Midnight Club Exit Signs!
YES PLEASE.
I can never, ever remember which door I'm supposed to take, particularly since if I'm going there to do some missions or whatever, I'll have forgotten anyway which one was which.
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Repurposed
It's not that complicated. The exiting doors go to zones with increasing level ranges from left to right (when facing the exits). Steel Canon on the left, the lowest level; Croatoa in the middle, the middle range; and Founder's Falls on the right, the uppermost range.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Your mock up is a good idea but i dont think it fits the old archaic theme of the club. Perhaps the zone name could be chiseled in the stone above the doorway. Or if you wanted to keep things a bit more cryptic, just a small statue above the doorway would be cool, kinda like old gothic groteques (gargoyles) but they could be heads of the hero statue in that corresponding zone.
Be sure to drink your
The signs are great Blackavaar; instead of the ones mounted on the pillars, it would be perfect if they were all mounted over the door (just like the Croatoa one you put).
It makes for a nice quality of life feature that is welcome & appreciated.
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It's not that complicated. The exiting doors go to zones with increasing level ranges from left to right (when facing the exits). Steel Canon on the left, the lowest level; Croatoa in the middle, the middle range; and Founder's Falls on the right, the uppermost range.
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Yes, however this is not immediately evident. Upon your first time entering the club there is nothing anywhere that tells you which exit is which. It's something you have to be told or get used to by trial and error. Adding signs would eliminate that need.
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Your mock up is a good idea but i dont think it fits the old archaic theme of the club. Perhaps the zone name could be chiseled in the stone above the doorway. Or if you wanted to keep things a bit more cryptic, just a small statue above the doorway would be cool, kinda like old gothic groteques (gargoyles) but they could be heads of the hero statue in that corresponding zone.
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Of course the signs could be done in a style that matches the club theme better, but I think I would prefer to still see the names of the zones as new players won't necessarily be familiar with the statues that happen to appear in each.
Also, I don't recall any hero statues in Croatoa and the ones in Steel Canyon and Founders Falls really aren't that recognizable without their bodies.
The gargoyles are a good idea though. Maybe have the gargoyles holding the signs in a little inset area above each door?
Better yet, how about some sort of icons on the doors? A steel beam or a canyon for one, a waterfall for another, and for Croatoa... the word "Croatoan" scratched roughly into the door - although that might lead people to think they were going to end up in North Carolina.
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
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It's not that complicated. The exiting doors go to zones with increasing level ranges from left to right (when facing the exits). Steel Canon on the left, the lowest level; Croatoa in the middle, the middle range; and Founder's Falls on the right, the uppermost range.
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Yes, however this is not immediately evident. Upon your first time entering the club there is nothing anywhere that tells you which exit is which. It's something you have to be told or get used to by trial and error. Adding signs would eliminate that need.
[/ QUOTE ]Nothing except the door you just came through. I've only left through the "wrong" door once, and after that I knew where each door led. It's like an actual RPG - you need to explore to find things. Building the world for the lowest common denominator gets extremely annoying for all the players that aren't the lowest, especially for an issue as minor as this.
If you go through a door you didn't mean to, you've added maybe a minute to your travel, give or take especially long or short load times. If that small amount of extra time frustrates you so much, then learn which door is which.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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It's not that complicated. The exiting doors go to zones with increasing level ranges from left to right (when facing the exits). Steel Canon on the left, the lowest level; Croatoa in the middle, the middle range; and Founder's Falls on the right, the uppermost range.
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Yes, however this is not immediately evident. Upon your first time entering the club there is nothing anywhere that tells you which exit is which. It's something you have to be told or get used to by trial and error. Adding signs would eliminate that need.
[/ QUOTE ]Nothing except the door you just came through. I've only left through the "wrong" door once, and after that I knew where each door led. It's like an actual RPG - you need to explore to find things. Building the world for the lowest common denominator gets extremely annoying for all the players that aren't the lowest, especially for an issue as minor as this.
If you go through a door you didn't mean to, you've added maybe a minute to your travel, give or take especially long or short load times. If that small amount of extra time frustrates you so much, then learn which door is which.
