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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Ankou
C C P C C P Alliance
0
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Posted - 2014.05.21 09:15:00 -
[1] - Quote
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 |
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Cameron StarGazer
Trifectas' Praetorian Guard
33
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Posted - 2014.05.21 09:31:00 -
[2] - Quote
Hello o/
For me the menus themselves were not necessarily the problem, but the interconnectivity between them. This is most particularly apartment in the fitting screens.
If for example I ran out of a particular fitting, looked at a particular module and thought to myself 'Hey, I wonder what the next module up from that? I would leave the fitting window to go to the market, find the module I wanted, but then discovered I need a particular level of skill to use said module. I would then have to leave the market screen to then find said skill on the market or skill tree to buy it then train it. I would then have to leave these screens and go back to the module in the market, buy my stock and then return to the fitting screen. Then repeat for every suit fitting you want to upgrade.
It was... Well long.
The ability to buy and upgrade skills from an items requirements menu would be great. |
Aoena Rays
Bragian Order Amarr Empire
491
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Posted - 2014.05.21 09:41:00 -
[3] - Quote
Cameron StarGazer wrote:particularly apartment in the fitting screens. I think you wanted to say apparent :) Just a tiny edit needed. And yes I agree with most of the stuff you mentioned. We need smooth connection between game menus and ease of access!
Story of your life
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Cameron StarGazer
Trifectas' Praetorian Guard
33
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Posted - 2014.05.21 09:59:00 -
[4] - Quote
Aoena Rays wrote:Cameron StarGazer wrote:particularly apartment in the fitting screens. I think you wanted to say apparent :) Just a tiny edit needed. And yes I agree with most of the stuff you mentioned. We need smooth connection between game menus and ease of access!
Yeah I look at these forums on my iPhone and for some reason the Eve and Dust ones don't like spell check, and then there is auto correct.... |
Godin Thekiller
shadows of 514
2373
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Posted - 2014.05.21 10:32:00 -
[5] - Quote
My problem is with the minimal info given about the fitting menus. It doesn't give enough info. I want to know how my damps affect my suit in real time, not do the math and hope it's right.
click me
Blup Blub Bloop. Translation: Die -_-
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
454
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Posted - 2014.05.21 11:31:00 -
[6] - Quote
I liked the interface of the menues - Switching sections with up/down and progressing with left/right. Calling in the Neocom with L1 was also nice and easy. However, the market was annoying because it would auto-select the "featured" section, which meant that buying something required you to open the market, press left and then navigate, instead of instantly navigating the list.
Also, the clumsy in-combat interfaces are incredibly frustrating. When I join a battle, I look at the leaderboard to see if I'll get protostomped. Sometimes, the TEN SECONDS that you get to spawn are not enough to load the leaderboard.
On the fitting screen, I would have liked the ability to change the suit of a fitting. For example, to copy my ghetto logi (A basic light suit with two equipment slots) and then replace the suit with an actual logi, after unlocking it.
Restocking should give the option of restocking "up to" instead of "by". IIRC that's how it originally was.
The fitting screen was seriously lacking in information. No scan precision. No directly visible stacking penalties (I want the combined stats to showcase the amount of bonus that I lost from penalties, in red), no skill bonuses, etc.
The text chat interface was a joke, especially during battles. It does ****-all if you actually want to rally the blueberries and defeat the protostompers. Text chat needs to appear ingame, one everyone's HUD, but limited to team chat. I'm sure that we'll otherwise get idiots who blab about plans, loadouts and the like to the enemy team. However, I would love the ability to call out positions of Thale's snipers to the enemy team. On that note, a gesture system would be incredibly useful. In current Dust, I sometimes try to communicate by shooting - The ability to point at something or to jump in place to get attention would make life far more easy.
The market was weird in how it portrayed skill requirements. There's a green checkbox above items that you don't actually have the necessary skill for, which is really confusing.
I'd also like the ability to select a module in the fitting screen and have the system show me all variants of the module. I want to compare them like I'd compare items that I currently own - By seeing the effect directly on the fitting screen, without needing to buy and equip the stuff.
The limit to thirty fittings was extremely frustrating. I also want folders for items, at the very least. There's tons of completely pointless stuff that clogs up my module lists.
Other things: - Damage types of weapons - Racial alignments of weapons - Tanking styles of suits Those are things that no new player will be able to figure out in any even remotely sane way. The only way to find out these things is through following the forums. It's never explained in the game and it could be solved easily by just having icons - Icons for damage type, icons for racial alignment, icons for intended tanking style, icons for charge-shot features, etc. Make stuff quantifiable at a glance. Theoretically, the visual aesthetics alread fullfill most of that function. I'll leave it up to you how to actually teach people what Amarr/Gallente/Minmatar/Caldari stuff looks like in terms of style and color. Maybe you can come up with a nice way of conditioning, like contrasting a player's chosen faction with their opposing faction in the tutorial.
Also, do something so that a new player will actually know that an "assault" variant is a Gallente-like version of the rifle of another race. |
Rich o
United Pwnage Service RISE of LEGION
245
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Posted - 2014.05.21 11:34:00 -
[7] - Quote
Some things that came to my mind:
Negatives: * We have the skill-tree and the menu with invested skills. Can't they be combined so that when I check the skill-tree I see how many SP I already invested into one particular skill? * It takes too much time to buy more than 100 pieces of one item due to not being able to just write in a number and the "100 pieces at a time"-limitation
Missings: * Option to categorize our fittings with tabs. With the actual system having more than 10 suits becomes complicated. There needs to be a way to create tabs and put your fittings in there * When you choose to fit your suit you have to scroll for hours to find the module/weapon/etc you want to fit. Maybe some kind of categorization or menue could help * When fitting a suit, I want to know the actual speed, dampening level, scanradius and precision-level. Calculating these things over and over is no fun * Fitting screen again: Would be nice if next to each item we could see the symbol for STD/ADV/PRO and if stacking penalty is applied to a module (including percentage)
Market: * The option to give sth. away for free would be cool (Ex: Give merc XY z amounts of weapon A for free) * The possibility to sell stuff for AUR (like officer-weapons, if they will be present in Legion); this could also bump your AUR-sales * If someone decides to sell stuff, this stuff should not be available to be equipped in the fitting screen * Maybe some kind of "fast sale": The decition to sell the whole amount of one item at 50% of the original ISK-price.
2nd place in EU Squad Cup
Master Shinobi
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Winsaucerer
The Southern Legion Final Resolution.
296
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Posted - 2014.05.21 11:36:00 -
[8] - Quote
CCP Ankou wrote: Second, as you are aware, we are working on this little new thing called the Player Market. -What are you expectations around this?
I assume that with regards to the market you are referring to things from a UI perspective. If you want to keep the door open to bringing Legion to consoles one day in the future, I don't think you should design your UI's in the way that EVE has designed its own. The EVE UI's are very much designed around the mouse, and wouldn't transfer over easily. That includes things like windows within EVE being positionable anywhere and resizable.
Also, you should keep in mind that Legion might get played on steam machines (either natively if you do that, or via streaming), or at the very least with a steam controller.
So I'd be looking at UI designs that allow for quick navigation for a mouse, but also are not difficult to move through with just keyboard or a controller. Some games don't do this well though. In Skyrim there's points where the mouse just doesn't integrate as well as it should, and it's puzzling as to why they couldn't tweak mouse behaviour just a little to make it work better.
If for the market you are talking about more than just UI design, I want the freedom to trade with other players, like you find in EVE. Able to transfer isk between characters (across Legion and EVE), and items, or sell those on market. Could you provide some clarity on what precisely you mean? Are you asking about how to bring EVE's existing market system to a UI in Legion? |
The-Errorist
696
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Posted - 2014.05.21 11:45:00 -
[9] - Quote
Things I like: How the star-map is currently displayed
How the market is integrated into the fitting menu
Using the neocom is optional
Being able to view the overview map at different angles
Spawn time circles
Having the head of the suit of a fitting which helps users know the race & frame size.
It's easy to tell if something is s tandard, advanced, and prototype by looking at the top left corner of its icon for the triangle.
Information tabs that organize an item's information
Visual representations of stuff and symbols instead of text
The loading screen shows helpful information
Faction warfare end of match progress screen
Things I don't like I have to do a lot of actions to go to my fittings while in the marketplace
The sorting options don't work in the market
How I can't easily navigate between related menus
How not many things are color coded
Can't tell who's online in my contact list
Watch list is broken
Last online feature isn't implemented
No notification of when a player adds me as contact like it does when an EVE player does.
