Advertisement
Guest User

Untitled

a guest
Jan 27th, 2017
188
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.63 KB | None | 0 0
  1. * Now talking on #tutorialbus
  2. * irc.rizon.sexy sets mode +n on #tutorialbus
  3. * irc.rizon.sexy sets mode +t on #tutorialbus
  4. * #tutorialbus :No topic is set.
  5. * Iamgoofball has changed the topic to: set be
  6. * Iamgoofball has changed the topic to: DISCUSSION TOPIC #1: Where players come from?
  7. * Liggerknocker (cgiirc@Rizon-6BE8D5EF.dyn.grandenetworks.net) has joined
  8. * Sweaterkittens|Work (~Sweaterki@Rizon-4AFDD496.wilshiresurgerycenter.com) has joined
  9. * JJRcop (~Jon@just.a.coder.for.fun) has joined
  10. * incoming (Mibbit@Rizon-1AC3170E.ri.ri.cox.net) has joined
  11. <JJRcop> ass
  12. <Iamgoofball> now we need to do this in order
  13. * Haevacht (~Haevacht@Rizon-18191995.lnse5.cht.bigpond.net.au) has joined
  14. <Haevacht> but i will lurk
  15. <Iamgoofball> so we don't go off the rails(tm)
  16. <Iamgoofball> so
  17. <Iamgoofball> first topic:
  18. <Iamgoofball> players: where do they come from and how do they get here
  19. * Cheridan (~chatzilla@D10F5597.D8D78F72.AE5BA277.IP) has joined
  20. <Sweaterkittens|Work> goofball encouraging structured discussion? What twilight zone episode did I stumble into?
  21. <Liggerknocker> Myself, I was told funny-ass stories by an old admin, and I was curious. I read the wiki for over a year, I ghosted a shitload, and then tried playing.
  22. <Sweaterkittens|Work> But seriously, I woudl assume a button ont he main menu, below setup character
  23. <Sweaterkittens|Work> Or wait, do you mean getting new players in general?
  24. <Iamgoofball> yes
  25. <JJRcop> youtube, news articles, friends saying "hey check this game out"
  26. <Iamgoofball> let's say I'm Bob Joe
  27. <Liggerknocker> Well, Goof has been improving AFAICT. Actually fixing their code and then this. Thank you, Goof.
  28. <Iamgoofball> where do I hear the word SS13
  29. <Liggerknocker> From a friend in a chatroom.
  30. <JJRcop> we do get news articles occasionally
  31. <Sweaterkittens|Work> Friends or youtube let's play type things, usually
  32. <Sweaterkittens|Work> A friend watching a let's play is how I found out
  33. <Iamgoofball> word of mouth is our current primary spread method, then, by consensus?
  34. <incoming> we, by complete accident, have a mild social media presence, not tg specifically but just friends of friends stuff
  35. <Liggerknocker> Hell, that old admin I was talking about?
  36. <incoming> hell that's part of what I hope the poly twitter can eventually do
  37. <Liggerknocker> I know two other players on tgservers from the same RPGs we were playing with that guy as a DM.
  38. <Sweaterkittens|Work> Yeah, word of mouth is by far the way we get brand new players. Not counting server churn
  39. <JJRcop> also devs make their games and say "hey this thing was inspired a bit by SS13 honk robust singulo go check it out"
  40. <Iamgoofball> alright, so we've got that ironed out
  41. <Iamgoofball> now, next on the agenda
  42. <Iamgoofball> what are the problems new players face
  43. <incoming> everyone is too good
  44. <Liggerknocker> The lack of intuitive interface.
  45. * Iamgoofball has changed the topic to: DISCUSSION TOPIC #2: What problems do new players face?
  46. <incoming> we are hyper robust and kill 100%
  47. <JJRcop> big interface with no help or info tips whatsoever
  48. <Sweaterkittens|Work> The interface and the lack of direction without a wiki page open
  49. <incoming> it's a brick wall of a curve somtimes
  50. <Liggerknocker> that can't be helped as such, but a tutorial system can go a long way.
  51. <Sweaterkittens|Work> Everything is very unintuitive
  52. <Sweaterkittens|Work> And very hard initially
  53. <Sweaterkittens|Work> I think the fact that everyone is better than you is part of the game, and can't really be helped as a new player. it's something you sort of expect getting into any sort of competitive game at first
  54. <incoming> It's part of the game, but it's also a good way to chase people off
  55. <Cheridan> most systems we have are honestly rather forgiving
  56. <incoming> if your first round was "I stepped off the shuttle and was dead within three minutes" there's a decent chance that person leaves 5ever
  57. <Liggerknocker> I think a tutorial server would go well for it. Max of 20 rounds, respawns allowed, normal game w/o antags unless you're whitelisted.
  58. <incoming> and that can't be helped completely
  59. <JJRcop> also aside from the interface nothing else tells you what to do either, we kinda expect people to know stuff already as developers of the game and we don't even write wiki pages all the time
  60. <incoming> but yet
  61. <Cheridan> the big ones are the medical system and the engine setups
  62. <incoming> and everyone's first wizard round
  63. <Liggerknocker> Yeah.