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Funny how we have signs above all those freeway exits in Paragon if we're supposed to explore everything and those are actually listed on the map as well. Sorry to disagree with you, Fleet, but such a crossroads in any other RPG would be labeled to avoid confusion.
And depending on your machine and connection just waiting for the wrong zone to load can take more than a minute. Then you have to load back into the Midnight Club and try again.
It's not like there are any evident signs in the library areas, like there was when the Steel Canyon wing was the only one that had the Skull. They're all identical now.
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Nothing except the door you just came through. I've only left through the "wrong" door once, and after that I knew where each door led. It's like an actual RPG - you need to explore to find things. Building the world for the lowest common denominator gets extremely annoying for all the players that aren't the lowest, especially for an issue as minor as this.
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Such an elitist ego......
Anyway, I vote yes in supporting Fleeting_Whisper's lowest common denominators in getting a sign over the door.
BC
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If you go through a door you didn't mean to, you've added maybe a minute to your travel, give or take especially long or short load times. If that small amount of extra time frustrates you so much, then learn which door is which.
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My question would be how does this actually negatively affect the people that aren't the "lowest common denominator"? Would you get angry because, if it were to happen, all of your hard work learning the doors would be wasted? Would you get angry because now everyone else can navigate as quickly as you can? It's not like it's a huge undertaking (such as making all of the Midnighter Club extensions for each zone look different) or even particularly difficult in some ways (create some permanent tacks for each door), but it would decrease player exasperation concerning navigating the Midnighter Club.
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Nothing except the door you just came through. I've only left through the "wrong" door once, and after that I knew where each door led. It's like an actual RPG - you need to explore to find things. Building the world for the lowest common denominator gets extremely annoying for all the players that aren't the lowest, especially for an issue as minor as this.
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Such an elitist ego......
[/ QUOTE ]Thank you
http://www.fimfiction.net/story/36641/My-Little-Exalt
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My question would be how does this actually negatively affect the people that aren't the "lowest common denominator"? Would you get angry because, if it were to happen, all of your hard work learning the doors would be wasted? Would you get angry because now everyone else can navigate as quickly as you can? It's not like it's a huge undertaking (such as making all of the Midnighter Club extensions for each zone look different) or even particularly difficult in some ways (create some permanent tacks for each door), but it would decrease player exasperation concerning navigating the Midnighter Club.
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This.
Also, can anyone even conjecture why they didn't put the bloody signs/markers/plaques/etc in in the first place. Seriously, it seems like an oversight and is an unnecessary annoyance.
I got so tired of trying to remember the doors that I just started using Oro portal out of Cimerora after every ITF.
Problem solved.
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Better yet, how about some sort of icons on the doors? A steel beam or a canyon for one, a waterfall for another, and for Croatoa... the word "Croatoan" scratched roughly into the door - although that might lead people to think they were going to end up in North Carolina.
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Better yet, why not make the doors the signs themselves. Steel Canyon: A relief of the cityscape; Croatoa: A relief of the tree by Katie Hannon, Founder's Falls: A relief of Waterfalls.
Have the relief cover both doors.
Nice Angel_Red, Bas Relief scultures on the doors would look very nice! Leave it to the reds to come up with the best solution. :P
Be sure to drink your
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Better yet, how about some sort of icons on the doors? A steel beam or a canyon for one, a waterfall for another, and for Croatoa... the word "Croatoan" scratched roughly into the door - although that might lead people to think they were going to end up in North Carolina.
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Just put the arcane teleport beacons for each zone next to the door.
Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.
I strongly suspect this was done on purpose. If you'll notice, the exit markers don't display signs when you mouse over them, they disappear. You can still tell which leads where if you enable marker names, but I'm seeing a conscious effort to conceal them. In fact, if you'll notice, all the exit rooms, both hero-side and villain-side, are identical but for a few subtle differences. I'm more than positive the idea was to create the sense of an illusion, that no matter which door you went in, you would always end up in the same room. That's why I think they should have put Mercedes Sheldon in the round table room, because otherwise she's a dead giveaway to the Steel Canyon exit room.
