble pointing to the actions panel)
  2. [after player chose an action:] It's now the first move of your robot (pointing to the 1st move slot)
  3. [click] You need to add 5 more actions to finish your sequence (pointing to actions panel and the 5 empty slots)
  4. etc etc...
Problem: You would need to show bubbles and sometimes stop all other actions / interactions for it. Not as easy as just adding chat messages of course.

/Dharo
Pjotr's Bild
Last seen: vor 18 Wochen 22 Stunden
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I found Robostrike on the net, because I first really enjoyed the board game RoboRally, which I think (without knowing...) has to be the origin of Robostrike, since it is similar in so many ways. Searching for a web game like RoboRally, Robostrike came up and I'm still here after 10 years... :-0

And one of the core things for me, both with RoboRally and Robostrike, is the fact that you do need to program the full sequence. In Robostrike though, if you really don't want to go anywhere or even don't want to make a turn, a possibility is to blast or shoot, as a "filler". That may sometimes be a good thing, but that's part of the game, and something you will need to work around, to play the game.

So I'm sorry Chris, but I agree with Dharo that allowing for not programming parts of the 6-step-sequences is to me a bad idea, as it takes away one of the core features with the game.

/Pjotr

chris's Bild
Last seen: vor 47 Wochen 3 Tage
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I understand, no problem with this. But maybe there's a little misunderstanding.
No doubt for me too that programing a full sequence of 6 moves is part of RS signature (inspired indeed from Roborally at first) and that it is the core of the gameplay.

There is obviously no reason to change this but we must take into account that it can be hard for beginners to start playing with 6 actions directly. The goal of this suggestion was to not penalize them with damages when their sequence is incomplete in multiplayer games (except for empty sequence when time is over), and enable them to program less than 6 moves in solo missions too if they want to.

Of course, in my opinion, it didn't change anything to RS gameplay spirit, as players using less than 6 moves won't have no chance to win a multiplayer game (when the others use 6 actions per turn) and no chance to win a solo mission doing the par (as their empty action slots are taken into account).

So the purpose was to give beginners more flexibility for their first steps in the game. Of course, they would quickly understand that they need to program all the 6 actions slots if they want to win or complete solo missions. Experimented players would probably never use this flexibility, but wouldn't be disturbed by it. 

By the way, I had in mind that there could be a "budget of moves" for solo missions depending on the par. For instance, if the least moves to complete the mission is 18, par is 22. Then you'll have a 26 actions budget to complete the mission and a countdown at each turn. It could be more funny than the current moves counter. If you complete the mission within 26 actions, the score would be from par+4 to par-4