How the leaderboards menu is organized; need sections like KDR, WP, Kills and from there we should be able to filter based on time and for friends, corp, alliance, and all.
Missing stats on the fitting menu
The Neocom theme is ugly
EVE time is in the Neocom menu instead of on the screen somewhere.
Lack of tutorials and explanations and the current ones aren't that great because they're just a bunch of text.
After a FW or PC battle, there isn't an animation that shows the district on the planet changing ownership.
The who killed you window doesn't show who else or how much damage from other sources also took part in killing you.
The ISK transfer menu doesn't display commas and it can be a problem when transferring large sums of ISK.
The wallet transaction history isn't very specific and doesn't show the message that users put with donations. For contract payments, it should say the contract type, who paid you, and if you won or lost.
I have to access a separate menu to view the alternate way of viewing/upgrading skills instead of clicking or pressing something.
The starmap doesn't have sorting options for battles so I can join and there isn't a side bar to show those results of my sorting/ search criteria.
[Things I expect in Legion] General UI -Being able to customize it, hide elements, and move things around -The things in the previous list above fixed.
Warbarge -The table map and outpost outlines need to be functional
Player market -Sorting options -Being able to see how an item functions if possible (firing animation, the visual effects hardeners have, and sounds)
Fitting Screen -Sorting options -Grouping options -All stats on the screen
Also here's a quote from a relevant thread that I like:
KAGEHOSHI Horned Wolf wrote:I want to actually interact with things in a tangible way, not just through text and menus. I want to feel part of a world, and not like I'm just playing some lobby shooter.
I want to see my corp's HQ and its members, not just read their names in a menu. I want to see squadmates all in one room, the MQ of the squad leader. I want to see my assets (even if its all in just boxes). I want to explore social hubs with EVE and Dust players in space stations or planetary cities instead of just chat rooms. I want to explore districts and manually salvage dropped goods when not in battle. EDIT: I want to explore the space station my merc quarters is currently on, and to see other mercs there as well.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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Ansiiis The Trustworthy
Legio DXIV
1252
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Posted - 2014.05.21 12:22:00 -
[10] - Quote
Anything that can be misclicked (like BUY AURUM) which freezes up your system for 5 minutes while your squad deploys.
Check corp tag.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5686
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Posted - 2014.05.21 12:37:00 -
[11] - 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
Market groupings/skill trees were always a pain in the *** to deal with, honestly. They seemed ridiculously cluttered and didn't provide much information besides an arbitrary description, PG/CPU cost, and ISK cost.
Thing about it is we have ISK, LP, and Aurum models of almost everything, and that was before you even started looking at the racial variations of dropsuits and what not. On top of that, we have a bunch of other extra stuff like BPOs, event items, and officer stuff. The market kind of did some justice by sorting them but once you hit the fitting screen, all bets were off and you had to scroll through dozens/hundreds of different items just to find what you wanted.
Skill trees were sort of similar but most of that is being handled with the progression system.
Another thing is that for a new player, a lot of the time they didn't know whether or not they could use an item and there was an effort to solve that by putting the requirements in the market window - which just further added clutter. All that was needed was a red highlight to signify that the player didn't meet the skill requirements.
I would have liked to have been able to open the variations tab of an item and then proceeded to the 'Show Info' for those items, perhaps see the stats of weapons that I don't have yet or weapons that aren't available to me (a good example being the 'Daemon' Shotgun which only came out for the EU guys).
Another thing we need is a method to file support tickets via an in-game means. It's kind of a pain.
TL;DR:
Better market groupings to reduce clutter.
Fitting screen -indefinitely- needs grouping so items aren't just piled into one giant list.
Better recognition of an item that the player doesn't have skills for in the market/assets window.
Ability to view a similar item's 'Show Info' through the variations tab of an item.
Desperately need an in-game method of filing support tickets.
And, yeah, not sure if it's your department but restocking options need to go back to closed beta style where you restocked the fitting "up to" instead of "by". It creates unnecessary expenditure otherwise.
Like the old star map, thought the one in Uprising was too cartoony. Legion's looks fine though.
Other than that, I've got no complaints.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Eddie Rio
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
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Posted - 2014.05.21 12:51:00 -
[12] - 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
one thing i can see is it must of been hard trying to design all the market for dust using just the controller, now we are unleashing it onto PC hopefully it can be allot faster to do things and also include many quick right click or drop down options to also enhance the user ability of the market....
one thing I did like was the market front panel, showing things that are on sale, whats most popular and other deals etc, this is also a good way for you to promote the micro transactions and fund the game, its clear the items cost money, its not shoving it in your face every time you log on, its just showing you what you can get if you get some aurum.
one other thing I really liked is being able to restock an entire suit and fitting with one click, it showed me the total cost of my suit and I could replenish all items with one click (if only eve had this)
scrolling up and down long lists of items was however a bit of a chore, i think this maybe just because my controller didnt have a mouse wheel, but if the market is going to be opened up like in eve, maybe steal the eve system and adapt it for legion, lots of drop down lists for the various category's.
One thing that was massively missing was the ability to sell back items (even to an NPC market) so if this is included maybe an option where you can also select multiple items to sell in bulk, rather than clicking each item to sell individually, or even a way to melt them down to minerals (to either make more items of things you use, or sell mineral back to market some how)
if the market has to eventually tie in with eve it would make sense to copy allot of its features for later integrating it, one thing I like in eve is I can open my hanger and see every single item all with there little thumbnails, after a while you know the thumbnail images well and can find them fast for use.
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mandrill the red
Circle of Huskarl Minmatar Republic
21
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Posted - 2014.05.21 13:17:00 -
[13] - Quote
There is no need to duplicate work as I see it. Legion will be a PC game and can therefore make use of the UI from EVE that uses mouse and keyboard. By all means develop a means of using the pad, but a lot of the lessons already learned in the design of the EVE market UI should be used, if not the UI just ported over wholesale if that is even possible.
The complex operations required in the management of the contents of the hangar in EVE (multiple item selections, stack splitting, RIGHT CLICK MENU) would be painful to adapt to a pad, and frankly I don't see why you should bother. You've already alienated a large portion of the console players by moving to PC and those of us who already have PCs would much rather you design the interface for the PC instead of trying to shoehorn a console interface in so that people can still use their pads. I have no problem switching between the two on my PC at the moment, going from windows and icons with the mouse and keyboard, to menus and controlling gameplay with my pad. The 'living-room' experience should no longer be the focus, because I know of no-one that has their PC plugged into their TV who does not have a wireless keyboard and mouse for it, designing for an interface that uses nothing but the pad is unecessarily restrictive.
Another point in favour of unifying the interface across EVE and Legion is that, from what I gathered from the bits of FF I did catch on the stream, eventually we are going to be able to switch between different clones for different purposes pretty much at will. Why shouldn't the interface remain constant between all three clone variants?
As to the actual mechanics of the market, it should be the EVE market, simple as that. The Legion interface is accessing the same data as the EVE interface isn't it? Otherwise what is the point? |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2660
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Posted - 2014.05.21 13:19:00 -
[14] - Quote
Hi CCP Ankou, welcome to the forums.
Menu inter-connectivity is my biggest personal gripe with the current menu system. The greatest problem at the end of the day is simply navigating the menus for simple battle-to-battle information is cumbersome. When I play Dust the only thing I think when navigating the current menus is, " A wild Zubat has appeared! "
In EVE it feels as though everything is a maximum of 2 clicks or a short-cut away and I like that.
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Spectral Clone
Dust2Dust. Top Men.
2835
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Posted - 2014.05.21 13:24:00 -
[15] - Quote
Menu lag in Dust is extreme. Click something and reaction to you input is ~1 second later.
This message was brought to you by the PC master race.
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steadyhand amarr
shadows of 514
3101
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Posted - 2014.05.21 13:50:00 -
[16] - Quote
.... Its like we have a whole new ccp...
On the fitting screen could u colour code which modules are using thecpu and power, its hard to explain but when im trying to opmosie a fit it would be nice to that nades are using 5 and ninte is using 3 on that gold bar thing.
This woukd save ne from having to spend ages chopping and changing, or breakung out a notepad and pen
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Grimmiers
559
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Posted - 2014.05.21 14:12:00 -
[17] - Quote
My main peeves are
-The get aurum taking so long to load and being the first option so I accidentally click it -No smart restock for the fittings -No categorized gear in the fittting menu. Having to scroll through a ton of other weapons to find a sniper is cumbersome. -We need a lot more information on our current fitting. Everything that can be changed with skills should be updated and weapons should show ranges and damage profile outside of the battle.
