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Post by FloshPlosh on Oct 26, 2016 12:02:20 GMT 1
Hello KoGaMians!
We've been discussing current systems in KoGaMa and would like to hear your opinions.
Are there any systems (PvP, logic, Edit-mode, Controls, ANYTHING) that feel bad or extremely frustrating to use, anything you try out and just go "ugh, I never want to use this because it really doesn't work as I want it to.."?
So please, if you have the time or would like to voice your opinion, make us a list! For example, my own list would be
1. PvP: Weapons feel unbalanced and only a few are usable at all compared to others 2. Camera: When turning my camera, after I stop moving the mouse the camera continues to move for a few frames. 3. Inventory: Inventory is difficult to navigate quickly and disrupts the "build flow" significantly when adding new objects. 4. Stars and Flag winning conditions seem to be easily hackable. Would like to have that fixed.
Etc, maybe any other issues you have with KoGaMa in the same style as my list above. With 1 being the system which when fixed will have the largest impact on how players play or perceive different elements of KoGaMa.
Note: This is not new features, but improvements to current systems.
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Post by CupcakeShiny on Oct 26, 2016 14:12:14 GMT 1
1)the size limit to build models is something that always fumble me when I have this problem or I have to compress the model leaving it the way I did not want or doing in various different parts having a hard time to move and position correctly. 2)it is impossible to make loops with logic boxes, example: connected (box 1) in the (box 2) and (box 2) in (Box 3) but is inpossivel connect (box 3) in (Box 1), depending on what I am doing, this limits me much when I am making large logic systems. (I had already done a whole topic on improvements in the logic of the game, but do not want to post it all here to not make spam,then I ask that you consider What I wrote there too Link: kogama.freeforums.net/thread/5892/logic-improvements-1 )
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Post by Jatsu on Oct 27, 2016 6:16:32 GMT 1
Here are some thoughts to improve a new player's first impression. I'll go more in depth with certain systems later. First thing is registration. It needs to be easy and painless enough to accomplish, but also needs to be secure and functional enough to be able to identify individual users. - Implement social media logic integration via Facebook, Google+, Twitter, etc. These are international companies. Most new users will probably have at least one. It’s also hands down one of the most convenient ways to log on since it’s usually only one click.
- If the above is not possible, bring back required e-mail addresses. You really should have an automatic, readily-available way of contacting a player when they need access to a support service like password retrieval. There are far too many unverified and abandoned accounts due to the lack of such simple identifying information.
- I cannot find a website that doesn’t require an e-mail in their registration.
- The fact that KoGaMa has microtransactions makes this especially necessary in order to keep both you and the user accountable.
- Thank the player for registering. You can even reward them for it. They know you want them, so make them feel appreciated beyond the obvious access to more features. This helps player retention!
The next step for a new player is probably going to be familiarizing themselves with the website. Fortunately, the website is pretty well organized and simple enough to browse. But it can be difficult for a player to pick what activity they want to start with, namely playing or building. - One idea is to provide a welcome page or short tutorial through the website, e.g. through popup or overlay. Point out how to access games and projects. Perhaps explain XP and various other rewards. Give the players goals and activities to pursue from the get-go.
- For games, a curated list of games that look great and play well would be highly beneficial. You should want players to think KoGaMa is amazing and build their expectations up early. Top-rated does not necessary reflect this level of quality.
- Do not show the latest News post popup (often Weekly Highlight) to a newly registered player. Even if it’s a game update, it’s not relevant to their first time experience. Perhaps wait until their second or third unique visit before enabling it so that they will know more about the game before potentially getting confused by something they have no prior knowledge about.
- Also, users may dislike any and all popups. Provide an option to disable through the popup itself or website settings if possible!
- Currently, the first page a newly registered sees (besides a News popup) is an empty profile page. It’s awfully depressing and boring; give them something to focus on. Please consider spicing it up a bit!
- As mentioned above, use this as an opportunity to give them a “Welcome” message on their feed. Additional information can be intuitively provided that way as well!
- Link their public planet project in their feed or a recommended game too.
[/ul]
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Post by CupcakeShiny on Oct 28, 2016 15:35:07 GMT 1
Here are some thoughts to improve a new player's first impression. I'll go more in depth with certain systems later. First thing is registration. It needs to be easy and painless enough to accomplish, but also needs to be secure and functional enough to be able to identify individual users. - Implement social media logic integration via Facebook, Google+, Twitter, etc. These are international companies. Most new users will probably have at least one. It’s also hands down one of the most convenient ways to log on since it’s usually only one click.
