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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
459
|
Posted - 2014.05.22 09:02:00 -
[31] - Quote
The private message system was insanely confusing. You get a message. You read it. And then the message disappears. What the hell? What if I want to answer later? Where can I find my read messages? |
Kevall Longstride
DUST University Ivy League
1346
|
Posted - 2014.05.22 13:12:00 -
[32] - 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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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
500
|
Posted - 2014.05.22 13:22:00 -
[33] - Quote
I really would llike this kind of interface =p
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
460
|
Posted - 2014.05.22 16:32:00 -
[34] - Quote
I just encountered something that Legion should fix: I joined a Japanese squad (By the way, the squad finder should have far more in-depth information than it currenly does) and I couldn't communicate with them. Now, thing is, I can actually read and write some Japanese. What I can't do is read Japanese when the characters are replaced by rectangles. That's what happened - My German version of the game doesn't want to portray the Japanese characters.
Legion should support all character sets equally, independant of region. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10882
|
Posted - 2014.05.23 00:52:00 -
[35] - Quote
Bigger clearer font would be nice. I want to know which of my contacts are online I want the watchlist to do something I want ALL stats (damage multipliers, scan profile, ect) to be visible in the fitting menu. I want menus to be fast, and easy to switch from one thing to the next; after I buy or unlock something, I should quickly be able to quickly switch to a fitting menu to try it on. Maybe there should be a button in the market and skill-tree that automatically takes you to the fitting menu when you press it.
Unrelated: I love what I seen so far from the Legion loading screen, its immersive and explains how we travel by jumping our minds from one clone to the next. Please keep or improve it, don't get rid of it.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Shadowswipe
Molon Labe. General Tso's Alliance
252
|
Posted - 2014.05.23 01:28:00 -
[36] - Quote
Easy sort features. Like sort by usable. Sort by cost. Sort by slot. Sort, sort, and sort some more. |
Meeko Fent
Kirkinen Risk Control Caldari State
2048
|
Posted - 2014.05.23 05:16:00 -
[37] - Quote
UI elements?
I would like a way, similar to the ship dock in EVE, to set it to just look at my favorite Suit/Vehicle in a "VR Background", with a DUST/EVE-esque Neocom of the side for menuing it up.
For the Skill menus, I would like Skills we mouse-over to highlight the modules they unlock, the SP/Time it would take for the next level in it, and that portrayed in a format similar to DUST's Skill tree. EVE should have such a tree too, but besides the point.
And, perhaps finally, give us a windows style Similar to eve, so I can have my skill training open on the left half of my screen, and the market on the right, looking up the skill requirements for lolShield Extenders. Its a great thing that EVE allows that, particularly in such a number heavy game (Not saying I hope Legion is number heavy, just hopefully just as number heavy as DUST is)
For combat HUD (Still UI!), I personally liked the current system. TONS of games use a system just like it, its easy to get acquainted to for non-hardcore Legionnaires because of that, and with the smaller screen, it would work just fine compared to 30in. flatscreens.
Ok, on to player market.
1st. DON'T MAKE SALVAGING THE MAIN CORE. It doesn't fit with lore/other games, and would ruin a chance for a serious EVE-Legion bond. T2 gear should need EVE's Morphite, and EVE's T2 gear should need Legions SOMETHING.
2nd. Have Industry easy to get in, but deter everyone from playing the industrialist (if everyone makes their own gear, then why have a market?) by a similar system to EVE. Perhaps have a way for us to shuttle gear from planet to planet. that EVE United thing again pops into my mind. Let us then jump over/switch modes to EVE and shuttle that stuff all over to Jita from Barleguet and sell. Ultimately, EVE is going to be the main binder by just being the one way all the stuff travels around the universe.
3rd. Have infantry gear be a useful commodity on the EVE market. We should be able to buy Frigates for our corpmates should we desire, just as EVE players should have a reason to bother buying Suits and carting them to a different region. Its pointless to have a Infantry Gear section in the market, but no real reason to buy them. Just as it will be pointless for us to have a Ship section in our market for no point.
Because you wanted to be something you're not.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4251
|
Posted - 2014.05.23 08:54:00 -
[38] - Quote
My main problem with the menu in Dust is the lack of optimization. It's like every time I want to scroll down it has to check with the server and ask if it's ok, even though I haven't actually requested any information.