Things I liked
-The wallet is nice. I would like a line graph instead to see if it's smart to buy buy buy or sell sell sell! -The leaderboard being updated monthly and weekly
For player market
Like in eve, there needs to be a buying list where people can fill out your orders. You should also have corporation/alliance discounts available. There should also be an option to only have contacts, corp, alliance, or all be able to buy an item.
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Atlas Kordan
Concordiat Mercenaries Dropsuit Samurai
2
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Posted - 2014.05.21 14:21:00 -
[18] - Quote
Would like to see a few things, if possibly:
1. The ability to sell stuff back onto the market. For instance, if I bought 50 basic shield extenders ages ago, but don't use them anymore, I would like the ability to sell them back.
2. The ability to see advanced stats on my suit, instead of having to do the math outside of the game. For example, if a damage mod. increases the damage of my weapon by 5%, then I would like to see that added to my weapon damage as soon as I add it to my suit (by selecting my weapon and seeing an increase in damage).
3. (probably not the correct thread) Having weapons and items race linked, like the suits themselves. I.e. have to unlock a caldari weapon skill to use a caldari weapon, and so forth
4. Have better categories (or sub-categories) for items. For instance, instead of only having a high slot item category that includes all high slot items, have sub-categories for each item you can put into a high slot. Example: if I want to put in a weapon damage mod on my suit, currently I have to scour through shield extenders, shield rechargers, etc ..., just to get to the mod I want. If there were sub-cat's for each item, then I could get to the item I want faster.
Make Music Not War!
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1030
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Posted - 2014.05.21 14:23:00 -
[19] - Quote
CCP Ankou wrote:Hey guys, ... 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? ....
CCP Ankou
Nice to meet you, CCP Ankou.
I'll break this into the two macro categories (Fitting and Market) and work from there: Fitting - The suit fitting screen is generally very well done and i recommend building from it rather than rebuilding
- Over time you'll have dozens of suit fits and tons of gear and we need an easy way to organize them. I recommend either a tab or quick sort function in the fitting screen for assets and fits. Ideally we could label them ourselves and organize in our own fashion but at least start out with Role tabs. Also, based on discussion in CCP Z's thread you may want to make Meta level a sortable option or tab as well to support the matchmaking concept.
- The fitting screens need to clearly show the benefit of modules, skills, and weapons on drop suit performance. This is very convoluted a the moment and could really be cleaned up. Please check out http://www.protofits.com and http://dust.thang.dk for a bit of inspiration.
- I think you could definitely improve the feel and aesthetics of the fitting screen. My recommendation is to take the ship hangar form EVE and Tony Starks Ironman collection room and combine them a bit. Generally the lighting needs to be brighter...not shadows and half lit images. Rarely do the suits look the same way in play (with brighter lighting) than they do in the fit screen. Show off the work your designers and artists are doing!
- Restocking from the fit screen. I would really like to have a smarter restock system so I can tell my Legion "Jarvis" to maintain 50x copies of my "PC Cal Logi - Uber-Hiver" fit at all times and he auto-stocks after matches. The big key is that the fit is restocked ONLY with the items required to bring you to the requested fit number...NOT buy 50x copies of the entire fit.
- One thing i would like to do is be able to send a fitted suit or at least the suit specs to someone from the fitting screen. Sort of the "Hey, what do you think of this scout fit?" kinda thing. That would be a great tool to foster idea exchange and for vets to help newer players out since a huge topic is optimum fits for play style (and survivability).
Market - Wow...lot to do on this one. The biggest thing i would say is don't skimp on depth to make it accessible whatever you do...build a legit well thought out tutorial for it
- I would like to be able to trade, buy, or sell at will...and the system shouldn't have built in escrow protections (this would be a great player function). This would be an easy area that you could establish an Arms Dealer character and play the market not unlike you can in EVE. Since we likely won't have crafting / research...let us have a really deep market.
- Use the EVE market structured UI as your baseline for functionality...then build a smooth UI that puts theirs to shame.
- One interesting question is can I only buy items that are on my station? In EVE, i hope in my ship and go to Jita to pick up an order...can't really do that in Legion I suspect? Does this mean we contract for shipping from either NPC or players for our goods? I LIKE THAT...just to be clear. I can have a large shipment of weapons, modules, HAVs, dropships, ext for my corp that needs to be moved from Jita to our corp home station in Black Rise to support our local market and upcoming big offensive. Pretty much a standard courier contract on the EVE side...or you have an NPC shipper do it (at slightly higher than average cost and slower delivery time) so the cost and logistics is real but I'm not dependent on EVE players for success.
- You will need a very clean and simple contract system that interacts with EVE. Again...don't dumb it down but perhaps maximize pop ups and tool tips to help folks. Leave NPC contracts on by default and you change that in your market settings when you are comfortable with dealing with EVE side folks (if you ever want to that is).
- Tying into the station location has meaning as noted above...this is critical to the market. Let corps / alliances have offices in stations and the associated functionality of that. Also, Legion Mercs must be given the option to move to those stations when they join (even if it's a magic move). If you aren't in the same station I probably shouldn't be able to send you a fitted suit instantly. I can send the spec sheet and you can have one in the station i'm in waiting on you or you contract to ship it.... i.e. pay the freight.
..................................
Really appreciate you asking for feedback on this. Looking forward to working with you, CCP Ankou!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Driftward
Subdreddit Test Alliance Please Ignore
968
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Posted - 2014.05.21 15:48:00 -
[20] - Quote
When in the market and searching for goods there should be a fully functional sort option, especially for NPC items. Currently, we have between 20-30 variants for one module between different levels, aurum, bpo, event, and LP variants. Being able to check a box and say we only want to see Aurum and LP versions or only regular versions would help reduce the clutter and the scrolling. This is absolutely necessary for a player market as well when we start getting multiple contracts for the same weapon.
There could be a couple levels that you work through before contracts are listed. Top level is weapons, modules, equipment...second level is subtype: (weapon) light, heavy, sidearm, turret, grenade...third sublevel... and so on until you get to the exact weapon variant which when selected rolls out the contracts available for that particular variant (and if there are very few provide alternate variants that have active contracts)
Also, the suggestion of the post ^ about tying in spatial location to freight and delivery would add amazingly to the depth of trading. Of course, that only matters if you have your "warehouse" is one location and there is resistance involved in moving all your items/warehouse. This may be an end game type consideration. As in high sec allows for very cheap freight with zero/negligible risk (lose a few items out of a hundred randomly depending on distance moved). In Low or Null sec you get both NPC (low sec) and player contracts to move items and or fittings to new systems for battle.....
Ahh damn....sorry getting off topic of UI and more into game design elements. |
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Monkey MAC
Rough Riders..
2873
|
Posted - 2014.05.21 15:48:00 -
[21] - Quote
The important thing with menus is that you don't flood people with information.
In the marketplace:
In-line skill book purchasing is nice, but it doesn't need to be part of the lowest level menu, give as an option after you look at the weapon details.
Provide the 3D render as part of the more info section, there is no need to add another shortcut button for it. Show the Weapons position in whatever skill tree you implement (please not Z's) and allow the user to navigate the tree as well.
In terms of the lowest level of the market place, it should try and look more like the homepage on the current one as much as possible.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Soraya Xel
Abandoned Privilege Top Men.
2578
|
Posted - 2014.05.21 15:55:00 -
[22] - Quote
The biggest problem was all the missing information. Employment history was nowhere to be found in the DUST client. Alliances aren't listed anywhere in the client. When reading a player list, you'd have to "just know" which corps are in which alliances, since only the corp name was shown. There was no corp management UI to speak of. DUST players are forced to pass CEO to EVE players in order to join alliances.
Weapon type info is a horrible gap, since the bonuses on suits relied on weapon types, but there was no info on what weapons were what weapon types in the game UI.
I'd like to be your CPM1 candidate
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Jadek Menaheim
Ancient Textiles.
3072
|
Posted - 2014.05.21 16:36:00 -
[23] - Quote
Something missing.... Here's a mock up of a menu design called the contribution tab. It works by checking individuals player battle tax records, which was something unfortunately missing for Dust as an exploitable endpoint. A contribution tracking tool could allow players at all levels of Dust/Eve corporation to check their contribution level to corporation and even gauge contribution between members thus stirring up some healthy competition.