- If the above is not possible, bring back required e-mail addresses. You really should have an automatic, readily-available way of contacting a player when they need access to a support service like password retrieval. There are far too many unverified and abandoned accounts due to the lack of such simple identifying information.
- I cannot find a website that doesn’t require an e-mail in their registration.
- The fact that KoGaMa has microtransactions makes this especially necessary in order to keep both you and the user accountable.
- Thank the player for registering. You can even reward them for it. They know you want them, so make them feel appreciated beyond the obvious access to more features. This helps player retention!
The next step for a new player is probably going to be familiarizing themselves with the website. Fortunately, the website is pretty well organized and simple enough to browse. But it can be difficult for a player to pick what activity they want to start with, namely playing or building. - One idea is to provide a welcome page or short tutorial through the website, e.g. through popup or overlay. Point out how to access games and projects. Perhaps explain XP and various other rewards. Give the players goals and activities to pursue from the get-go.
- For games, a curated list of games that look great and play well would be highly beneficial. You should want players to think KoGaMa is amazing and build their expectations up early. Top-rated does not necessary reflect this level of quality.
- Do not show the latest News post popup (often Weekly Highlight) to a newly registered player. Even if it’s a game update, it’s not relevant to their first time experience. Perhaps wait until their second or third unique visit before enabling it so that they will know more about the game before potentially getting confused by something they have no prior knowledge about.
- Also, users may dislike any and all popups. Provide an option to disable through the popup itself or website settings if possible!
- Currently, the first page a newly registered sees (besides a News popup) is an empty profile page. It’s awfully depressing and boring; give them something to focus on. Please consider spicing it up a bit!
- As mentioned above, use this as an opportunity to give them a “Welcome” message on their feed. Additional information can be intuitively provided that way as well!
- Link their public planet project in their feed or a recommended game too.
[/ul][/quote]Your idea is very well thought out!
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Post by SuspiciousCatnip on Oct 29, 2016 14:22:44 GMT 1
Hello, any of my opinions. x')
Details :
- You're able to make a lot of details, but I find it not enough, it would be nice if it gave smaller cube models and bigger one.
Translation :
- Translation is horrible, sorry, but I have to say it, if you know French, German or any second languages than English, erhm... Google Translator does better than you the translations ! xD Ask Translators, if you don't, nobody will understand anything.
Hacking :
- A lot of user, even when they hack themselves skins, are not sanctionned. Go trough the KoGaMa players, even if you're searching the avatar of the week, you'll see a lot of users which are hacking them skin.
- A lot of skins which are hacked are buyed by other, only because it is something else than normal skins.
It is not important, but hacking still hacking.
E-mail :
- I'm according with Jatsu, a lot of games ask for an e-mail. But not every kiddies does possess an e-mail, like my little brother.
- Sometimes, often, I like to play alone, so I possess a second account, if you put a restriction of accounts, I will have to delete some which I own.
Online :
Like I've said before, I like to play sometimes alone, without beeing disturbed, so it would be great if it gave like skype or anyway a button where you could make your account on invisible mode, so the players won't see you or even join you. Naturally, if you join a game and you find a friend, he will see you, but you'll still offline in your friend list.
Games :
- A lot of games which they have been famous through the years still always on the first page. To become on the first page players are often invited to use the bug online.
- If it is only to get the 1 - 5 - 10 million play badge, it is kinda idiotic, because it gives a lot of maps which are really great and aren't played. You don't need to wait about the game of the week to make it famous, but you could put some new games on the first page, which are great too.
Moderation :
- I don't know how you are organized, I know, you're doing a great job moderators, but it feels like only Daniel takes the initiatives to make some things, because some players wait about something, like the tester rookie badge, and nobody does/gives, if Daniel doesn't it.
I don't know, make a table a 'list-to-do' and watch what is really to do, like Shinke is not only able to choose the avatar/game/skins of the week xP
And if you would need more moderators, then choose them, ask after them. They don't need to have access on the main informations. Oh, I remember, the staff members, what are they ?!
Building mode :
- I have really no idea for what you need the 'model premium' folder. xD
- We can do a lot with the logics, so much that I'm sure I even haven't discovered a little part. You've got a youtube channel, why don't you show us how to use them ? x)
- And by the informations of the logics, there isn't anything. How do you want to use them if you are new ? xP
- I don't know in what you need to you the 'reset logic' button.
- I never use the 'random logic' because it isn't really random, so I always have to make a big system to make something appearing randomly.