This makes trudging through the menu a complete nightmare.
When looking through vehicle fittings, it is also a mess. Every time I scroll past something it wants to request the information from the server, then attempt to render the model. What if I don't want to do that? What if I just want to scroll down to the bottom and not have a slow journey to get there?
The majority of information should be handled client side. There are some exceptions to how a player market tab could be handled, but the entire menu system shouldn't be bogged down if the client is clever enough to acquire this information beforehand. And even if it can't all be handled client side, that's no excuse to slow down cursor movement. It just comes across as annoying and sluggish. |
Kevall Longstride
DUST University Ivy League
1350
|
Posted - 2014.05.23 09:58:00 -
[39] - 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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Regis Blackbird
DUST University Ivy League
254
|
Posted - 2014.05.23 11:12:00 -
[40] - Quote
My biggest compliant on the Dust GUI have already been brought up: the over excessive jumping between fitting / market / stats etc. this needs to be much more streamlined.
One particular annoyance I have is the number of module copies vs number of available suites (fully fitted) that with the current implementation can deliver a false view of what you actually have to play with.
Example: I have X copies of a logistic suit which includes triple stacked module (one type) and I have Y copies of a scout with one copy of the same module type as the logistics.
Before a battle I quickly glance at the number of copies of each suite I have, to know what I have to play with. However, in battle I die once with the Logistic suite (X -1), but then my scout suite is automatically reduced with Y-3 suites. This gets me in a pinch sometimes, when suites run out which (I thought) I had sufficient copies of, and I am forced to restock in battle.
On top of this, the shared module concept together with the general "restock option" increases the likelihood to accidentally buying a ton of crap-modules that I have equipped basically as a filler. Nowadays I always go into every module separately and restock them, which takes some time with the 10-15 suites I normally run.
I would propose the following: - Separate the inventory and your fitting. Like EVE, you move items from your inventory to the specific ship / suite, which immediately is removed from inventory . So if I have 5 copies of a module, I can place x3 on the scout and x2 on the logistic making them independent. If I loose x1 Logistic, I would still have x3 scouts. This also simplifies the concept of "shared" (corp) inventories where an entire squad can equip for a fight from a common pool.
- I would actually simplify it even further with that you don't select how many modules you want to fit, but only which type. You would then only restock the entire suite. This can sound counter-intuitive to the first point, but it isn't.
Example: I go into the fitting screen (like the one that Kevall proposed, good suggestion BTW ) and select any BPO suite I have unlocked along with all the equipment types I have skill requirement for (NOT what I have in the inventory). The suite would have count "0" and a total ISK price (cost of all equipment) and a Restock price (cost of all equipment minus what I already own). I then select how many copies I want of the suite, and the restock price will change after each of my inventory modules runs out, up to the maximum total ISK price. I will now have X copies (read: clones) of the type I have built.
This also have the benefit that you always see the total price of the suite (with today's market prices), which is something I had to manually add in the description to keep track of. If you have all the required modules in inventory, the restock price will remain 0.
PS: I would also like to remove the option to restock in battle, but that is another discussion |
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
|
Posted - 2014.05.23 12:07:00 -
[41] - Quote
Kevall Longstride wrote:My concept can be found here.
You want somehting like a WoW fitting with stats ?
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Kevall Longstride
DUST University Ivy League
1353
|
Posted - 2014.05.23 12:44:00 -
[42] - 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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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
|
Posted - 2014.05.23 13:12:00 -
[43] - Quote
Kevall Longstride wrote: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.
I-¦ll take it as a yes. |
Kevall Longstride
DUST University Ivy League
1353
|
Posted - 2014.05.23 13:41:00 -
[44] - 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
|
Alldin Kan
Imperfects Negative-Feedback
1089
|
Posted - 2014.05.23 14:50:00 -
[45] - Quote
CCP Ankou wrote:Hey guys, I am CCP Ankou, and as the blue tag under my name shows, I am one of the guys working on Project Legion in Shanghai. IGÇÖm currently in charge of User Experience, and my goal is to ensure you have a smooth experience playing the game! So, I have been super excited to see the discussion about HUD started by our dear CCP MC Peanut. We are definitively trying to take into account all your ideas and feedbacks! I was wondering if we could have a similar discussion about the Menus: especially the Market and Fitting Screens. First, I would like your feedbacks on your experience with DUST Menus. -What were the things you liked? -What were you biggest frustrations? -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. Second, as you are aware, we are working on this little new thing called the Player Market. -What are you expectations around this? Do not hesitate to throw your craziest ideas and references. This is brainstorming time here not GÇ£omg we will not have time to implement thisGÇ¥ time. Waiting to hear from you my dear gamers. CCP Ankou While moving around the Menus it would be great to have a subtle background soundtrack. Right now it's too quiet in the Merc Quarters...
