You could add a doublesided arrow to two, just for consistancy.
Without arrows, the lines on 3 phase gates are absolutely useless because everything is connected to everything. I personally prefer never to have more than 3 or at most 4 PGs because it cuts response time to uselessness. In the future once the connections are perfected it might be nice to have definable PG paths, so you can cut out a temporarily unnecessary gate or make multiple discreet networks. At the very least the ability to turn off a gate without recycling it and back on again.
It would be useful if there were at the very least a number system on each node "gate" which told the players and the commander which order players would be teleported through, that way say the commander orders x marine who is in y location to phase z times to reach a specific destination that needs assistance.
Was thinking this myself, small arrow in the middle of each line makes it alot easier to tell which phase gates lead where when you have more than 3. Sometimes the order goes funny and doesn't just go to 1st gate->2nd gate->3rd gate->etc.
I am actually amazed how something this simple can slip through play-testing, or even the very design table of the developers. Should be a no-brainer that three phase gates only draw a nice triangle on the map, with no information whatsoever on which phase gate you're moving to, if there are no arrows present. Even with four phase gates you just know the one you WON'T go to, but can't tell between the two others.
Tbh, even with the arrows (which would be nice) it doesn't really change anything, it doesn't let you phase quicker, and unless you have two phases at one location, you're phasing anyway.
If you're there at the start of the game, you know which order the gates are built in(unless one gets destroyed).
Unless you're dumb, you know which line means what.
If you're there at the start of the game, you know which order the gates are built in(unless one gets destroyed).
Unless you're dumb, you know which line means what.
Yes, obviously, but why not make it easier for newer players/aethestics?
Phases don't always seem to go in order of build, noticed often that if I build Terminal->Bar->Departures->Stability, sometimes people will phase right to Stability then go back to Bar then Departures, shit's weird yo.
I'll concede that the aesthetics of this particular "fix" are pretty lackluster.
It looks like someone drew on the minimap with the line tool in paint, and called it "Good".
Why make things easy for new players?
Part of the draw of NS2 is the fact that it is a difficult game.
Srsly tho:
Arrows wouldn't really hurt, but the PGs worked fine before they added in the line too, so yeah.
Tbh, even with the arrows (which would be nice) it doesn't really change anything, it doesn't let you phase quicker, and unless you have two phases at one location, you're phasing anyway.
I do agree that they're pretty useless, and only serve to make the map more confusing. But I can understand why some people would like them too. Why not make a toggle for them? And add the arrows, obviously. In some cases it might affect your course of action if you knew where the phase gate led. For example, you want to get to a room close-by, which has a phase gate. If your commander has spammed 6 phase gates on the map, it's probably slower to phase than to walk, if it's the last phase gate in line.
If you're there at the start of the game, you know which order the gates are built in(unless one gets destroyed).
Unless you're dumb, you know which line means what.
This, yes, but if you know (which you do if you pay attention to the game from the beginning) which phase gate travels where, you don't need the lines at all. So your point is moot.
If you're there at the start of the game, you know which order the gates are built in(unless one gets destroyed).
Unless you're dumb, you know which line means what.
This, yes, but if you know (which you do if you pay attention to the game from the beginning) which phase gate travels where, you don't need the lines at all. So your point is moot.
Yes your point is very valid if you're saying "the lines are useless". However, this thread was about the arrows, and I understood you meant "the arrows are useless", in which case it's a moot point.
Yes your point is very valid if you're saying "the lines are useless". However, this thread was about the arrows, and I understood you meant "the arrows are useless", in which case it's a moot point.
No, I mean I literally just said that PGs worked fine before the lines.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited January 2013
It's like everyone doesn't notice that phase gate destinations are printed in plain text on every one??
@therius: this didn't "slip through" play testing. Believe it or not , we don't approve or deny every game design decision. We give feedback just like you, and yes feedback was given. (I asked for that plain text to return to alleviate the issue slightly)
Our primary mission is to find, reproduce, and assist in squashing bugs. Everything else is tertiary and a bonus to be a part of.
It's like everyone doesn't notice that phase gate destinations are printed in plain text on every one??
well that only comes up for me if i look at the frame of the pg, which is pretty thin, so is kinda useless (to me). Plus that also requires u have knowledge of the map location names which new players wont have and, tbh, i forget a lot myself -- pipeworks ...pipeline? i forget...wait, what map are we on??
Tbh, even with the arrows (which would be nice) it doesn't really change anything, it doesn't let you phase quicker, and unless you have two phases at one location, you're phasing anyway.