That's are my opinions. It sounds kinda negative, but it gives a lot of positive in what you are doing. It is how to make the game better, not an hatering thread. xP
Have a good day. ^^
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Post by Jatsu on Oct 31, 2016 8:26:30 GMT 1
PROJECT EDITOR Model Rotation
- Only one axis of rotation is available. Please add full rotation on all three coordinate axes.
- Only 24 degrees of rotation (15° each). Please modify to allow for more degrees of rotation (preferably 1° or 5° each).
- Editing rotated blueprints is difficult, especially vertical rotators. Please consider automatically setting speed to zero when creator edits a rotator blueprint.
Lighting and Shadows
- Nearby light boxes severely affect their functionality: asymmetrical lighting, disabling other light boxes, oversaturation, highlighted render chunks, etc. Fixing current lighting bugs would be tremendously useful for the moment.
- Full blocks cast directional shadows on adjacent blocks; occurs in both terrain and model. Please remove the shadow since it’s unrealistic and caused by the block itself, not light sources.
- The sun's shine is too bright on certain materials, namely ice, cracked ice, and cloud making them almost indistinguishable from each other. Please consider modifying the game's shaders to prevent this or give creators the option in the skybox to disable this shine effect.
- Limited HD range on shadows. Please consider extending it to at least the fog distance.
- Light box setting “range” only useful to half mark. Please adjust drag bar to properly reflect its effectiveness.
Edit Model Issues
- Readjusting position when clicking “Edit Model” is unnecessary most of the time. Please remove this forced movement since we already have the option to ‘V’ to a faraway model.
- Render chunks within models are an eyesore and conflict with lighting. Please consider either expanding the render chunk range or not allowing creators to edit past a render chunk edge
- Editing a cloned model with greater than 65,000 vertices renders it invisible for the remainder of the session. Please fix this issue, since this affects many huge models.
- If the above can be fixed, please consider expanding the maximum model range to 32 blocks in each direction, the size of one render chunk.
- All model sizes have the same amount of subsections, they should be scalable between each other.
Logic Issues
- Please fix the following Logic Reset issues:
- Timers activated by Once Toggles will switch to an infinite duration after logic reset.
- Negate-triggered Toggles will not reset properly when preceding Toggles are not signal blocked.
- Toggle-triggered Randomizers will sometimes duplicate an extra signal after logic reset.
- Pulseboxes are not affected by logic reset; to my knowledge only Toggles and Timers are. Please let pulseboxes revert to their initial disabled time/state on logic reset so they can be synchronized properly.
- Please modify Randomizers to be more random:
- All randomizers share the same seed.
- Randomizers select its outputs based on the order they were connected.
- Please considering improving Loading Logic:
- Non-Toggle signals will not be loaded on join, including signals from Timers and Pulseboxes.
- Negate-triggered Toggle systems cause significantly delayed loading time.
- Connecting logic to the fire box’s input is blocked by its range indicator. Please resolve this issue.
Visual Issues
- Hidden pressure pads are invisible and therefore hard to see. Please bring back the grid outline so that they’re easier to manipulate in project.
- Model enabled rotators properly lose collision but do not disappear when not receiving an active logic signal in project. While fixed for published games, please fix for edit sessions so that creators can properly playtest.
- Publishing in edit mode does not hide inactive (model enabled) models from the screenshot. Please either re-add the ability to publish while in play-edit mode or modify the screenshot to check logic states.
- Many settings can be combined for simplicity, e.g. stars, coins, levels, and future conditions in one option.
- Spawn points can be combined as well for simplicity. Please add a Setting and Clone option to manipulate these objects to be more consistent with the rest.
- Limited and reduced quality textures are disappointing. Please consider using HD mode to reimplement nicer textures, using a material editor to improve variance in creations, and/or adding more diverse custom textures.
Inventory
- It is difficult to traverse and move models through multiple pages in the Inventory. Please consider adding “beginning” and “end” buttons to quickly reach oldest and newest added models quicker. Alternatively, a text “go to” input field or drag bar to quickly traverse pages.
- Do not require creators to upload their content in order to apply titles and descriptions to their content in the Inventory.
GAMEPLAY
General
- Passive gamecoins are unnecessary and can screw up a creator’s intended game balance. Please consider making it an option or disabling it completely.
- Winning conditions (stars, team/oculus kills, best height) in teams are never displayed. Please consider adding them so players are more informed about the current status of the game.