Alldin Kan has joined the battle!
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
|
Posted - 2014.05.23 14:57:00 -
[46] - Quote
Kevall Longstride wrote: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.
Didn-¦t make any comments on WoW, and don-¦t intend to. I asked you if that was the model, you dodged the question, and now you-¦re explaining yourself when there-¦s no need to (at least for my person, don-¦t know who you-¦re arguing with).
I do however understand now where your progression arguments came from. |
Fox Gaden
Immortal Guides
3469
|
Posted - 2014.05.23 16:26:00 -
[47] - Quote
I have not read the other posts yet, but thought I would write this down before I started thinking about something else and forgot about it.
Fitting screen: When I look at the items on the market that I can put in a slot, below the list of items I can put in the slot now, I would also like to have all the other stuff that could go in that slot that I donGÇÖt yet have skills for listed. Make them red, or grayed out or something. Give me the ability to click on them, see the list of skills I need to train to get access to that item, and give me the option of clicking on the first of those skills, purchasing the skill book, and spending my points. If I have the skill points to get access to an item, I want to be able to gain access to that item without leaving the fittings screen.
What I donGÇÖt want is to have to back out of the fitting screen in order to go into the Skills screen, and have to try to remember what skill I need to get that item.
It is a small thing, but would make things smoother.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
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Posted - 2014.05.23 16:55:00 -
[48] - Quote
Player Market:
The Legion Market should deal in Digital Tokens rather than physical items, so that we donGÇÖt have to deal with the problem of transporting our possessions.
Background on Digital Tokens:
One of the great advantages of the new immortal solders is that an experienced solder can be downloaded into a combat clone anywhere in the galaxy in an instant and be ready to go. But that leads to the question of gear, which is transported the hard slow way. The clones and gear have to be available on the Warbarge to be used in battle. Clones are standard, but gear is not.
Corporations did not want to pay for high end gear on top of what they were paying the immortal solders to do the job, and wanted to implement cost effective standard fits. But the Immortal Solders, these Mercenaries that took the CorporationsGÇÖ ground combat contracts, felt they knew better when it was appropriate to use expensive gear to get the job done. They did not like being told what fits to use, and many refused to take contracts that restricted their fits.
The solution was the Digital Token system. A Digital Toke gives you the right to use an item of a specific make and model from the inventory of any Corporation you are working for. The Token is exchanged for the item, and if you donGÇÖt lose the item, the token is returned when you hand in your gear at the end of the match. If you salvage and item, you hand that item in as well, and receive a Digital Token in exchange for that item.
The life cycle of a Digital Token starts and ends with item retailers. When a item is manufactured the Company then sells a Digital Token for that item (Adding a new item to the galactic inventory, allows you to also create a Digital Token). The Digital Token can be sold for ISK, but the physical item can only be exchanged for a Digital Token for that exact item.
If we donGÇÖt have manufacturing, this system still works, because when you turn in a salvaged item, the company you give the item too then gives you a digital token for that item.
When a Company stocks a Warbarge, they buy Digital Tokens (if they donGÇÖt have the Tokens they need already) for any items that Mercenaries might want to use, then they exchange those Digital Tokens for the physical items, which are loaded into the physical inventory on the Warbarge. This is a very large initial investment, but once the Warbarge is fully stocked the Company will not need to buy any more Digital Tokens, because every time a Mercenary used an item from the Warbarge inventory, the Company owning the Warbarge gets a Digital Token in exchange. When the Inventory gets low, these Digital Tokens can be exchanged for the physical items that need to be replaced.
If a Warbarge inventory ends up with too much of an item, due to that item being turned in as salvage more often than it is used, the Company can transport the item to a Salvage dealer and exchange the item for a Digital Token. The Digital Token can then be sold on the open market.
This system allows Mercenaries to pay for their gear ahead of time, and then have full access to any gear in the Warbarge inventory that they have already paid for, as well as insuring that the owner of the Warbarge gets reimbursed for any items you use.