Contribution Tab Concept with descriptions
[Corporate Competition via Contribution Tab Tool]
Again a tab like this doesn't necessarily need to be made in game; however, the release of specific endpoint server side could greatly expand the meta of the game in very meaningful ways.
Gÿ+/ Join MySpaceTom's army
/Gûî
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Lady MDK
Kameira Lodge Amarr Empire
87
|
Posted - 2014.05.21 17:06:00 -
[24] - Quote
CCP Ankou wrote:
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?
Hey Ankou,
I actually found the menus relatively easy to get around being a regular EVE player and being familiar with the Neocom concept.
There appears to be a bit of a move away from this if the new menus follow what we saw at fan fest in the legion keynote (ahem sorry). I would say this is one area where the two games can find some sort of visual common ground and Legion should (as dust did before it) try and use some of the same DNA. Not saying they should be the same but a similar approach to things.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Maken Tosch
DUST University Ivy League
8677
|
Posted - 2014.05.21 18:08:00 -
[25] - Quote
I agree with some folks here that lack of information was problematic. I don't want to have to bust out my calculator just to see what the basic bonus is for my damage output. The same goes for the stats not updating with the bonuses as they should. And as others have pointed out, knowing the damage type for each weapon is helpful if you can implement it.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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DAMIOS82
WarRavens Final Resolution.
119
|
Posted - 2014.05.21 19:35:00 -
[26] - Quote
What i did not like in the market was whenever i wanted to buy stuff all i can do is buy them by the 100 at once. That is so enoying when you have millions of isk or aur and you have to press buy way to many times. I'm like a horder, when i buy stuff i want to buy them by the 1000 or 5000 or 10000 or even 100000, not 100.
That said a sell button is also a nice feature....since at one point or the other some stuff becomes absolete and i would like to sell it.
For special items like officer weapons or other maybe future gear, i would like to see buy/sell contracts or the ability to create them.
Another thing i disliked is the races should be a seperate tab for selecting, not all pressed together under one menu. If i select suits, then i want to select caldari suits and not all of them. Sure now there are not many, but at one point there will be and i prefer it all seperate.
What i also disliked when in the customizer for the suits/gear, the limit that was placed on how many you can make ( 30 is not enough). See i want to make one for any scenario i can think of, but i also like to have some form or system that makes it all nice and in order.
More info on not just stuff, but also people, like total skills points, the option to ad you own bio, to actually be able to see corp history, later on medals and awards granted, etc.
As for chat the ability to get rid of local chat or alliance chat, but also get it back when ever you do want it and to actually hear people with mics in those two aswell.
Another thing i'd like to see is easier ways to look up corporations and add them/join them. Like for instance you select a person, get the menu, select info, see there corp and press it for more info. Something along those lines. |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
496
|
Posted - 2014.05.21 19:46:00 -
[27] - Quote
I mostly went to battles, so didn-¦t need a loooot of interaction with the menus, however, a few things that really were a pain due to the console interface like not being able to delete all mail and so on, things that won-¦t happen on a PC.
Market
Market is important not only to "get my shinny equip", but also as an economic and conflict generator. The biggest link we can have between EVE and legion is trough production / market.
Principles: - Market must be supplied by players - Economy is a form of warfare - Logistics are an essential part of warfare - If your market hub is not supplied, you-¦re stuck with what you brought - If you don-¦t have a production/storage chain and your opponent bought everything available on the market, you-¦re stuck with what you brought - Station / Planetary Hub / Disctrict markets - You can have an NPC delivery system from Station to Planetary Hub (Space Elevator-Cost in ISK+Time) [Legion / EVE Integration] - You must transport things from the planetary hub to you district market/storage - Transportation from Planetary Hub to Districtcis subject to attack (Drones and Players) [Escort Missions on contract] - You can scan/ambush trasportation convoys and steal their cargo |
Cyrus Militani
Leon Conglomerate
73
|
Posted - 2014.05.21 20:17:00 -
[28] - Quote
----In Battle----
Informational Popovers--
Problem:
The TAB key opens the leader-board will a full screen popup that disrupts game play. Trying to close this menu is even more frustrating because hitting ESC doesn't close it fast enough, and I think hitting ESC again opens a different menu. It sometimes takes 2-3 seconds before I'm able to recover. Look how close the TAB key is to WASD (Up, Left, Down, Right). I have hit this button so many times unintentionally causing a death in an expensive suit I've lost count. I rant about this constantly.
Solution:
- Allow the keyboard keys to be rebound to keys that I want. - Replace those full screen popups with quick loading temporary popovers that don't disrupt game play. Meaning: -- The menu is semi-transparent. -- I can still move around a shoot. -- Holding the button down activates menu (w/ min press of, lets say 50 milliseconds). -- Releasing button deactivates menu.
Restocking In Battle--
Problem:
If you run out of stock on a suit you have to go through a few menus to restock a suit. Sometimes after restocking that suit it selects the previous suit you had (bug?). Getting back in battle can take longer than I would like.
Solution:
Let me select the suit and restock it in the background. I'd be willing to pay a 10% ISK penalty to get into battle that much faster. If I want to restock more than 1x suit, then I can go through the whole menu.
ISK Proficiency--
Problem:
Currently there is no way to know how much ISK was lost vs how much was gained. I currently put the cost in thousands in the fitting name (manually) and keep a running total in my head. Even then, I don't know how many WP I got from each fitting before I got terminated. Yes I spent 50,000 on this suit, but was it worth it? How many WP did I get while in this suit? How much damage in / out and heal in / out did I do? Yes this suit costs 10k and this one costs 50k and I spent 100k (gasp!) but did the 50k suit contribute to the team more?
Solution:
- In battle, perhaps when selecting a fitting for spawn, show ISK out. - End of battle, Show a total ISK out vs ISK in. How much profit? - End of battle, Dedicate a tab to proficiency. Show WP in/out, damage in/out, healing in/out, ISK out, kills, vehicle blown up, and duration for each fitting before termination. If someone revives you, that doesn't count as a termination. If you switch to a different suit from a supply depot it "counts" but would show 0 ISK out.
WP Gain vs Repair & Restock Messages -
Problem: They look the same. Blue text. Solution: Change the color. Things that give you WP should be one color, things that don't should be another.
--Out of Battle--
Battle History--
Problem: You can only see the last battle. You lose that information when you log out. Solution: Have a battle history. If I want to see the result of the last 10 battles, let me, and keep it around even when I log out.
Restocking Fittings--
Problem:
The fitting restock is terrible. It blindly restocks everything by 1x, even when you have too much of something in the fitting already.
Solution:
Take other fittings into account. If I have two fittings that both use Enhanced Armor Plates and it takes up 3 low slots between the two fittings it should be no more than 3x of that module. So if I have 100 Enhanced Armor Plates and I restock both fittings to 20 it should not restock the Enhanced Armor Plates. In this example it should make sure I have up to 60.
This would work by looking at the other suit and seeing that it already has a stock of 20. When I restock the second suit it should restock a module to satisfy that fitting, without taking away from the other fittings.
I currently have to do this manually by restocking modules individually, and it takes a lot of time. Because of a lack of time I have to be somewhat sloppy about it.
Managing Fittings --
Problem:
Managing fittings should be more intuitive and faster.
Solution:
- Allow the player to manually sort fittings. - Allow player to set a preferred stock level for each fitting. - Allow player to "restock all" based on preferred stock of each fitting. - Show the price of a fitting in the list by thousands. If something cost 50,000 ISK show 50k in the name.
Fitting Stats --
Problem:
There are a lot of stats that are affected by skills/modules that are not shown on the fitting that are shown on the suit attributes. OK this module effects this stat by X percent. What is it now? It shows the base stat in the market attributes, but it does not show it in the fitting. There is a stacking penalty, but what is it and by how much? This damage mod increases my Light weapon damage, but what is the stat at right now?
Solution:
- Show every stat before skills and mods. - Show every stat after skills and before mods. - Show every stat after skills and after mods.
No Online Status --
Problem: Contacts is useless because you don't know whether they're online or not. People work around this by using chat channels. If the person is offline they don't show up in the channel.
Solution: Add an online status to the contacts list.
Looking for squad --
Problem:
It's time consuming to get people into a squad, especially those on your contact list or chat channel. "lfs" is the common thing you see when someone is looking for a squad in a chat channel. By the time you get out of battle they're already in a different squad.