Platformer Mechanics
- Bouncy material is extremely inconsistent. Perhaps it’s a bug. However, neither holding space nor using space before bouncing again guarantees the player to bounce properly. An alternative idea is to create an auto-spring function (think Portal 2 flip panels).
- Falling on cloud, a bouncy material, can kill the player at a lower fall height than normal materials do. This is just bizarre, please consider modifying it to behave either like bouncy or normal materials, not the opposite of both.
- There are too few platformer mechanics in the game. Please consider developing new ones to add more depth to the game. Examples include: slow, sticky, gravity, float, water/swimmable, auto-accelerate, auto-spring, instant death, other lethal, or any combination.
Weapons Balance
- After a certain range, accuracy drops off and shoots projects to the lower left of the cursor rather than the center. It’s unclear if this affects actual combat or is just a visual bug.
- Melee weapons should deal more damage to offset the higher damage of ranged weapons. I personally never use shurikens or sword for this reason.
- Please consider adding timers in the UI for mutant and ninja run pickups.
WEBSITE
Searching & Algorithms
- Searching does not search within text, only matches by words or first occurrence, e.g. “night” does not find “A Knight’s Tale” or “A Stormy Night”. Please enable searching to be more extensive for both content and friends lists.
- Limited filters cause things to be harder to find. Please consider adding a more extensive selection of filters (e.g. “published”, “friend’s only”, “top liked”, etc.) or consider implementing a content tagging system to help players find the content they want quicker.
- Current content algorithms favor the most recently published or most currently played. Please consider adding “falling” to cycle through popular and newer content.
XP SYSTEM Level Restrictions
- Please remove the level restrictions that prevent new players from publishing content. Gaining access to basic features should not be such a huge time investment, since this surely discourages joining players from staying.
- Please fix the discrepancy between in-game friends limit restrictions and website friends limit restrictions.
XP Triggers
- The majority of XP is earned through parkour, indicating a lack of diversity in how XP is earned. Please consider implementing more diverse XP triggers (especially for project editor!) and increasing the value of existing ones in order to make it less of an obvious grind.
Thanks for reading. These are actually things that frustrate me, and I tried to avoid suggesting features over improvements in current systems. Please don't hesitate to ask if you have a question about something I wrote here. I trimmed down a lot of explanation and reasoning when I outlined this. I'd be happy to clarify anything. Thanks again for listening!
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Post by FloshPlosh on Oct 31, 2016 11:18:31 GMT 1
Wow, Thanks Jatsu! Really taking this stuff to heart. Awesome feedback! Thank you Brisingrr, Ironic that your name is fire and you have a snowman as your image We do not take offence to any negative feedback, anything you mention that players notice and get a bad impression from is highly appreciated! Thanks CupcakeShiny aswell! You image suits your name much more ;P
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Post by CupcakeShiny on Oct 31, 2016 18:25:10 GMT 1
Thanks CupcakeShiny aswell! You image suits your name much more ;P
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Post by CupcakeShiny on Nov 1, 2016 17:22:33 GMT 1
one thing I forgot to speak, owners can not delete comments of your items and avatars in the market, I hate it when players come make hate comments in my itens and I can not delete them, please add posibility to delete comments on items and avatars !
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Post by CupcakeShiny on Nov 27, 2016 16:38:21 GMT 1
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Post by blitzgrutel on Jan 25, 2017 17:22:19 GMT 1
I'm using the KoGaMa editor for a while now and I have a couple of suggestions that would be a very good add in the game, multiplying the dynamic of the game:
1- Being able to add a particle emitter in a cube object and a blueprint inside the model editor. 2- The possibility to connect a ModelToggle cube or their equivalent (pulse, timer, etc) to a pressure plate or a teleporter door. 3- A second toggle block should be able to shut down an already toggled one when resetting the logic of the enable one at the same time. 4- Adding a cube that have the function to reset the logic of the cubes connected to it. 5- Being able to add a vertical/horizontal rotation point to a cube object. 6- A bigger cube object screen.
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Post by antonioespejo on Jan 26, 2017 15:35:07 GMT 1
1. An altimeter, when it only shows when you are in the air. (P.S: Make the bar go on the left, and it will lower from the top to the bottom) 2. Speedometer settings: When you can only see the speed depending on the settings. (50-100 km/h) 3. A flag tracker: Only available when the flag objective shows 4. Planes to KoGaMa. 5. Add the breath meter back so they can see their breath left again. 6. Add the damage indicator numbers. (Also add the heal indicator when they get a health Power-up!) 6.1. Don't affect the damage indicator on the water! 7. Add the numberic health bar so they can see how many HP they have left! 8. Add the radar to see the players who are near you! (P.S: Green means they are on the green team, Yellow on the yellow team, etc.) (P.S 2: The radar limit is depending on the settings, 250-500 meters.) (P.S 3: When they are in your team, The text is TM [Team Mate]. When they are not in your team, the text is EM [Enemy]) (P.S 4: When there are no teams, the text of the radars are PY [Players]) 9. (The most important of some of my requests) Add a settings button!
