As you all know, the lobby for maps can handle different game modes, but an ingame dialog works just as good. However, both have their advantages and disadvantages, and I am not sure, which ones outweight:
Lobby:
+ Players can pick the mode they want when joining the game; no confusion which mode gets picked by the host.
+ For modes involving the race of a player (like all random races or race pick) the UI of the player always matches his race.
- Different modes use their own popularity bars, making it even harder to get your game played
- No dynamic mode changes, for example when adding a rematch function
Dialog:
+ All modes are handled in one "map" in the popularity list
+ Everything is handled ingame, so any dynamic changes can be implemented easily.
+ You may use voting systems (I wont, I do not like voting for the game modes. Usually there are some players, which want a very specific mode and might just leave, if another mode gets voted)
- With the current lack of creating a game with a game name, there is simply no way to tell, which mode the host is going to choose for the game (this is a HUGE disadvantage)
- In case of modes, which might reassign your race, the UI won't match anymore.
Currently I use lobby mode picking, because the point of not knowing which mode you will play in case of a dialog mode pick easily outweights all other points for me; and even if it might hurt popularity, I don't want to sacrifice playability because of the way the populariy system works.
I have never touched the lobby system. I prefer dialogs big time. Like you said, dialogs allow you to vote. You brought up the the fact that players want a certain gametype and will leave if they don't get it. The problem is that even if that game type is picked in the lobby, this is still an issue. So thats really 1 less downside to dialogs. The UI won't match necessarily. You are right about that. (but since I almost always hide the UI in my maps or make a custom UI with dialogs, I dont care as much :D).... Anyways its also much easier to do everything via dialogs (at least for me). I even set up teams in-game because I dont really understand the lobby and dont want any weird screw ups in-game because of it.
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Hey.
As you all know, the lobby for maps can handle different game modes, but an ingame dialog works just as good. However, both have their advantages and disadvantages, and I am not sure, which ones outweight:
Lobby:
+ Players can pick the mode they want when joining the game; no confusion which mode gets picked by the host.
+ For modes involving the race of a player (like all random races or race pick) the UI of the player always matches his race.
- Different modes use their own popularity bars, making it even harder to get your game played
- No dynamic mode changes, for example when adding a rematch function
Dialog:
+ All modes are handled in one "map" in the popularity list
+ Everything is handled ingame, so any dynamic changes can be implemented easily.
+ You may use voting systems (I wont, I do not like voting for the game modes. Usually there are some players, which want a very specific mode and might just leave, if another mode gets voted)
- With the current lack of creating a game with a game name, there is simply no way to tell, which mode the host is going to choose for the game (this is a HUGE disadvantage)
- In case of modes, which might reassign your race, the UI won't match anymore.
Currently I use lobby mode picking, because the point of not knowing which mode you will play in case of a dialog mode pick easily outweights all other points for me; and even if it might hurt popularity, I don't want to sacrifice playability because of the way the populariy system works.
Any thoughts?
I have never touched the lobby system. I prefer dialogs big time. Like you said, dialogs allow you to vote. You brought up the the fact that players want a certain gametype and will leave if they don't get it. The problem is that even if that game type is picked in the lobby, this is still an issue. So thats really 1 less downside to dialogs. The UI won't match necessarily. You are right about that. (but since I almost always hide the UI in my maps or make a custom UI with dialogs, I dont care as much :D).... Anyways its also much easier to do everything via dialogs (at least for me). I even set up teams in-game because I dont really understand the lobby and dont want any weird screw ups in-game because of it.