  64. <incoming> which inevitably ends in tears
  65. <Iamgoofball> alright, so our primary issues generally speaking is Interface Problems, complex skill curve to rival any quantum physicist?
  66. <incoming> and that's ok
  67. <Liggerknocker> That sounds about right, Goof.
  68. <Iamgoofball> also obtuse game mechanics
  69. <Iamgoofball> writing this down gimme a second
  70. <Sweaterkittens|Work> Yeah, which can be solved over time, but for the time and foreseeable future are just part of SS13
  71. <Iamgoofball> alright
  72. <Liggerknocker> I'm OK with antag roles being hard to handle at first. To me they're a necessity, and shouldn't be the goal for a healthy playerbase.
  73. <Sweaterkittens|Work> new shit we add can be made to be as intuitive as possible (see: clock cult, which is hard as hell but overall very informative with tooltips and descriptions)
  74. <Cheridan> there's no way to know by just working it out how the singulo engine works, and if you fuck up you either die or you kill the whole station
  75. <Cheridan> incompetent doctors can OD people on things really easily
  76. <incoming> well yes setting up the engineer is a literal meme
  77. <incoming> you have to gain it from someone else
  78. <Sweaterkittens|Work> Luckily sleepers won't OD people at first so they have a chance to learn at roundstart
  79. <incoming> which is nice, when it works
  80. <Sweaterkittens|Work> and most new MD's aren't going to use the bottles and syringes
  81. <Liggerknocker> This is why I suggest a whitelist for good players to keep coming back to the newbie server, to show them.
  82. <Cheridan> mentors or something?
  83. <Iamgoofball> Liggerknocker, we'll touch on that in a few discussion points
  84. <Liggerknocker> OK.
  85. * MrPerson (~MrPerson@Rizon-B57D4536.sd.sd.cox.net) has joined
  86. <Iamgoofball> a mentor system would be easily implementable
  87. <incoming> but would people actually do it
  88. <Liggerknocker> Preferably in a less-chaotic environment.
  89. <JJRcop> what about an IC mentor system too
  90. <JJRcop> like
  91. <Liggerknocker> I actually would do it.
  92. <Liggerknocker> I actually have tried doing it.
  93. <JJRcop> you can be a player character, go to dorms or something, pull out your PDA and connect to the mentor network
  94. <Iamgoofball> now, I'm torn on the next topic, do we go for analyzing the community response and new players integrating, or do we analyze the game mechanics and interface issues?
  95. <JJRcop> latter
  96. <incoming> that's a barrier to entry JJ
  97. <Liggerknocker> I'd say the biggest challenge is the community response, personally speaking.
  98. <Sweaterkittens|Work> My vote is for the latter. The community response is something that's sort of an administrative issue and I do my best to deal with when I see it
  99. <Cheridan> yeah i think we need to settle issues that new players are gonna face before we go and get them
  100. <JJRcop> incoming i mean the mentors do it
  101. <Sweaterkittens|Work> people are always going to be elitist shitheads
  102. <JJRcop> so you can still play the game while mentoring someone
  103. <Sweaterkittens|Work> The only thing you can do is reel it in when it gets too far
  104. <Iamgoofball> alright, so mechanics and interface
  105. <Liggerknocker> I still think a calm environment for newbies would be best, but that's a little offtopic.
  106. <Sweaterkittens|Work> Yeah we can cross that bridge when we get there
  107. * Iamgoofball has changed the topic to: DISCUSSION TOPIC #3: Obtuse Mechanics and Weird Interfaces, what are some specifics and how can we improve?
  108. <JJRcop> I think we rely on the wiki way too much
  109. <Liggerknocker> Oh god, where to even start. I'm still learning keyboard hotkeys.
  110. <Iamgoofball> so far some listed examples are Medical and Engines
  111. <Liggerknocker> Like, how the heck do you get people on a table to operate on them.
  112. <Sweaterkittens|Work> I think the most important part of this is that the interface is not changing any time in the foreseeable future. So we have to find a way to help integrate new players and teach them that sort of thing, since we can't change it
  113. <Cheridan> the supermatter's a lot better than the current engines. if you mess up there's a period where you can unfuck it
  114. <incoming> wiring the solars is basically the engineering self guided tutorial right now
  115. <MrPerson> I think it would be faster to list mechanics that AREN'T obtuse
  116. <Sweaterkittens|Work> Hahaha
  117. <Liggerknocker> Moving?
  118. <incoming> not even
  119. <MrPerson> Ok yeah moving
  120. <incoming> thanks to the walk run button
  121. <JJRcop> um, nutrients?
  122. <Sweaterkittens|Work> Fuckin seriously. At least it's a hotkey now too
  123. <incoming> intents in general are kind of fucked
  124. <MrPerson> 13 years and we've got moving down ok
  125. * Sweaterkittens|Work throws confetti
  126. <Sweaterkittens|Work> We did it reddit
  127. <Liggerknocker> That one was a little obtuse to me, eating at least.