Solution:
- Show squad status in contact list and chat channels. - Show battle status in contact list and chat channels. - Have a squad setting to allow players in chat channels or on your contact list to join your squad without being invited. |
Maken Tosch
DUST University Ivy League
8679
|
Posted - 2014.05.22 03:33:00 -
[29] - Quote
Cyrus Militani wrote:----In Battle----
Informational Popovers--
Problem:
The TAB key opens the leader-board will a full screen popup that disrupts game play. Trying to close this menu is even more frustrating because hitting ESC doesn't close it fast enough, and I think hitting ESC again opens a different menu. It sometimes takes 2-3 seconds before I'm able to recover. Look how close the TAB key is to WASD (Up, Left, Down, Right). I have hit this button so many times unintentionally causing a death in an expensive suit I've lost count. I rant about this constantly.
Solution:
- Allow the keyboard keys to be rebound to keys that I want. - Replace those full screen popups with quick loading temporary popovers that don't disrupt game play. Meaning: -- The menu is semi-transparent. -- I can still move around a shoot. -- Holding the button down activates menu (w/ min press of, lets say 50 milliseconds). -- Releasing button deactivates menu.
Restocking In Battle--
Problem:
If you run out of stock on a suit you have to go through a few menus to restock a suit. Sometimes after restocking that suit it selects the previous suit you had (bug?). Getting back in battle can take longer than I would like.
Solution:
Let me select the suit and restock it in the background. I'd be willing to pay a 10% ISK penalty to get into battle that much faster. If I want to restock more than 1x suit, then I can go through the whole menu.
ISK Proficiency--
Problem:
Currently there is no way to know how much ISK was lost vs how much was gained. I currently put the cost in thousands in the fitting name (manually) and keep a running total in my head. Even then, I don't know how many WP I got from each fitting before I got terminated. Yes I spent 50,000 on this suit, but was it worth it? How many WP did I get while in this suit? How much damage in / out and heal in / out did I do? Yes this suit costs 10k and this one costs 50k and I spent 100k (gasp!) but did the 50k suit contribute to the team more?
Solution:
- In battle, perhaps when selecting a fitting for spawn, show ISK out. - End of battle, Show a total ISK out vs ISK in. How much profit? - End of battle, Dedicate a tab to proficiency. Show WP in/out, damage in/out, healing in/out, ISK out, kills, vehicle blown up, and duration for each fitting before termination. If someone revives you, that doesn't count as a termination. If you switch to a different suit from a supply depot it "counts" but would show 0 ISK out.
WP Gain vs Repair & Restock Messages -
Problem: They look the same. Blue text. Solution: Change the color. Things that give you WP should be one color, things that don't should be another.
--Out of Battle--
Battle History--
Problem: You can only see the last battle. You lose that information when you log out. Solution: Have a battle history. If I want to see the result of the last 10 battles, let me, and keep it around even when I log out.
Restocking Fittings--
Problem:
The fitting restock is terrible. It blindly restocks everything by 1x, even when you have too much of something in the fitting already.
Solution:
Take other fittings into account. If I have two fittings that both use Enhanced Armor Plates and it takes up 3 low slots between the two fittings it should be no more than 3x of that module. So if I have 100 Enhanced Armor Plates and I restock both fittings to 20 it should not restock the Enhanced Armor Plates. In this example it should make sure I have up to 60.
This would work by looking at the other suit and seeing that it already has a stock of 20. When I restock the second suit it should restock a module to satisfy that fitting, without taking away from the other fittings.
I currently have to do this manually by restocking modules individually, and it takes a lot of time. Because of a lack of time I have to be somewhat sloppy about it.
Managing Fittings --
Problem:
Managing fittings should be more intuitive and faster.
Solution:
- Allow the player to manually sort fittings. - Allow player to set a preferred stock level for each fitting. - Allow player to "restock all" based on preferred stock of each fitting. - Show the price of a fitting in the list by thousands. If something cost 50,000 ISK show 50k in the name.
Fitting Stats --
Problem:
There are a lot of stats that are affected by skills/modules that are not shown on the fitting that are shown on the suit attributes. OK this module effects this stat by X percent. What is it now? It shows the base stat in the market attributes, but it does not show it in the fitting. There is a stacking penalty, but what is it and by how much? This damage mod increases my Light weapon damage, but what is the stat at right now?
Solution:
- Show every stat before skills and mods. - Show every stat after skills and before mods. - Show every stat after skills and after mods.
No Online Status --
Problem: Contacts is useless because you don't know whether they're online or not. People work around this by using chat channels. If the person is offline they don't show up in the channel.
Solution: Add an online status to the contacts list.
Looking for squad --
Problem:
It's time consuming to get people into a squad, especially those on your contact list or chat channel. "lfs" is the common thing you see when someone is looking for a squad in a chat channel. By the time you get out of battle they're already in a different squad.
Solution:
- Show squad status in contact list and chat channels. - Show battle status in contact list and chat channels. - Have a squad setting to allow players in chat channels or on your contact list to join your squad without being invited.
This practically covers everything we are talking about here. Thanks.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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I-Shayz-I
I-----I
3435
|
Posted - 2014.05.22 03:45:00 -
[30] - Quote
Maken Tosch wrote:I agree with some folks here that lack of information was problematic. I don't want to have to bust out my calculator just to see what the basic bonus is for my damage output. The same goes for the stats not updating with the bonuses as they should. And as others have pointed out, knowing the damage type for each weapon is helpful if you can implement it.
There should be an option to switch between simple and complex stats. Simple would only include the most basic stats you need like sprint speed, shields, etc. But complex would be anything and everything...including things related to current equipped weapons.
For example, bonuses from skills that apply to weapon damage, or reload speed. Damage resistances for sentinels...as much as possible.
I'm tired of having to make videos like this: http://youtu.be/hPnjqxwED8M
There's a lot in this game that is hidden, and while I understand that it isn't good for newer players, it should at least be available to those of us that can handle it. _________________________________________________________________
Also when talking about the in-game marketplace, there are tabs/type organizers just like you'd find in a normal file on a computer (for instance, organizing by date, file type, title, etc). These heading are not selectable currently and I'd love to have the ability to sort items in the marketplace by different types (race, meta level, etc) _________________________
As another idea would be to have a very simplified version of the marketplace SPECIFICALLY for new players. It would direct them to basic types of gear, and couuld help them better get an idea for what types of suits/weapons are out there available to them.
There should be lots of pictures instead of just text on the screen. _____________________________________________________________________
Finally just as a nitpick that I have...when entering a battle (on the battle finder screen), you can press the circle button to cancel out of the battle. The problem is that the circle button is mostly used while navigating menus to just exit out of the window.
The best solution would be to have a window pop up that asks if you really want to cancel out of the battle...or make it so that you have to highlight/select a cancel "button". It probably won't be much of a problem on the PC, but just something to think about.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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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
|
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
|
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.
|
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
|
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
|
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
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
396
|
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
|
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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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 -
[61] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10938
|
Posted - 2014.05.25 04:46:00 -
[62] - Quote
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.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Kevall Longstride
DUST University Ivy League
1359
|
Posted - 2014.05.25 11:02:00 -
[63] - 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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Lilith Serenity
Onikanabo Brigade Caldari State
8
|
Posted - 2014.05.26 07:25:00 -
[64] - Quote
Like most of the current UI but the fitting section needs improvement. Instead of a full lists of equipment or weapons when you pick a slot, instead its like the market where you then get a list of types like nanohives, remote explosives, etc. would make fitting dropuit loadouts easier and faster.
Ex: Light Weapon slot > Assualt Rifles > Duvolle Assualt Rifle High slot > Damage Modifiers > Complex Light Damage Modifier |
Night 5talker 514
Freek Coalition Freek Alliance
273
|
Posted - 2014.05.26 08:33:00 -
[65] - 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
My expectations for the player market are for it to be like EVE. That market works and people are used to it. With Legion being on PC that would be an extremely logical way of laying out the market imo.
What I have found most annoying is restocking. Approaching 40 mil SP's now and I have 5 proto suits all fitted for differing situations. If I lose say 3 or 4 suits after restocking 2 I receive a message when restocking the 3rd saying "You can only make a certain number of market orders every minute." This I don't mind, what I do mind is it then restocks maybe 3 of the modules on the suit leaving me to then manually restock each item on the suit which is annoying to say the least #1stworldproblems. There is a similar issue with regards to the menu when restocking a suit with an aurum module or an aurum suit with isk modules... there is no option to only restock the ISK related items, Aurum related items or both. Right now if I only wish to restock the ISK modules or suits I have to do this manually which again is a major 1st world problem
Hope this helps
Edit: also the immense lag when scrolling through fits and the lack of fitting sections/folders e.g all my AV fits in a section and all my commando fits in another or sections we can name ourselves based on our fittings and which fits we want to place in them etc.
