Posted: 2006-05-19 03:44
Again just reminding y'all that the arguments are academic and theoretical unless we can find a HIGHLY USABLE way of implemeting kit limiting that does not sacrifice a huge amount of other features (because we worked on kit limiting for months versus other features).
Right now our alternative game modes are NOT in a category of being highly usable. We need to polish that up and there are some limitations on how far we can go with that. We are having to be pretty creative and ingenious to come up with workable solutions.
When you look at what's exposed to modders via the UI, Kit and Class systems in BF2, it's pretty limited. Having usability issues with the spawn menu & class system is not something we are willing to spend significant time creating.
Some of you mention spawned kits as a solution... go try a pickup kit in OPK. Notice that the minimap no longer shows your location, even when expanded to the full map? That's one of the reasons we've not put them into PR as yet... that has a huge usability impact on the game and user intarface.
Perhaps other mod teams out there will figure out a brillian solution to these problems. I really hope they do becausde we might learn something from it ourselves.
So uh... don't knock yerselves red in the face arguing about the merits and demerits of kit limiting.. we get it .. some people would like it, some people would not.
Any system we implement needs to meet the criterion of:
- having a high degree of usability for the average PR player
- does not encourage kit camping or rank whoring
- has a reasonable opportunity cost (what did we not work on to add this feature)
- is configurable by server administrators in terms of class ratios (including completely disabling kit limiting)
Argue about that for another umpteen pages
egg
Right now our alternative game modes are NOT in a category of being highly usable. We need to polish that up and there are some limitations on how far we can go with that. We are having to be pretty creative and ingenious to come up with workable solutions.
When you look at what's exposed to modders via the UI, Kit and Class systems in BF2, it's pretty limited. Having usability issues with the spawn menu & class system is not something we are willing to spend significant time creating.
Some of you mention spawned kits as a solution... go try a pickup kit in OPK. Notice that the minimap no longer shows your location, even when expanded to the full map? That's one of the reasons we've not put them into PR as yet... that has a huge usability impact on the game and user intarface.
Perhaps other mod teams out there will figure out a brillian solution to these problems. I really hope they do becausde we might learn something from it ourselves.
So uh... don't knock yerselves red in the face arguing about the merits and demerits of kit limiting.. we get it .. some people would like it, some people would not.
Any system we implement needs to meet the criterion of:
- having a high degree of usability for the average PR player
- does not encourage kit camping or rank whoring
- has a reasonable opportunity cost (what did we not work on to add this feature)
- is configurable by server administrators in terms of class ratios (including completely disabling kit limiting)
Argue about that for another umpteen pages
egg