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Post by 𝕾𝖎𝖊𝖌𝖋𝖗𝖎𝖊𝖉 on Aug 6, 2017 1:51:59 GMT 1
1= Editable weapons 2=Wings for avatars (You should buy it for -500 gold) 3=All axes to rotate a model. 4=More damage for melee weapons. 5=Grenades. 6=A Option for the wind turbine to remove the blue rain thing 7=More colors for texts in the text logic 8=Water/glass cube 9=2nd rank list for players that refuse to buy XP with real money. 10=Highlights for professional models, avatars and games 11=Create a own cube (Players must pay a certain amount of gold for this and only the creator of this cube can use his creation. 12=Spectator mode for games with chat function. 13=KoGaMa reviews (Only possible in own projects. players must press on a video button for that. The review cannot be longer than 5 minutes.) 14=To send pictures and videos in PV-chat 15=Humanoid editable NPC enemies. 16=Weather logic 17=To add a YouTube music in projects (for this, there should be a "music logic YT" where the player can put a YouTube link there.
18=That players can choose the avatar background. 19=To create own hats for a certain amount of gold. 20=A model building limit for 50x50x50 21=Re-add 2D mode 22=Helicopter 23=A transformation to Oculus (good for Oculus vs. Player maps) 24=Wave effects for water (wave size editable) 25=Wind logic (the strength of the wind can be edited) 26=A button to look at old comments. 27=We could put pictures or videos on profile/project descriptions. 28=The ability to edit the game menu on own projects in a similar style like models. 29=To give the Rail Gun 50 billion ammo and a fire rate of 20 shots per second (joke) 30=The ability to gift gold to your friends.
31=360°-review for models or avatars. 32=Star sky (players can edit the sky logic to remove/add sun, moon or stars) 33=Delete comments on models and avatars 34=Bestial mode (like mutant (faster, higher jumps) but without one-hit-kills. It will have more HP and the enemy can be killed with three hits.)
35=That players can change the price of his sold model or avatar again. 36=Map radar (players can look at the map radar and examine the map. The player can edit his map radar, making only certain parts of the map visible.) 37=Picture logic (Players can put a link to a chosen picture in a "picture logic". Then, a picture will appear. The size of it can be edited.) 38=Editable checkpoints 39=Change username color. 40=Editable particles 41=/ 42=Gems (for every 10th sold you get on your avatar, you get a gem. With 5 gems you can purchase a new avatar, with 10 gems something from the build mode store)
43=Parkour tests (If you put a flag in your project, test it. This will ensure that it is possible to win that parkour) 44=To send pictures in posts. 45=Muting friends (If a friend annoys you, he/she can be muted, unable to talk to you for a certain amount of time) 46=Before/after-button for projects (if someone of your "friends" ruin your project, you can fix the destruction by resetting the project to a safe-point which is created everytime after you leave the project with a confirmation. 47=Chat spam security (after you sent a message you must wait 5 seconds until you can send again one) 48=1 x life - logic (In PvP-games with this logic, if a player get killed, he cannot respawn until the round is over. However, his corpse lies on the ground and can be resurrected. This logic requires a kill limit) 49=/ 50=Pet (players can purchase a slot and build his own pet. The pet can follow the player in games and assist him in battle. By every kill or level-up, a pet gets own experience points.) [Some Ideas (Clan System, Modell Axe] are by other Players]
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Post by kossak1234real on Aug 6, 2017 17:21:22 GMT 1
Hello my name's Igor I would like to create a 3D model, but I can not use 3D programs such as Blender. I can build a lot of things for KoGaMa. So I thought to myself, "If I created a 3D-style program in KoGaMa's build mode, yes, my idea is stupid, but I really want to do something like this. If KoGaMa Devs created something like this then I would just download and install it. Sincerely -Igor
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Post by 𝕾𝖎𝖊𝖌𝖋𝖗𝖎𝖊𝖉 on Aug 6, 2017 20:16:20 GMT 1
3d Modells exist (Look at my Modells)
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