I'm also going to take the elitist stance here, because I believe KNOWING where to go, rather than BEING TOLD where to go is exactly in keeping with the Midnight Club's philosophy. They are essentially keeper of secrets and knowers of secrets, existing in a world of the unseen and unknown, traversing it through knowledge and experience by using the hidden secrets normal men aren't privy to. It would make sense that their club would be a veritable maze confusing to the uninitiated, but blindingly simple and straightforward to its members. So while an interloper or a new member would get lost in the corridors, ending up always in the same room, which is not the same room, a veteran member would simply know where to go and his trip will be short and successful.
As has been said before - left is Steel Canyon, middle is Croatoa, right is Founders' Falls. That's actually how I originally assumed they were arranged, because it made sense for exits to be arranged from left to right by ascending level range. I'd still like to see the exit markers display the name of the zone they lead to, though. I like the illusion of obscurity, but I don't like obfuscating game mechanics making it simply more irritating to find out information that's already there. Hiding the text is the height of such silliness, and I would very much like for it to be rectified. You still have the puzzle of which door leads to which instance of the lobby, but you don't have to fiddle with the map drop-down or, even worse, load into the wrong zone to find out.
I'm still not a fan of catering to the lowest common denominator, as mentioned before, because it waters the game down too much. The dreaded zone-lock that City of Villains experiences is probably one of the biggest reasons I don't play it more, and that's squarely at the shoulders of people who hate travelling. So I would be very much against adding road signs to the Midnight Club, but I would be FOR letting the markers display their text like they do everywhere else.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Another way to remember which is which: Steel is to the South, Croatoa is in the Center, and Founder Falls Fails to give a good memnonic aid.
Nice mock-ups though.
Or just have 1 magical door instead of the 3 doors. When you click on it, you'll get a menu to select your destination, just like the Vanguard portal.
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Nice Angel_Red, Bas Relief scultures on the doors would look very nice! Leave it to the reds to come up with the best solution. :P
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lol
I still think it would better (and easier) to just add some simple text bearing signs, but anything would be preferable to players getting lost trying to leave the place.
Yes, I know we want people to explore, but we don't need them to get lost while doing so.
Note again: I have no problem with this. I know how easy it is to remember which door is which.
My concern is for SG and team members who so easily get lost and spend far too much time just trying to get out of that place. I can explain to them which way to go every time this happens, but it should not be necessary for me to do so.
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Would you get angry because, if it were to happen, all of your hard work learning the doors would be wasted?
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LMAO this made me chuckle.
I too would welcome sings or some other indicator. I didn't think they needed to move Flux, but this is different.
Eco.
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To this "lowest common denominator" garbage, I say take a few design courses. The first thing you'll be taught is that accessibility is key. If the intent of the design doesn't come across within the first 3 seconds, then you need to work at clarifying your design. Given the number of people here who seem to be agreeing that there should be some indication of which door is which, I would say that it's not the lowest common denominator, but rather the average common denominator who find this to be a problem.
I play this game to be a superhero/villain, not to play "Let's Make a Deal". Call me dense, but I've never spent enough time in Cimerora to figure out the pattern of the doors. Hell, even if each door was marked with a different symbol- Star, Moon and Sun, for instance- at least it would be a reference point to differentiate the doors. They managed it in Pocket D, why is it like trying to get blood from a stone to get a little user-friendliness here?
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I still think it would better (and easier) to just add some simple text bearing signs, but anything would be preferable to players getting lost trying to leave the place.
Yes, I know we want people to explore, but we don't need them to get lost while doing do.
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Like I said, use the arcane teleport beacons. They have pictures of the zones they lead to, so they arent glaringly obvious, but do give an indication.
Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.
Don't you think it would be nice if heroes knew where they were going when they were exiting the Midnight Club into the various zone libraries?
Something as simple as this mock up would do nicely and would save players from excessive loading because they chose the wrong door.
Personally, I've gotten used to the doors and remember which is which now. But I remember when I wandered into Founders or Croatoa accidentally when the Club was first introduced, and many players still have this problem.