Gaming Freek DUST 514 YouTube Channel
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Fox Gaden
Immortal Guides
3486
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Posted - 2014.05.26 11:49:00 -
[66] - Quote
Customized Chat Channel lists
Chat channel management can be an issue in both DUST and EVE. In DUST many of us are consistently hitting the cap on how many Chat Channels we can have active. There have also been several bugs throughout DUST 514's history which has caused the game to crash more often if we have a lot of chat channels. In EVE I donGÇÖt think there is the same limitation on the number of chat channels you can have, but having too many will fill up your screen with all the tabs.
I propose having lists of chat channels that you can quickly switch between, that allow you to categorize your channels. The list would act as a set of bookmarks, so only the chat channels in your active list would be open, but when you switch lists all those channels are closed and all the channels in the list you switch to are opened. For password protected channels, once you get in the first time an access key should be saved to allow your list to open the channel again without manually entering the password every time. (Getting kicked from the channel should erase this key.)
Then you can have a list for Diplomatic channels (if you are a director involved in PC), a list for squad finding channels, a list for role specific channels (Condor Squad, Tanks R Us, Heavys Only, etc.), a list of Faction Warfare channels, etc.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3486
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Posted - 2014.05.26 12:15:00 -
[67] - Quote
Ah.... CCP Ankou... you are supposed to drop in an lay a witty comment on us every day or two to let us know you are still listening.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
507
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Posted - 2014.05.26 12:39:00 -
[68] - Quote
One thing that it-¦s terrible right now is the dynamics between skill-item-market.
1 - I decided to try out the Cloaking Field yesterday, went to skill, bought and trained the skill. Great!
2 - Bought 20 Minmatar Scout mk.0 No sub-menu, had to browse trough a lot of suits to get where i wanted.
3 - Started equipping my nova knife, sensor dampener, and... wait, what slot should i equip the cloak?
4 - Checked skill description again to see if there was any indication of where should i equip so i could browse. Nothing.
5 - After browsing trough ALL NON-CATEGORIZED itens in mid, high, and low, finally found it on the equip slot.
Problem: Lack of integration/information between Item-What unlocks-Where i can find it-Categorization
Solution: Menu and expand/retract Sub-menu
Weapons - Grenades - Heavy Weapons - Light Weapons - - Assault Rifles - - - AR 1 - - - AR 2 - - - "Named" AR - - - AR3 - - Combat RIfles - - - CR 1 - - - CR 2 - - etc.. - Sidearm
Same with suits
This way i can get a clear mental image of groups, and start thinking about the skills that interfere with that group.
[Again, the damn 1-3-5 skill mentality shows on the items as we only have Standard - Advanced - Prototype. Metalevel now!]
When looking at certain skills, i see what module it interacts with and with a right click, i can choose "View Market Details" to go straight for the market to buy it
Active Scanner Operation
Description: Skill at using active scanners. 5% Bonus to scanning [paramenter] per level (Since "Unlocks access to standard active scanner at lvl.1; advanced at lvl.3; prototype at lvl.5." it-¦s a FLAW in Dust 514, will say it as many times as needed. If you guys want SP sinks, Get N [Paramenter] skills and be done with it (Range - Reloading Time - Precision - Amount - etc.. )
Requirements: B+ºlah +ºbah b+ºah
Modules: Active Scanners (When i right click it it opens the market at the proposed category so i can buy the damn thing)
I know consoles have limitatitions, but ceratin things would make our lives a lot easier to interact with the game, and even understand it-¦s "Concept"
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Cross Atu
OSG Planetary Operations Covert Intervention
2142
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Posted - 2014.05.26 15:10:00 -
[69] - Quote
Fox Gaden wrote:Customized Chat Channel lists Chat channel management can be an issue in both DUST and EVE. In DUST many of us are consistently hitting the cap on how many Chat Channels we can have active. There have also been several bugs throughout DUST 514's history which has caused the game to crash more often if we have a lot of chat channels. In EVE I donGÇÖt think there is the same limitation on the number of chat channels you can have, but having too many will fill up your screen with all the tabs. I propose having lists of chat channels that you can quickly switch between, that allow you to categorize your channels. The list would act as a set of bookmarks, so only the chat channels in your active list would be open, but when you switch lists all those channels are closed and all the channels in the list you switch to are opened. For password protected channels, once you get in the first time an access key should be saved to allow your list to open the channel again without manually entering the password every time. (Getting kicked from the channel should erase this key.)Then you can have a list for Diplomatic channels (if you are a director involved in PC), a list for squad finding channels, a list for role specific channels (Condor Squad, Tanks R Us, Heavys Only, etc.), a list of Faction Warfare channels, etc. A a member of Corp and Alliance leadership, a long time simmer in Diplo waters, avid tester of many roles, and sociable player, this idea gets my +1, if the forums structure allowed for it I'd get my EVE character over here to +1 it as well. There may not be client locks/crashes up in the sky with so many chats but this would still be highly useful.
Thanks go to Fox for proposing this idea
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Veka Kari
The Phoenix Federation Caps and Mercs
41
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Posted - 2014.05.26 19:03:00 -
[70] - Quote
Quote:What were the things you liked? Nothing, the menu's were conviluted in a lot of areas, and being that it was on a console making multi focal menus possible would have been very difficult at best without being broken. So a complete redesign is needed.
Quote:What were your biggest frustrations? Single focus menus without the ability to look for example, in my inventory to check if I already owned something, or messages to see what PC I should join.
Quote: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. Be able to continously see who was talking at the current moment in the chat pane while I was working on my gear. I realise there could have been ways of making it work, however I understand with the limitations of working on a console instead of a PC. An emulated mouse out of battle would have been nice though!
Quote:What are you expectations around this? A complete copy with improvements from what EVE online has in legion.
Vote me for CPM1, A Conduit for change
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Maken Tosch
DUST University Ivy League
8709
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Posted - 2014.05.27 00:35:00 -
[71] - Quote
CCP Ankou wrote: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?
- I like the circular fitting window since it reminds me of Eve Online. - Lack of information such as no updated stats after fittings and telling apart an anti-shield from an anti-armor weapon. - Eve Online has a better setup in organizing the market. That is what's clearly missing in Dust and should be included in Legion.
- I expect to be able to customize the menus however I like in Legion just like how you can do it in Eve Online.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Magpie Raven
ZionTCD Top Men.
434
|
Posted - 2014.05.27 00:47:00 -
[72] - Quote
Just about every one of the posts here bring up an important issue with the menus. For me something I would add is the issue of the way items are categorized. Items need to be organized and grouped according to what it is. Currently there is just a giant list to sort through trying to find the item I want in my Assets. That is just in the fitting screen. In the marketplace its also bad. There is so much space being taken up that is not necessary.
Weapons and modules both are currently just listed. Eventually this will become a huge list when more types are added. It all needs to be categorized so it is easier to find what you want
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Magpie Raven
ZionTCD Top Men.
434
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Posted - 2014.05.27 00:52:00 -
[73] - Quote
Another issue is that when I am fitting things I get the urge to crosscheck some stats or double check how many slots a suit has. Currently to do that its hard to do this, especially if I dont own the item. We have to leave the fitting screen and go to the market place, find the item see the info, then go all the way back. It would be helpful if some sort of screen or tool was implemented that would allow us to reference other items quickly without having to leave the fitting screen |
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CCP Ankou
C C P C C P Alliance
26
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Posted - 2014.05.27 07:27:00 -
[74] - Quote
Hey guys,
ItGÇÖs great to see all your replies.
Sorry I was pretty busy those last days and did not reply but be sure I always keep an eye on the thread.
I like how you mention interconnectivity between the menus, it is definitively something I would like to improve. We are working on giving better feedbacks for things like missing skills, CPU/PG requirements, etc. And also make it easier to compare items. Generally we are on track to address your biggest complaints
ItGÇÖs really fun to see some of you proposing layouts for different menus. ItGÇÖs the first time in my career I have other people trying to do my job for me @Kevall: the 1st test I made for the fitting screen a few weeks back was actually similar to yours in the idea. But now I feel it still needs improvement to better integrate with the market. I take note you guys want more info about the Fittings. As you can guess this screen will go through an overall redesign to make it both cooler (somebody said Iron Man?) and clearer.
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.
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?
For Chat & Squad we want to make things more in line with what exists in other PC games and shooters. Those elements should feel natural for all gamers out there and answer the requests I have seen in this thread.