  128. <incoming> two are critical, two are extremely situational
  129. <incoming> and most of harm you can do on help too
  130. <incoming> like
  131. <incoming> it wouldn't be too too hard
  132. <incoming> to juts
  133. <Sweaterkittens|Work> I'd like to propose that a tutorial walks you through the basics and purposefully hits some of these particularly unintuitive points
  134. <incoming> get rid of them
  135. <Iamgoofball> MrPerson, fair point, but if we can identify the big ones we might be able to get some extra stuff
  136. <JJRcop> Sweaterkittens|Work, that's a later topic
  137. <Cheridan> yeah when my gf was playing and she would need to attack someone she'd set intent to harm even if she was hitting with a weapon
  138. <Liggerknocker> Eating, dragging and moving objects and people, switching hands, switching intents, examining, alt-clicks, etc,
  139. <Sweaterkittens|Work> Oh, I thought we were discussing how we'd handle new players dealing witht he interface
  140. <Sweaterkittens|Work> are we talking about how we can fix the interface and mechanics right now?
  141. <MrPerson> I think making a tutorial would be great just because the poor shmuck who makes it would go "ok, do this and that, and oh this is retarded" and we'll all go "oh yeah that IS retarded"
  142. <Sweaterkittens|Work> hahah
  143. <incoming> here's the problem with tutorials: they get outdated
  144. <Liggerknocker> More just a tutorial to show them how it's done, I think, Sweaterkittens.
  145. <incoming> so either they need to be very generalized
  146. <incoming> or they need to be kept current
  147. <JJRcop> incoming, we can as a codebase require that people update the tutorial if they change anything or no merge
  148. <MrPerson> I'm ok with it being general and just saying "and to learn more, ask people in game or in ooc"
  149. <Sweaterkittens|Work> I agree with MrP here.
  150. <Iamgoofball> we're going a bit off topic here with the specifics of a tutorial
  151. <MrPerson> I mean we already have the hints
  152. <Sweaterkittens|Work> It just needs to cover the basics to play the game
  153. <Liggerknocker> Generally, I think the basics for doing anything should cover the tutorial bit.
  154. <Iamgoofball> we gotta stay structured here
  155. <Cheridan> intents in general are a concept that doesn't exist in any other game
  156. <Iamgoofball> but intents chat is good
  157. <Iamgoofball> focus on that for a bit
  158. <JJRcop> Do we have too many intents?
  159. <incoming> I played one other game with intents and it was a real bad time
  160. <Liggerknocker> I'm talking about just the plain basic 'how to eat, move, grab and drag, open stuff, how intents change all this,' etc.
  161. <Sweaterkittens|Work> I think we're not clear on exactly what we're discussing here. I mean we all agree that the interface is shit and a lot of things don't make sense
  162. <Iamgoofball> mm, right
  163. <MrPerson> well for what it's worth, the ss14 guys were gonna get rid of grab and disarm and stick with help/harm only
  164. <Sweaterkittens|Work> Are we talking about how to fix that?
  165. <JJRcop> Sweaterkittens|Work, DISCUSSION TOPIC #3: Obtuse Mechanics and Weird Interfaces, what are some specifics and how can we improve?
  166. <Iamgoofball> wait i'm a dumbo
  167. <Sweaterkittens|Work> I SEE THAT
  168. <Iamgoofball> alright I need to bail for a bit
  169. <Iamgoofball> someone take op
  170. <incoming> Oh fuck
  171. * Iamgoofball gives channel operator status to Cheridan
  172. <Iamgoofball> brb
  173. <Iamgoofball> keep discussion going
  174. <Liggerknocker> I thought a plain ol' tutorial on the interface could help a ton.
  175. <JJRcop> MrPerson, how could we have grabs without the grab intent, ctrl click?
  176. <MrPerson> The same way you do grabs now
  177. <Sweaterkittens|Work> That'd probably work
  178. <Iamgoofball> next topic we should hit, we've ID'd that Intents, Inventory Management, and non-verbal interaction between players are our key bits
  179. <Sweaterkittens|Work> since pulling is now grabbing anyway
  180. <MrPerson> thanks phil
  181. <Iamgoofball> god bless phil
  182. <Sweaterkittens|Work> Yeah we could probably just remove disarm and grab and we'd be fine at this point
  183. <JJRcop> oh god my identity system is going to make this worse ._.
  184. <MrPerson> Is someone keeping a log or something because I missed the beginning
  185. <JJRcop> :(
  186. <Iamgoofball> Cheridan, please keep this updated if/when you change the topic: http://pastebin.com/wLUSWt2Q
  187. <Iamgoofball> MrPerson, i'm logging the discussion currently
  188. * Iamgoofball sets mode -r on Iamgoofball
  189. * You are now known as iamgoofballaway
  190. <incoming> I think the general seniment is that while the core of the game can't be changed realistically explaining more stuff could definitely do a lot
  191. <JJRcop> okay now disarm
  192. <incoming> like as an example
  193. <Haevacht> dungeon over did v good what's going on in this thread
  194. <incoming> our prefferences stuff is a huge mess
  195. <MrPerson> *citation needed
  196. <incoming> a player gets like
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement