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Post by NeonViper on Feb 14, 2015 2:59:26 GMT 1
What veteran of kogama couldn't? That was the next thing over from this that was completely stupid as hell. Guys, the developers are trying as hard as they can. If you can't appreciate what they do, just leave. It's really that simple. You see its not that simple when this was the first game with a good community and good people that helped that you ever played. And i don't think they tried this time, i think they are getting money greedy, why? Because, you see how hard it is to level up after level 1 when your naturally gaining XP and not using farms? There is XP boosters coming soon and there is gamecoin increasers already.
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Post by ᅚᅚ ᅚᅚᅚᅚᅚᅚ ᅚᅚᅚᅚᅚᅚ on Feb 14, 2015 16:44:16 GMT 1
there's always roblox. ( ͡o ͜ʖ ͡o) Roblox.. Dude move on. That community went to hell long ago. Yeah. That's the point.
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Post by ᅚᅚ ᅚᅚᅚᅚᅚᅚ ᅚᅚᅚᅚᅚᅚ on Feb 14, 2015 16:46:29 GMT 1
Guys, the developers are trying as hard as they can. If you can't appreciate what they do, just leave. It's really that simple. You see its not that simple when this was the first game with a good community and good people that helped that you ever played. And i don't think they tried this time, i think they are getting money greedy, why? Because, you see how hard it is to level up after level 1 when your naturally gaining XP and not using farms? There is XP boosters coming soon and there is gamecoin increasers already. It's not THAT hard to get XP. The real downside to it is not being able to sell models before level 4 and limited friends. In fact, the Xp gaining speed and amount is faster than the EU servers amount, and you should be thankful for that.
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Post by Deleted on Feb 16, 2015 2:17:23 GMT 1
I would suggest for more tools in the editor that can be unlocked by reaching certain levels: • Rotation of objects along the X and Z axises (supported by Unity, but probably would require further modification of rotators) • The recoloring of individual sides of a cube (proved possible, as it used to be an actual feature) • Allow users to add curves to their cubes, allowing for cones and actual spheres (probably would take quite a bit of work) • Allow users to modify the gravity in their games
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Post by Jatsu on Feb 16, 2015 3:41:51 GMT 1
I'm all for adding more level editor features, but why should they have to be unlocked? It's just further contributing to the existing problem.
If XP is going to play a role in Kogama, it needs to add to features - not take them away. That's my opinion.
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Post by Deleted on Feb 16, 2015 3:58:54 GMT 1
Adding the unlockable features that I mentioned above wouldn't take away anything, it would simply add... My suggestion would be to have each one of the features unlocked at certain levels, because it could be rather confusing to those new to the game... The main problem I see would be that the ridiculous differences in XP between levels need to be fixed before this can be implemented; if the leveling system was done the conventional (and the most successful) way, we would simply have a 500(?) XP difference between levels (i.e. 2 = 500 XP, Level 3 = 1,000 XP, level 4 = 1,500 XP, etc.), meaning that it wouldn't be impossible to reach higher levels without farming.
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Post by Jatsu on Feb 16, 2015 4:12:15 GMT 1
There's not much convention to adding level systems to sandbox games. You can look at RPG/sandbox hybrids like Minecraft which do use an active EXP system to see that it's only used to benefit the gameplay experience. To an extent it benefits the sandbox experience too because enchanted gathering tools increase the number of materials you can use to build with.
When I say "XP needs to add to features" I mean it needs to behave like the example I just wrote. It needs to build on the enjoyment and creative use of that feature. When you block or gate a feature's use, you are actively removing enjoyment of that feature - and that's unacceptable.
The original intention of an XP system in Kogama was to unlock advanced features, this much is true. However, publishing content isn't an advanced feature. It's been a basic feature that has been around for years and everyone has gotten accustomed to it. What happens when more basic features start to get blocked? That is exactly what these restrictions implies. Encouraging the devs to also put walls in front of future feature releases, regardless of how complex they are, is a huge mistake. It condones the use of this badly executed system and doesn't add any enjoyment to it - in fact, it does the opposite - it prevents enjoyment of these features.
If there was legwork done to ease players into use of the features, such as a tutorial, then, I could see XP restrictions as being justified. But I still hold my opinion that having XP supplement features, rather than detract from them, is the 100% better way to go. (Edit) This is why I suggest a perk system, which adds to or improves value to existing things.
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Post by Deleted on Feb 16, 2015 21:51:04 GMT 1
My point is that the features that I mentioned (except for the gravity feature, which should probably be saved for a premium Logic cube) could be found rather complex, but I have to agree with the fact that our leveling system is horrid, and this would encourage even more destruction of our current features... What about an option to toggle advanced features? Maybe have the buttons by the snap-to-grid button? So a button for advanced rotation, a button for advanced painting, and a button for advanced reshaping of cubes.
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Post by Jatsu on Feb 16, 2015 22:10:32 GMT 1
If we're going to start categorizing basic and advanced features, and if there are going to be gates between them, then there needs to be some form of logical progression in its use. A tutorial is one example of guiding a player into more complex features. Setting up goals and objectives to complete is another. For example:
To unlock publishing feature: (Goal: Show us you know the mechanics of building a level.) 1. Build at least 100 terrain blocks. 2. Open your Inventory, place a pickup somewhere. 3. Put a winning objective in the game: flag, stars, round cube. 4. Etc. Etc.