It also means that you can buy and sell Digital Tokens instantly anywhere in the Galaxy without having to worry about transporting items. The Item transport is handled behind the scenes by the big Corporations, and is something that front line Infantry donGÇÖt have to worry about.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
|
Posted - 2014.05.23 17:38:00 -
[49] - Quote
In battle: Backing out of the Call Vehicle menu when you are being shot at takes 3 clicks. Need an GÇ£Oh Sh*t ExitGÇ¥ button.
Any menu you can open in a battle needs a 1 step exit function. And the faster the menu is optimized to disappear the better.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
|
Posted - 2014.05.23 17:39:00 -
[50] - Quote
Chat: Typing in one channel and having your channel switch before you hit enter, so your private comment gets posted in Team chat is really annoying.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
|
Posted - 2014.05.23 17:43:00 -
[51] - Quote
Fittings: Display the Cost* of the fitting as one of the stats.
* Cost of each item should be based on the median cost of the item on the open market over the past 30 days. This value should also be used to calculate ISK efficacy (ISK earned/ISK lost) on the end of match screen.
When restocking a full fitting, get a popup warning if the lowest available price for an item on your fitting is currently more than 10% above the mean market price.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
|
Posted - 2014.05.23 19:13:00 -
[52] - Quote
Kevall Longstride wrote: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. I found the circle formed by the modules on the DUST fitting screen to be aesthetically pleasing.
Aside from that, I like many of your suggestions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
|
Posted - 2014.05.23 19:24:00 -
[53] - Quote
Natu Nobilis wrote:Kevall Longstride wrote: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. Didn-¦t make any comments on WoW, and don-¦t intend to. I asked you if that was the model, you dodged the question, and now you-¦re explaining yourself when there-¦s no need to (at least for my person, don-¦t know who you-¦re arguing with). I do however understand now where your progression arguments came from. I think the answer to your question is GÇ£yes, sort of.GÇ¥
He is touchy about a WOW comparison because WOW is widely considered to be too dumbed down. (In point of fact, that is precisely why I stopped playing WOW and switched to EVE.) While there are many things about WOW that work and are worth emulating, there is a strong prejudice against WOW due to aspects of the game many see as flawed, such as the gear treadmill, and the power inequities of the progression system.
Therefor, when someone suggests that something from WOW be considered, they tend to prophylactically respond to potential trolling on the subject.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3471
|
Posted - 2014.05.23 19:28:00 -
[54] - Quote
8 posts in a row over several hours without interruption...
I now claim this thread in the name of Immortal Guides! /Raises flag.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
10
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Posted - 2014.05.23 22:45:00 -
[55] - Quote
Fox Gaden wrote:Player Market:
The Legion Market should deal in Digital Tokens rather than physical items, so that we donGÇÖt have to deal with the problem of transporting our possessions. (The physical items still need to get to the battlefield, but this would only come into play at the Planetary Conquest level where Player Corporations are handling the logistics.)
Background on Digital Tokens:
One of the great advantages of the new immortal solders is that an experienced solder can be downloaded into a combat clone anywhere in the galaxy in an instant and be ready to go. But that leads to the question of gear, which is transported the hard slow way. The clones and gear have to be available on the Warbarge to be used in battle. Clones are standard, but gear is not.
Corporations did not want to pay for high end gear on top of what they were paying the immortal solders to do the job, and wanted to implement cost effective standard fits. But the Immortal Solders, these Mercenaries that took the CorporationsGÇÖ ground combat contracts, felt they knew better when it was appropriate to use expensive gear to get the job done. They did not like being told what fits to use, and many refused to take contracts that restricted their fits.
The solution was the Digital Token system. A Digital Toke gives you the right to use an item of a specific make and model from the inventory of any Corporation you are working for. The Token is exchanged for the item, and if you donGÇÖt lose the item, the token is returned when you hand in your gear at the end of the match. If you salvage and item, you hand that item in as well, and receive a Digital Token in exchange for that item.
The life cycle of a Digital Token starts and ends with item retailers. When a item is manufactured the Company then sells a Digital Token for that item (Adding a new item to the galactic inventory, allows you to also create a Digital Token). The Digital Token can be sold for ISK, but the physical item can only be exchanged for a Digital Token for that exact item.
