On Thu, 2010-07-01 at 17:13 +0000, Arthur Borba Lopes wrote:
> 1- Now, with the exclusion of the "webtree", the game turned
> out to be much more like Phage Wars than before,
> conceptually and graphically, don't you think? "You invade
> units by a forced penetration and have to withstand
> adversaries that are doing the same thing".
> Not that this is a problem, just making comments to propose
> different ways to approach things, in order to improve the
> game.

It's true... We don't have the "virus" part, where the degree of control
of a website/cell is proportional to the number of virus that you use to
infest it, but conceptually it gets much closer.

Do you have an idea in mind here? Do you think we should try to explore
this kind of gameplay further?

> 2- I'm feeling that the rewarding/punishment system is
> lacking a bit. I mean, why would the player hack websites?
> Bigger websites are harder to get, that's good, but, so
> what?

Yup, I agree, playing the game is not very rewarding at the moment. The
punishment part is always a touchy part (a punished player may just not
come back at all), but it's true that without any risk, there is no
joy. ;p Currently the only punishement we have is to get one of our
websites hacked - however, we have very little control over that - so we
end up being punished for nothing - not for taking risks.

> What I thought is an improvement in some kind of player
> status, as in, if player owns more or bigger websites (or
> both... but I prefer prioritizing bigger than more sites),
> he gets more hack/scan points, or he gets to recover them
> faster, something like that.

Yup, that part is actually in place - when you get more websites, you
get more hack/scan points (and the pagerank influences how many more you
get). Cf http://community.hackit.cx/wiki/HackIt!_-_Use_case_%
26_mock-ups#Leveling 

However, the fact that you didn't notice it was in place says a lot
about the improvements we still need to make in that area : )

A first attempt is in the alpha1.1 - increasing the leveling for the
first session. Cf
http://community.hackit.cx/wiki/Alpha1_Usability_Improvements#Level_faster_and_play_longer_during_the_first_session
 
Let me know what you think about it!

> And he could also be punished if he fails to hack real big
> sites that are "out of his league", while been a newbie to
> the game. I'm proposing this, because, if there isn't such a
> thing, someone could keep trying to hack "Google" until he
> gets it and be the stronger player of the game in his first
> session, hahaha!

Agreed - this is usually what happens : ) This is definitely a good
place to put in place some punishment/risk taking. Hacking very big
websites like Google should be an end-game achievement IMHO, and be
almost impossible to perform in the early game.

There is an idea in the uservoice about changes to the percentages of
chances to hack websites. You can vote on it, but you can also add a new
idea about the risk-taking part, which isn't in the brainstorm tool at
the moment.

http://h4ckit.uservoice.com/forums/59707-general/suggestions/791793-limit-scan-and-hack-within-a-range?ref=title
 

> Also, I think that the game would reach more depth if the
> hack/scan ability gained more power as the player
> progresses. The feeling of improvement through effort and
> time really gives the player encouragement to keep playing,
> so that hacking may become easier and he may feel "better"
> than other players (kinda like World of Warcraft, hahaha).

Yup, we need to give more of a feeling of progression!

Xavier.

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