khazalid wrote:the keys and legends on several of the more complex maps must be made more legible and easier to understand.
As waauw said, they're not going to change finished maps, but maybe they could provide a link that opens a text page discussing the gameplay and strategy for each map, but that would be low on my list of priorities. The information is out there in the forum anyway, and the best way to learn a map is just to play it. Allowing no points games would help by letting people learn how to play a map without having their points farmed by more experienced players.
khazalid wrote:new gimmicks should be discouraged in all subsequent maps in favour of clarity and gameplay, unless it can be shown to be beneficial or genuinely interesting to the majority of the site. (pirate and merchants springs to mind as being a good example of the latter).
I completely disagree on this one. I don't care for 1v1 games, so I have no interest in playing a map like Promontory Summit, but that doesn't mean that it shouldn't have been created, or that it should be removed from the site. Some people like complicated maps, or maps with a "gimmick", others don't. There's no reason that the site can't cater to both groups.
Pirates and Merchants seems to be a perfect example of what is wrong with the foundry. DiM was trying to do something unique that hadn't been tried before. Unfortunately, the foundry process requires that the mapmaker receive both the "gameplay" and graphics stamps before anyone can play a single game on the map. The map looks very nice, but once people started playing it and found significant gameplay issues, who can be surprised that he wasn't eager to go back to step 2 when he thought he was on step 5. If he had been able to test the gameplay first, the problems might have been found and corrected before he put all that work into the graphics. The Great War is another map that I suspect is following the same path.
My map (Whodunnit?) is also pretty unique. I managed to get it onto the Beta site so that I could play it before getting the gameplay, graphics and beta stamps. It works, but I'm not satisfied with it yet. Some of the things I'd like to try would require major changes to the map, so I really regret all the time that I spent working on the graphics. I'd like to finish it, but I have no interest in wasting time and effort by trying to do it under the current foundry process. It simply does not work for maps that are unique or complicated.
khazalid wrote:the 'join a game' page needs subdivided, so that farmer settings (fog, trench, adjacent on hive or something) are kept separate from classic flat rates. this also solves the problem of having 50-60 pages of crap to sift through. these subdivisions will be map complexity (2 tiers is enough - classic gameplay and everything else) and fortifications (unlim, chained and parachute / adj and trench). and finally, into singles and teams.
I don't have a problem with something like the "basic" and "advanced" game start pages that have been suggested before. The Game Request feature allows you to avoid sifting through all the crap, but I don't know how much it's being used - it doesn't seem like they've promoted it much. Again, no points games could eliminate the potential for farming, but who knows - it might cause all the farmers to leave.
khazalid wrote:a 'recommended games' page should be available on the CP of all new players with friendly, accessible settings similar to what players experience on the board game. this should be programmable - if someone creates a game within the requisite parameters ir is automatically added to the list of 'recommended' games.
I think Game Requests could mostly cover this. Maybe they could add a quick start button that would request a game with "standard" settings.