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Gnats3
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Posted: 09 Jul, 2008
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Joined: 08 May, 2007 Posts: 3461 Location: Supreme Overlord Shimrra's Citadel, Yuuzhan'tar
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Please don't put the equivalent of ctrl+L (select all land units) next to the equivalent of ctrl+k (self-destruct). Ctrl+k'ing 40 mantis hurts 
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Lord of Nothing
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Posted: 09 Jul, 2008
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Joined: 09 May, 2008 Posts: 207 Location: Lurking. Somewhere.
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Or, Still better, give us the option to change the hotkeys...
_________________ Q. When is a game ender not a game ender?
A. When it takes so long to build, it gets destroyed the second it's finished.
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AngryZealot
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Posted: 09 Jul, 2008
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Joined: 01 Apr, 2007 Posts: 4744
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Lord of Nothing wrote: Or, Still better, give us the option to change the hotkeys...
This.
_________________
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Gnats3
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Posted: 09 Jul, 2008
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Joined: 08 May, 2007 Posts: 3461 Location: Supreme Overlord Shimrra's Citadel, Yuuzhan'tar
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That works too 
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The Core Commander
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Posted: 09 Jul, 2008
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Joined: 23 May, 2007 Posts: 913
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AngryZealot wrote: Lord of Nothing wrote: Or, Still better, give us the option to change the hotkeys... This.
In before Scathis 'can neither confirm nor deny' 
_________________ Lance of Longinus
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Reaver
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Posted: 09 Jul, 2008
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Joined: 15 Feb, 2007 Posts: 1118 Location: Empyrrean
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The Core Commander wrote: AngryZealot wrote: Lord of Nothing wrote: Or, Still better, give us the option to change the hotkeys... This. In before Scathis 'can neither confirm nor deny' 
seconded before Scathis can confirm it... or deny it
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PheonixIV
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Posted: 09 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Reaver wrote: The Core Commander wrote: AngryZealot wrote: Lord of Nothing wrote: Or, Still better, give us the option to change the hotkeys... This. In before Scathis 'can neither confirm nor deny'  seconded before Scathis can confirm it... or deny it
Points out that even if it's not in the game from the get go, we can still mod it in.
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AngryZealot
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Posted: 09 Jul, 2008
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Joined: 01 Apr, 2007 Posts: 4744
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Assuming they keep the full modding system.
If they want to do micro expansions, it might be a little more limited than in SupCom.
_________________
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Gnats3
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Posted: 09 Jul, 2008
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Joined: 08 May, 2007 Posts: 3461 Location: Supreme Overlord Shimrra's Citadel, Yuuzhan'tar
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PheonixIV wrote: Reaver wrote: The Core Commander wrote: AngryZealot wrote: Lord of Nothing wrote: Or, Still better, give us the option to change the hotkeys... This. In before Scathis 'can neither confirm nor deny'  seconded before Scathis can confirm it... or deny it Points out that even if it's not in the game from the get go, we can still mod it in.
Which shouldn't be necessary. It is simple hotkey re-mapping!
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PheonixIV
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Posted: 09 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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AdmiralZeech
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Posted: 09 Jul, 2008
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Joined: 13 Mar, 2007 Posts: 7882 Location: Australia
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Considering that it took Goom 15 minutes to finish the almost-complete rebinding hotkey code that didnt quite make it into SCFA, it's probably a bit of a crime if they didnt have rebindable hotkeys in demigod.
_________________ MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs
http://forums.gaspowered.com/viewtopic.php?p=320240
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PheonixIV
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Posted: 09 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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FieryBalrog
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Posted: 10 Jul, 2008
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Joined: 17 Jul, 2007 Posts: 1427
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PheonixIV wrote: Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.
Rebinding hotkeys is a basic expectation in this day and age, not a bells & whistles extra.
_________________ Baby I gonna stick my fistoosh in yo heehola
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PheonixIV
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Posted: 10 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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FieryBalrog wrote: PheonixIV wrote: Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong. Rebinding hotkeys is a basic expectation in this day and age, not a bells & whistles extra.
Yep, and if not included in the stock release, a 10 minute mod will allow it to be done. Oooh, so difficult.
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AdmiralZeech
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Posted: 10 Jul, 2008
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Joined: 13 Mar, 2007 Posts: 7882 Location: Australia
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PheonixIV wrote: Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.
Lol, as a game developer with 2 weeks till release, currently hunting down all sorts of bugs and features (and knocking many of them back) I can tell you that omitting such a thing shows a project is in deep trouble indeed :P
Someone made a bad judgement call earlier in the project - such a thing should be part of the basic usuability, and prioritised before various other things. (Especially since it's FA, after all the talk in SupCom.)
Possibly they just shrugged and said, "well, someone will mod it in", which is a bit lazy but forgivable I guess.
_________________ MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs
http://forums.gaspowered.com/viewtopic.php?p=320240
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isik
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Posted: 10 Jul, 2008
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Joined: 05 Mar, 2007 Posts: 8448
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Z32
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Posted: 11 Jul, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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PheonixIV wrote: FieryBalrog wrote: PheonixIV wrote: Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong. Rebinding hotkeys is a basic expectation in this day and age, not a bells & whistles extra. Yep, and if not included in the stock release, a 10 minute mod will allow it to be done. Oooh, so difficult.
why don't the devs just omit all the nonessential features, only provide 2 demigods with the game, and no skills other than just regular attacks
oh, the modders can do it for us...NO! that is not how games work in this day and age, if programmers are omitting basic features because they assume modders will do it for them, then there is something wrong.
noone should have to pay to buy a game when the makers expect them to contribute to the coding. thats just plain stupid. shipping a game when its '99.9% done' and assuming the modders will finish it is also plain stupid, and it's probably one of the reasons FA was so unpolished on release.
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PheonixIV
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Posted: 11 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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AngryZealot
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Posted: 11 Jul, 2008
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Joined: 01 Apr, 2007 Posts: 4744
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I don't think he missed the point at all. Moddability shouldn't be an excuse to leave out a feature.
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Z32
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Posted: 11 Jul, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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PheonixIV wrote: Congratz Z32, you managed to read the post and still completely miss the point.
that it doesn't matter if it's not included because a mod solving could be made in 10 minutes. thats the point i got when i read that. i argued that it was wrong to think like that because it should be an expectation that it would be included and the responsibility of the designers, not the consumers to add it.
how far off was i?
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PheonixIV
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Posted: 11 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Z32 wrote: PheonixIV wrote: Congratz Z32, you managed to read the post and still completely miss the point. that it doesn't matter if it's not included because a mod solving could be made in 10 minutes. thats the point i got when i read that. i argued that it was wrong to think like that because it should be an expectation that it would be included and the responsibility of the designers, not the consumers to add it. how far off was i?
The point i was making is that sometimes certain features cannot be added to a program due to time\cost\risk. I then stated a second point which is even if they can't put it in, we can mod it.
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Z32
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Posted: 11 Jul, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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ahh, i was a bit off i see. sorry.
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Ntrrnc
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Posted: 22 Jul, 2008
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Joined: 08 Mar, 2007 Posts: 226
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AngryZealot wrote: Lord of Nothing wrote: Or, Still better, give us the option to change the hotkeys... This.
That.
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Ertwyu
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Posted: 07 Aug, 2008
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Joined: 01 Mar, 2007 Posts: 6034 Location: Long Island, New York
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This reminds me. Will Impulse have a mod/map vault that lets one download the mods/maps that are being used in a game when they're joining?
Please say yes.
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