For the Starmap too there are definitively huge improvements coming! This is a specific feature that will deserve its own thread in the futureGǪ We are quite confident it will improve the sense of belonging to New Eden and the link with Eve.
Just keep the thread going I am all hears.
CCP Ankou.
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killian178
S.e.V.e.N. General Tso's Alliance
21
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Posted - 2014.05.27 07:38:00 -
[75] - Quote
For the love of all that is holy, give us folders in the fittings sections, and more fittings space. I have to regularly delete fittings to accommodate constantly trying new things and fits. And could you please nudge, guide, help or threaten the dust team into implementing this in dust asap. Pleeeeease and thank you. |
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CCP Ankou
C C P C C P Alliance
26
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Posted - 2014.05.27 07:39:00 -
[76] - Quote
killian178 wrote:For the love of all that is holy, give us folders in the fittings sections, and more fittings space..
Duly noted!
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CCP Ankou
C C P C C P Alliance
26
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Posted - 2014.05.27 07:41:00 -
[77] - Quote
Oh, and another question for you guys.
According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance. |
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
249
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Posted - 2014.05.27 08:03:00 -
[78] - Quote
Loadout menu What I want is the list of mods and equipment with meta and cost per item so I can make a cheap suit easy. Currently I pick an item then start restocking it on the dropsuit to see the cost.Maybe have the total in isk the loadout is somewhere also. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
249
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Posted - 2014.05.27 08:10:00 -
[79] - Quote
All things compare when you get killed let the data be compared . Your suit his suit Your gun his gun or their guns Tactical display your gun used against this suit needs to be on target 3.5 seconds to get though shield/armor on body and 2.5 seconds for fire on head. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
473
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Posted - 2014.05.27 08:24:00 -
[80] - Quote
CCP Ankou wrote:Oh, and another question for you guys.
According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance. Let's see...
Deus Ex Human Revolution had a nice condensed view in which you could easily see which areas you have maxed out. The actual skills make it not as clear as it could be, but the green highlights of completed paths give you that feeling of "I'm progressing!". The categories also help. It could be easily adopted into Legion, by having each category refer to a role, which then gets cut up into multiple smaller trees, like "lvl 1 items" for the first branch of items. So you'd know at a glance which branches you have already completed. It would likely require to be multi-layered or something, though, because of the major split of a role's tree once the faction specializations are reached. I like the Dawn of War 2 one, despite it not being an actual tree with branches, because it gives each step on your path its own icon, related to what the skill actually does. It was very easy to see which thresholds you had to reach in order to reach certain options. |
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Ryder Azorria
Amarr Templars Amarr Empire
1002
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Posted - 2014.05.27 09:29:00 -
[81] - Quote
CCP Ankou wrote:Oh, and another question for you guys.
According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance. Honestly, I love the combination of the new(ish) Mastery and ISIS systems from Eve online. |
SponkSponkSponk
The Southern Legion Final Resolution.
827
|
Posted - 2014.05.27 11:03:00 -
[82] - Quote
CCP Ankou wrote:\ According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance.
http://battlefield.ekl-systems.de
(Although I have s soft spot for PoE's skill tree, it's somewhat 'advanced mode')
Dust/Eve transfers
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
507
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Posted - 2014.05.27 12:36:00 -
[83] - Quote
CCP Ankou wrote:Oh, and another question for you guys.
According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance.
There-¦s this Sci-fi game that vaguely reminds Dust 514, but their skill system is awesome. It shows what i require in order to use certain equipments, and it has a neat way of showing the skills by category.
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Captain Crutches
Nexus Marines
134
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Posted - 2014.05.27 14:50:00 -
[84] - Quote
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? As much as possible. Everything. All the things. As in Eve, each window should have a tutorial the first time it's opened that can be either read or dismissed. More important features should involve a hands-on lesson that involves going to a planet, shooting something, picking up some loot, etc.
You want to make the game more accessible to new players without dumbing it down? Then take the time to explain it well to newbies. It helps them become more familiar and accustomed to the complexity inherent in New Eden, it will improve player retention and enjoyment, and it'll take a significant burden off people like Dennie who are currently saddled with sending out dozens of mails explaining everything you guys currently don't.
Z's progression is the only thing about Legion that gives me doubts. The rest has me totally stoked!
@CaptainCrutches
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Veka Kari
The Phoenix Federation Caps and Mercs
41
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Posted - 2014.05.27 17:40:00 -
[85] - Quote
I really think that the skill tree should be organized categorically. For example, instead of having the skill tree for dropsuits be classified by {racial}[Weight], I would compress it all to the 4 races. Thus giving you one more area to put an additional ability for the Racial skill. Something that might affect payout of FW for that race maybe? |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5802
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Posted - 2014.05.27 19:14:00 -
[86] - Quote
CCP Ankou wrote:Oh, and another question for you guys.
According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance.
Couldn't find anything I liked. Decided to make this instead: http://prezi.com/nnsnot-wnqnk/?utm_campaign=share&utm_medium=copy
Useful Links
Aeon Amadi for CPM1
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I-Shayz-I
I-----I
3486
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Posted - 2014.05.28 01:50:00 -
[87] - Quote
This reminds me a TON of the menus in Metroid Prime 2. http://img1.wikia.nocookie.net/__cb20140423000752/metroid/images/0/0c/OptionsMP2.png
Basically you would have a center point that all of the connected orbs would "orbit" around, and depending on which way you pushed the control stick, the orbs would spin around in different directions. Whichever orb was the closest was the orb that would currently be selected. When you selected an orb, that orb would then become the new "center" and sprout new orbs that would give you the next set of options to choose from. On the right side of the screen would be a list of the path you took, just like you can see the path on the top bar of a file opened in windows.
My favorite skill system was the one from Final Fantasy 13 though. While it was very linear, it was beautiful and let you easily choose which roles you wanted to unlock things in, or which roles you wanted to focus in. It was easy enough that a 3 year old could level up characters without any thought, but still detailed enough to where experienced players could pick and choose how to effectively spend their cp.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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CCP Ankou
C C P C C P Alliance
37
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Posted - 2014.05.28 02:04:00 -
[88] - Quote
SponkSponkSponk wrote:CCP Ankou wrote:\ According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance. http://battlefield.ekl-systems.de(Although I have s soft spot for PoE's skill tree, it's somewhat 'advanced mode')
I was totally expecting somebody to mention Path Of Exile It does not really fit my "easy to understand" criteria though
Pretty cool proposal Aeon!
Reminded me the menu from Bionic Commando
It would work even better with a pad.
One thing I would like to achieve is to be able to show the overall progression in the first "page" of the skill tree.
I really like the idea to use transparency to show the other branches of the tree. This is something we will probably investigate. |
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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 -
[89] - 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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Aeon Amadi
Edimmu Warfighters Gallente Federation
5811
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Posted - 2014.05.28 02:12:00 -
[90] - Quote
CCP Ankou wrote:SponkSponkSponk wrote:CCP Ankou wrote:\ According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance. http://battlefield.ekl-systems.de(Although I have s soft spot for PoE's skill tree, it's somewhat 'advanced mode') I was totally expecting somebody to mention Path Of Exile It does not really fit my "easy to understand" criteria though Pretty cool proposal Aeon! Reminded me the menu from Bionic CommandoIt would work even better with a pad. One thing I would like to achieve is to be able to show the overall progression in the first "page" of the skill tree. I really like the idea to use transparency to show the other branches of the tree. This is something we will probably investigate.
Cool cool, sounds like my proposal made an impact and that's what counts ^_-
Currently in Dust 514 we have two different versions of the skills menu. Could have the massive skill tree that CCP Z showed in the Progression panel at Fan-Fest as well as a separate system for the user's preference. Your call though, of course.
Useful Links
Aeon Amadi for CPM1
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CCP Ankou
C C P C C P Alliance
37
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Posted - 2014.05.28 03:34:00 -
[91] - Quote
Samuel Zelik wrote: 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)
I am pretty sure this is unrelated.
Fittings and Marketplace are indeed complex and original features in Legion. We will need to explain them step by step to players.
And yes tooltips are great In the examples you mention on the other thread I would not call of them 'tooltips' but they are all valid examples of how we could give a better understanding of the game to the Players.
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CCP Ankou
C C P C C P Alliance
37
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Posted - 2014.05.28 03:35:00 -
[92] - Quote
Aeon Amadi wrote: ... as well as a separate system for the user's preference.
