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Thread Statistics | Show CCP posts - 11 post(s) |
Kevall Longstride
DUST University Ivy League
1346
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Posted - 2014.05.22 13:12:00 -
[1] - Quote
Hello Ankou
You've no doubt already warned about me already
Being the universally acknowledged NPE and UI nutter around here, you'll be hearing a lot more from me.
At work at the moment so can't do a long post.....yet. But it'll be coming.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1350
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Posted - 2014.05.23 09:58:00 -
[2] - Quote
Part of my real problem with the current UI in Dust 514 is that it is too slavish to the current Eve take on it. The Eve one is OK for Eve but lacking a little for a FPS game I feel.
Legion needs to be seen stylistically as part of the New Eden Universe but willing to make its own identity within it. The current UI shows it foundations with its drop down menu, which would normally be brought up with a right mouse click. Now obviously with the game to PC that would be the easy thing to do but there is a real chance here to create a UI that is as comfortable to use with a controller as it would be with a mouse. There would be added benefits to such an approach as if/when/should the game make to the Steam box or another 'PC Architecture based format' it would cut dev time for such a move.
But as an example of how I feel that the game could be different from Eve but show its New Eden roots, I've thrown together a mock up of a fitting screen. I've really been a fan of the current one. This is a basic idea, I'm not as good an artist as those that work at CCP, so I'm not even going to try. But right now in the Fitting screen there is a MASSIVE amount of screen space that is wasted on things that are not needed and not enough given to those that are. A full list of Fitting Stats and how skills effect them being one.
My concept can be found here.
Now, imagine the Suit on the left being a fully rendered 3D suit. The arrows at the top signify that it can be rotated for any view. The colour coded sections of if represent 'sockets', much like the sockets in the maps. These socket's will be at predetermined areas of the suit and will alter appearance based on the module placed in it. This will allow a certain amount of a Suits visual look based on the modules. It would also allow an observant enemy to determine a fit and change tactics accordingly.
The box at the bottom of the suit fitting will tell you how many copies of the fits you have, allow you purchase what is needed for a given number and the cost of the purchase. Costing will be different from what it is now with the player market but the principle should be clear.
In the middle are the slots. Again colour coded, for clarity. Highlighting a slot will make the 3D suit render spin and zoom in on its predetermined socket. As modules that are able to fit it are cycled through, the close up will change appearance, depending on the module. In the example given I've selected the bottom Low Slot. I've labeled them to signify what they are but in practice the name of the module itself will be in this box. Clicking/selecting it once will bring up a list of the module classes that can be fitted in a Low Slot which can be cycled through using a mouse scroll wheel or up and down on a controller. I've highlighted Profile Dampener as what I want to put in this slot. Selecting Profile Dampener will then bring up a list of which dampeners I have in stock and as I cycle through them, the Fitting Statistic that they affect will be highlighted in the grey box on the right. Again colour coded with Green being an improvement, Blue as no change and Red as a worsening. Items in that module class that you don't have in stock will also be shown, underscored if the module will work in the current fit, greyed out if not. In both cases the effect of the module will still be shown in the Fitting Statistics.
Now, I've shown the menu flow chart of the bottom low slot going left to right to demonstrate how it cycles. In practice this wouldn't go over the Fitting Statistics box as it would obscure the changed stats. As to the not in stock items, available from the player market, selecting these would take you either to the Market screen, or purchased in a minimised fashion direct in the Fitting Screen.
The advantages as I see it from this concept is that all the UI on the right of the current fitting screen could be got rid of as its just a jumbled mess of everything you have in stock in that slot. Adding a Module Type sub-menu, followed by what you have in stock, will cut player confusion for new players. It will also show in real time, the benefits for any item you wish to use, in stock or not.
The 3D render of your suit and the socket system will allow for a level of customisation for a fitting which will not be a burdensome task for the game to keep a track graphically in the game, while giving a further source of intel for the more skilled players, smilier to the ship scanners in Eve but requiring actual skill from the player. It will also create the emotional attachment to your suit that the Dev team are looking for.
This system is also modular, allowing for further sub-menus to be added without a major UI change at a later date. Handy for when we eventually get customisable weapons with their own slots.
I hope you like the ideas here and feel free to expand on them.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1353
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Posted - 2014.05.23 12:44:00 -
[3] - Quote
I'd not rule anything out if it works.
Dust was too reverential to the Eve UI as a way to appeal to Eve users. But that was a mistake as it immediately limits your potential demographic. Better to use the lore but create your own experience.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1353
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Posted - 2014.05.23 13:41:00 -
[4] - Quote
WoW takes a bashing for many reasons and a lot of them are justified.
But it does a lot of things well and should be recognised as a base level for MMO. Now, Rouge has already stated hat they want to put more MMO into legion than we've had before because the social interaction is great for community strength. This leads to more emergent gameplay and a unique hook to rescue those poor souls from the clutches of COD.
A whole new perspective shouldn't be dismissed out of hand. CCP Ankou is a new hire with lots of passion by accounts given to me. Some blue sky thinking with the UI is needed I think.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1359
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Posted - 2014.05.25 11:02:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:One impression I do get from new players is that the chat system, activating voice chat for a channel, accepting squad invvites, etc are all not very intuitive.
Hence my Comms 101 email to each new starter.
CPM1 Candidate
CEO of DUST University
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