Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
197
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Posted - 2014.05.25 02:46:00 -
[1] - Quote
-What were the things you liked?
- Systems Operation menus are straight-forward and easy to read.
- Editing my Dropsuit/Vehicles feels good.
- In-battle menus for calling OMS were slow, but well-enough organized.
-What were you biggest frustrations?
- Slow load times and often crashing when accessing contacts.
- Sluggish in-battle menu response.
- Marketplace does not flow well in some places; Please do something like organizing weapons into their damage types.
-What were the features you thought were clearly missing? I mean the things you wanted to do but you could not or you felt were cumbersome.
- Inability to organize contacts.
- Lack of smart fittings (having things understocked/overstocked upon salvaging/altering a fitting).
- Unable to organized fittings well and access them quickly (esp. in battle).
Second, as you are aware, we are working on this little new thing called the Player Market. What are you expectations around this? Easy to navigate Advanced search options(with categories like price range, faction, etc.)
Ideas
- In the character creation menus, please add a recruitment video for each faction (similar to those on the Playstation Home during the CreoDron LAV event) and also either videos or text that relates to each faction's tech
- Implement in-battle menus into the arm hologram panel-thingy instead of overlaying another screen
- Allow for closer zoom in deployment menu somehow (owned objectives or Drones allow for a better zoom or something?)
I was going to use that Installation...
Flashlights: Good because yes.
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
206
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Posted - 2014.05.28 02:10:00 -
[2] - Quote
CCP Ankou wrote: As a side note, several of you mentioned the menus were slow, took too long time to load. This is a technical problem outside of my scope but we definitively want to make things faster.
Do you think integrating battle menus into the cortex (arm hologram) would make things faster or is this unrelated to the technical aspect? (<-this is purely for my understanding)
CCP Ankou wrote: One thing interesting is that some of you mentioned a lack of tutorials. What are the aspects of the game you would like to see a tutorial about?
I'd like to see a tutorial about fittings and marketplace concepts. I think this game needs to be treated backwards in terms of tutorials, meaning non-combat tutorials should be a priority.
Combat is dynamic and, for the most part, one can only improve on one's own skills by playing his/her role more and learning through experience; playing a role is something that must be done oneself and cannot be taught verbally.
In contrast, the fittings and marketplace are, for the most part, going to remain static after a system is put in place. In addition, fittings and the marketplace are where the player's most significant choices will be made because a fitting is a player's identity and ISK is a player's life source. Especially for new players, being able understand these aspects (esp. money management) of a relatively more complex game will make or break their ability to use what they fit on the battlefield and survive (keep playing the game).
Aside from both of these, I really cannot stress enough the need for exceptional Tool Tips (not sure if you've read this, but it is address to you) because they will relieve pressure from solely relying on tutorials and will greatly help new players integrate into a complex, competitive, costly(ISK) environment.
Lovin' daddy Rattati!
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