The devs could even facilitate the "Learning and Development" section this way. They could include tips on what makes good level design that are inline with goals and objectives in order to unlock features.
However, this kind of legwork hasn't been put in the game. There's been no indication that there will be. Right now, it's just one popup message saying "You can't do this until level X". There's a good chance a new player has no idea what "level X" means, because there is no pertinent information given to guide the user unless they look hard for it elsewhere. Therefore, this leads to part of my frustration with not being able to justify or condone the poor execution of XP restrictions.
There should be options to buy- or opt- out gated features as well, like I mentioned earlier. It's not enjoyable to existing players to take away something they've used for a very long time. Furthermore, there's also a possibility that the new player who joins has experience with building levels in other games. These same users would most likely prefer having the privilege to skip ahead when it's not necessary to grind or sit through artificial progression limits.
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Post by Linkky on Feb 21, 2015 7:50:17 GMT 1
there's always roblox. ( ͡o ͜ʖ ͡o) Roblox.. Dude move on. That community went to hell long ago. Honestly, I am getting bit tired of you guys bullshitting about New KoGaMa Features all the time. Why don't you try making detailed suggestions to the Developers about why they shouldn't have such and such? Try looking at Seirios and Jatsu's suggestions. They take a whole bunch of time and cram it into one to make perfect, precise and detailed suggestions for the Team Developers. I am also getting a bit tired of you guys's immaturity. This is just a suggestion, but it would be great for you guys to clam down a bit. Honestly, some people really don't want to see your creative, childish posts on topics they may have worked hard on. I know I used to be a bit immature, but I've learned to take responsibility of my actions and take control of my understandings a while ago. Maybe you guys should do the same for once and get a hang of it.
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Post by Linkky on Feb 21, 2015 8:59:34 GMT 1
Honestly, it would be a bit nice if the devs were to add XP from earning Gold or Silver, so players won't have to struggle leveling up: Let's just say,
10 Silver = 10 XP
and
10 Gold = 100 XP
- Here are some ways this could help benefit players from leveling up: Selling Models: • Players that buy Models/Avatars/Blueprints, (as I said below this suggestion, "if they bring it back") that you sell would give you 10 XP with the Silver part, along with 100 XP with the Gold part: - This means that you should get 110 XP total per Model sold. - 10 buys would give you 1100 XP. - 100 buys would give you 11,000 XP. Just do the math. It's so easy. Buying Avatars:• It would also be nice to get a trade bonus from the Avatar or Blueprint, (if they bring it back) section of the marketplace, meaning that for how much Silver and Gold you pay for the Avatar/Blueprint is how much XP you will get as a bonus for buying:
For instance, let's say an Avatar/Blueprint costs 250 Silver and 250 Gold: You would get 500 XP as a bonus for buying that Avatar or Blueprint.
The same rules apply for the In-Project Marketplace. Playing Games:• Playing games can give you at least 10 Gold for playing for a certain amount of time. You can rack up to 100 Gold by doing such daily: (Don't get me wrong, but I'm not sure if they changed this: I don't play games on KoGaMa that often anymore.) - 10 Gold would give you 100 XP. - 10x10 Gold = 100 Gold would give you 1000 XP. - 100 Goldx10 Days = 1000 Gold = 10,000 XP. Playing for 10 consecutive days in a row would also give you a bonus of 10,000 more XP.
- Let's do some math here: • 100 players buy my Model. I now have 11,000 XP to start off with. • I've bought 5 new Avatars on the market, and 5 new Blueprints on the market that cost 250 Silver and 250 Gold individually. I now have 500 XPx5 Avatars+5 Blueprints = 5000 XP+11,000 XP = 16,000 XP. • I've played KoGaMa games for 10 days in a row. I got 10,000 XP+a 10 consecutive day bonus= 20,000 XP+16,000 XP = 36,000 whopping XP, in-which I am left off with.
Pros:
• Players could level up faster and easier. • Players could be a bit more satisfied roaming KoGaMa in funner ways.
Cons:
• Players could figure out ways to farm XP out of these suggestions somehow.
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Post by missleprofessor on Feb 23, 2015 18:13:33 GMT 1
Hi people, my name is Missle Professor, with a typographical mistake in my name. I made a cool project this week, with many minutes of work per day. Now I want to publish it. But it tells me to go to level 3 first. I tried to farm 1200 XP since I don't have the ability to sell any models. I went to a game with 10+ players at an XP farmplace. After half an hour (that I could have added many stages to my game) I collected 210 experience. I cannot join many projects because I am new and not famous. Also before publishing this new, in my opinion stupid, XP Level needed, I had sold 2 models. I went to re-sell it. I removed it and now I cannot resell it
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Post by missleprofessor on Feb 23, 2015 18:24:12 GMT 1
Also I can get a certain amount of XP per day or per hour
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mestercheeseman
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Post by mestercheeseman on Feb 23, 2015 18:55:34 GMT 1
Yes. And that concludes my first post. Goodbye.
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mestercheeseman
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Master of cheese, cookies and soon the internet.
Posts: 191
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Post by mestercheeseman on Feb 23, 2015 19:01:05 GMT 1
I'm just surprised the ''Gain XP'' projects haven't been showing up yet. Did the devs do something to stop that or what?
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