If you know where you are phaseing to, you can choose to immediately phase again if it's not where you want to go. Otherwise you have to stop and figure out where you are before stepping into the phase again.
Tbh, even with the arrows (which would be nice) it doesn't really change anything, it doesn't let you phase quicker, and unless you have two phases at one location, you're phasing anyway.
If you know where you are phaseing to, you can choose to immediately phase again if it's not where you want to go. Otherwise you have to stop and figure out where you are before stepping into the phase again.
I do one of two things when I get asked to phase somewhere.
1) Phase X number of times until I get to that location.
2) Phase X number of times until I get eaten by a skulk while phasing.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited February 2013
@ashtrai. : well that's what you have a map for, you needn't know every room name with that. (Though you will eventually come to know every room name as it is important) So between the lines and that text there's really not much else that can be done to notify you of where you are going? I'll check into that frame only issue though, thanks.
@therius : No offense taken man, just clearing things up, just in case. Didn't mean to sound rude either... text is hard to convey tone. : adds a smiley to the post:
The lines are still better than nothing because it makes the active phase gates more visible on the map. But I agree that directional arrows when there are more than 2 are a no-brainer.
Just hold down "c" and key you map open. Your map icon actually moves when you move. When your blue arrow stops in the room you need to be in walk forward.
The way the lines have been implemented I agree that they could just as easily have not been put in. I think the only time it might be confusing is when a new player joins and there are already more than 3 gates up. They just see criss-crossing lines and have no idea why they are relevant.
Comments
The first PG built is usually in your starting location.
Follow the lines from that PG to figure out which ones it connects to.
Without arrows, the lines on 3 phase gates are absolutely useless because everything is connected to everything. I personally prefer never to have more than 3 or at most 4 PGs because it cuts response time to uselessness. In the future once the connections are perfected it might be nice to have definable PG paths, so you can cut out a temporarily unnecessary gate or make multiple discreet networks. At the very least the ability to turn off a gate without recycling it and back on again.
Each one, is actually two structures.
But, I guess that's what Gorge tunnels are gonna be, so yeah, can't really do that anymore.
Or is there something I'm missing here.
Unless you're dumb, you know which line means what.
Yes, obviously, but why not make it easier for newer players/aethestics?
It looks like someone drew on the minimap with the line tool in paint, and called it "Good".
Why make things easy for new players?
Part of the draw of NS2 is the fact that it is a difficult game.
Srsly tho:
Arrows wouldn't really hurt, but the PGs worked fine before they added in the line too, so yeah.
I do agree that they're pretty useless, and only serve to make the map more confusing. But I can understand why some people would like them too. Why not make a toggle for them? And add the arrows, obviously. In some cases it might affect your course of action if you knew where the phase gate led. For example, you want to get to a room close-by, which has a phase gate. If your commander has spammed 6 phase gates on the map, it's probably slower to phase than to walk, if it's the last phase gate in line.
This, yes, but if you know (which you do if you pay attention to the game from the beginning) which phase gate travels where, you don't need the lines at all. So your point is moot.
I just said that.
Yes your point is very valid if you're saying "the lines are useless". However, this thread was about the arrows, and I understood you meant "the arrows are useless", in which case it's a moot point.
Yes, exactly. Let's agree to agree.
@therius: this didn't "slip through" play testing. Believe it or not , we don't approve or deny every game design decision. We give feedback just like you, and yes feedback was given. (I asked for that plain text to return to alleviate the issue slightly)
Our primary mission is to find, reproduce, and assist in squashing bugs. Everything else is tertiary and a bonus to be a part of.
Lol didn't notice.
If you know where you are phaseing to, you can choose to immediately phase again if it's not where you want to go. Otherwise you have to stop and figure out where you are before stepping into the phase again.
I do one of two things when I get asked to phase somewhere.
1) Phase X number of times until I get to that location.
2) Phase X number of times until I get eaten by a skulk while phasing.
@therius : No offense taken man, just clearing things up, just in case. Didn't mean to sound rude either... text is hard to convey tone. : adds a smiley to the post:
I agree that the lines could be made optional, but the arrows are really a no-brainer as someone said earlier.
IronHorse: When I'm looking where to phase I'll have the minimap open instead of trying to aim at a phase gate.
The way the lines have been implemented I agree that they could just as easily have not been put in. I think the only time it might be confusing is when a new player joins and there are already more than 3 gates up. They just see criss-crossing lines and have no idea why they are relevant.