If we donGÇÖt have manufacturing, this system still works, because when you turn in a salvaged item, the company you give the item too then gives you a digital token for that item.
When a Company stocks a Warbarge, they buy Digital Tokens (if they donGÇÖt have the Tokens they need already) for any items that Mercenaries might want to use, then they exchange those Digital Tokens for the physical items, which are loaded into the physical inventory on the Warbarge. This is a very large initial investment, but once the Warbarge is fully stocked the Company will not need to buy any more Digital Tokens, because every time a Mercenary used an item from the Warbarge inventory, the Company owning the Warbarge gets a Digital Token in exchange. When the Inventory gets low, these Digital Tokens can be exchanged for the physical items that need to be replaced.
If a Warbarge inventory ends up with too much of an item, due to that item being turned in as salvage more often than it is used, the Company can transport the item to a Salvage dealer and exchange the item for a Digital Token. The Digital Token can then be sold on the open market.
This system allows Mercenaries to pay for their gear ahead of time, and then have full access to any gear in the Warbarge inventory that they have already paid for, as well as insuring that the owner of the Warbarge gets reimbursed for any items you use.
It also means that you can buy and sell Digital Tokens instantly anywhere in the Galaxy without having to worry about transporting items. The Item transport is handled behind the scenes by the big Corporations, and is something that front line Infantry donGÇÖt have to worry about.
I think this is an amazing idea from a logical standpoint. Ironically, this is how I assumed that the current system worked. There isn't any other explanation (that I can think of). |
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CCP Saberwing
C C P C C P Alliance
4979
|
Posted - 2014.05.24 04:06:00 -
[56] - Quote
Alldin Kan wrote: While moving around the Menus it would be great to have a subtle background soundtrack. Right now it's too quiet in the Merc Quarters...
How about some elevator muzak? (I don't think music is CCP Ankou's...wait for it...forte.)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5738
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Posted - 2014.05.24 12:05:00 -
[57] - Quote
CCP Saberwing wrote:Alldin Kan wrote: While moving around the Menus it would be great to have a subtle background soundtrack. Right now it's too quiet in the Merc Quarters...
How about some elevator muzak? (I don't think music is CCP Ankou's...wait for it...forte.)
Audio usually takes up a lot of memory so I wouldn't be too beat up if we didn't get this. Although, copy/pasting the Eve Online jukebox would be pretty spiffy.
Useful Links
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
396
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Posted - 2014.05.24 13:45:00 -
[58] - Quote
I missed in DUST EVE's visual style.
I know I know... your making different game, but for me at least same menu style makes immersion of living in the same New Eden universe.
I'm not expert but visually (not functionally) menus in EVE and DUST looked different... but in Project Legion they looked more the same, so this is one thing what I liked about Legion.
So I encourage to do it more.
From functionality side - I like EVE's menu - everything are windows and you can right click everywhere.
Oh and do not forget - in deep visual menu customisation like in EVE.
Or at least make the same NEO-com as it is in EVE. Please. Pretty Please.
I support EVE Legion, but the message was very badly delivered...
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8350
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Posted - 2014.05.24 18:02:00 -
[59] - Quote
The Dust menus are very nice since they are more organic, controlling your character in a room and whatnot, while still allowing to use a standard menu interface if you so choose. One thing I would like to add however is extending this organic menu to squad formation. When you form a squad, you should clone jump to a separate room where you can walk around with everyone in your squad. This would help you organize your squad set up, knowing who is doing what before deploying. Also allowing players to "Inspect" someones suit when in this room so you know their exact set up, as well as being able to change your favorited suit and have that change happen almost immediately, not waiting until the next time you load into the room. Something similar to how you change suits in Dead Space is the best reference I can provide to what I mean.
Amarr are the good guys.
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Jackal OfxThe Kilrathi
Myrmidon Syndicate
6
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Posted - 2014.05.24 21:45:00 -
[60] - Quote
CCP Saberwing wrote:Alldin Kan wrote: While moving around the Menus it would be great to have a subtle background soundtrack. Right now it's too quiet in the Merc Quarters...
How about some elevator muzak? (I don't think music is CCP Ankou's...wait for it...forte.)
Maybe you guys should buy the rights to the mechworrior 2 Soundtrack. It's the best soundtrack in a video game i have ever heard.
Patiently waiting to kill a Drone
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