I am not sure what you mean here.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5812
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Posted - 2014.05.28 03:40:00 -
[93] - Quote
CCP Ankou wrote:Aeon Amadi wrote: ... as well as a separate system for the user's preference. I am not sure what you mean here.
Currently in Dust 514 we have the skill trees under the 'Skills' menu tab in the Neocom
But we also have the 'Skill List' under the Character Sheet
Useful Links
Aeon Amadi for CPM1
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Maken Tosch
DUST University Ivy League
8714
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Posted - 2014.05.28 04:23:00 -
[94] - Quote
Aeon Amadi wrote:CCP Ankou wrote:Aeon Amadi wrote: ... as well as a separate system for the user's preference. I am not sure what you mean here. Currently in Dust 514 we have the skill trees under the 'Skills' menu tab in the Neocom But we also have the 'Skill List' under the Character Sheet
Pretty much this. However, I found that method to be non-intuitive. I would prefer it to be something you can toggle back and forth on the fly between the skill tree and the skill list without having to dig through the menus for each.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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killian178
S.e.V.e.N. General Tso's Alliance
23
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Posted - 2014.05.28 04:48:00 -
[95] - Quote
CCP Ankou wrote:killian178 wrote:For the love of all that is holy, give us folders in the fittings sections, and more fittings space.. Duly noted! YAY! |
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CCP Ankou
C C P C C P Alliance
39
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Posted - 2014.05.28 05:00:00 -
[96] - Quote
Aeon Amadi wrote:CCP Ankou wrote:Aeon Amadi wrote: ... as well as a separate system for the user's preference. I am not sure what you mean here. Currently in Dust 514 we have the skill trees under the 'Skills' menu tab in the Neocom But we also have the 'Skill List' under the Character Sheet
Yeah of course.
Maybe having this at only one place would make things simpler.
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SponkSponkSponk
The Southern Legion Final Resolution.
831
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Posted - 2014.05.28 05:48:00 -
[97] - Quote
I originally thought the skill list was better (since I was used to it) but I'm sufficiently used to the tree now that the list is sub par in comparison.
Dust/Eve transfers
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Hansei Kaizen
The Jackson Five
211
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Posted - 2014.05.28 08:07:00 -
[98] - Quote
Skill-wise there is a little big difference between Dust and Eve i'd like to put into account.
In Dust you collect SP first and then decide to spend it in big lumps. In Eve you decide what to skill into first and then the SP trickle in one point every second or so. Somehow that feels very different to me. There is a more continuous and inevitable sense to it, somehow more captivating, if you will. If you dont select a Skill, no SP are going in. There is constantly something in line, not some abstract random number that at one point gets injected and PLING you have learned something.
I like the Eve style trickling in of SP, but would prefer a graph-like skill tree similar to Dust. Id love some tie-in of the ISIS chart in Dust. Be it as an overview of the skills, or an overview of the suits, vehicles and weapons. It lays out everything you might achieve someday and gives you goals to work towards. Its the visual center of your progression, your achievements so far and your planning for the future.
tl:dr
1. I like SP accrual in Eve better than in Dust. 2. I love visual overviews that help me locate my progress in one look.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Ku Shala
The Generals General Tso's Alliance
934
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Posted - 2014.05.28 17:08:00 -
[99] - Quote
Please make option in the market to sort dropsuits and equipment how you see fit. example I only play caldari dropsuit I do not want to scroll through minmitard, amarr and gallante suits that im not speced into to see proto variants of a caldari suit, or at the very least more submenus, example: Module>Equipment >scanner>(variants), moduels> low modules>armour mods>(variants)
-¦a+ó a+ú-Æa+äla+ä
Closed Beta ¦¦V¦¦e¦¦t ¦¦ H8R
Caldari Loyalist
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10963
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Posted - 2014.05.29 08:57:00 -
[100] - Quote
Kind of minor, but descriptions of weapons should tell what type it is (like projectile, laser, explosive), as well as listing the damage profile (like +20% to shields, -20% to armor). I'm not sure if item descriptions count as menu items, maybe, maybe not, but this is important if dropsuits will still have racial weapon bonuses; you have to know which weapons will receive the bonus from your suit.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10979
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Posted - 2014.05.29 09:09:00 -
[101] - Quote
[END OF MATCH] ISK damage: the total value of everything we destroyed in the battle. Also possibly an ISK Destroyed per minute, or per life could be added.
Objectives fulfilled: Null cannons (and other future objectives) successfully hacked in the battle.
Hacks: All successful hacks performed in the battle.
WP per life: number of war points divided how many times you spawned in the battle.
ISK efficiency: Your ISK rewards divided by your total current market cost of your depleted gear throughout the course of the battle.
Causes of death: let us see what our deaths are from, organized from what killed us the most to what killed us the least in the battle.
Our killers: let us see a list of people who killed us, organized from who killed us the most to who killed us the least in the battle.
Our victims: let us see a list of people who we killed, organized from who we killed the most to who we killed the least in the battle.
WP per minute: War points gained in the battle divided by minutes spent in battle.
Kills per minute: Kills gained in the battle divided by minutes spent in the battle.
Show dropsuits, and weapons used for every kill and death on the chart on the K D graph.
[CHARACTER SHEET (or a new stats pages)] Lifetime ISK damage: the total value of everything we destroyed in our lifetime. Also possibly a lifetime ISK Destroyed per minute, or per life could be added.
Lifetime WP per minute: War points gained in the battle divided by minutes spent in battle in our lifetime.
Kills per minute: Kills gained in the battle divided by minutes spent in the battle in our lifetime.
Lifetime objectives fulfilled: Null cannons (and other future objectives) successfully hacked in our lifetime.
Lifetime hacks: all successful hacks performed in our lifetime.
Lifetime revives: all successful revives performed in our lifetime.
Lifetime WP per life: number of war points divided how many times you spawned in our lifetime.
Lifetime ISK efficiency: Your ISK rewards divided by your total market cost (at the time) of your depleted gear over your lifetime.
Daily, weekly, and monthly stats for Win/loss ratio, KDR, ISK efficiency, and WP per life: This will let us see our progress and improvements.
Graph for win/loss ratio, KDR, ISK efficiency, and WP per life over time: an alternative to the daily, weekly, and monthly stats. I actually would prefer this.
Win/loss ratios, KDR, ISK efficiency, and WP per life for specific to contract types (public battle, FW, PC, other): Show our stats specifically for each contract type.
Win/loss ratios, KDR, ISK efficiency, and WP per life for specific to game modes (Ambush, Skirmish, Domination): Show our stats specifically for each game mode.
Lifetime kills by weapon used (should include vehicles and other non-weapons also): let us see what most of our kills are from.
Lifetime kills by victim's weapon: organize lifetime kills by weapon our victims used by.
Lifetime kills by victim's dropsuit: organize lifetime kills by dropsuits our victims wore.
Lifetime kills by dropsuit worn: organize lifetime kills by dropsuits we wore at the time.
Lifetime deaths by cause of death: let us see what our deaths are from, organized from what killed us the most to what killed us the least in or lifetime.
Lifetime deaths by dropsuit worn: organize lifetime kills by dropsuit worn at time of death.
Lifetime deaths by weapon we used: organize lifetime deaths by what weapon we used at time of death.
Nemesis: Who killed us the most, and who we killed the most in our lifetime.
Favored faction: The faction you take faction warfare contracts for the most.
With all this, the character sheet would likely be very cluttered, so a separate stats page should be added for more specific and numerous stats. Players should be able to set the parameters for what stats they want to view, to reduce clutter. By allowing players to set parameters for stats, I mean things like selecting the time frame, the mode, the contract type for the specific stat (imagine a BF3 server browser, but for stats); something like this likely wouldn't be easy to implement, but would be worth it IMO.
Example: 1) you go to the stats page, select causes of death to see your lifetime causes of death 2) then you select a time frame of this month to get causes of death specific to this month 3) then you select public battles as contract type to see causes of death specific to this month, from only public battles 4) then you select Domination as your game mode mode to see causes of death specific to this month, from only public battles, and specific to Domination mode.
Example 2: 1) You go to the stats page, select kills to see your lifetime number of kills 2) you select dropsuit worn by victims to see your lifetime number of kills for each specific dropsuit type in the game, and organized by dropsuits whose users you've killed the most. 3) You select PC as contract type to see PC only lifetime number of kills for each specific dropsuit type in the game, and organized by dropsuits whose users you've killed the most.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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The-Errorist
Sver true blood
727
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Posted - 2014.06.01 09:39:00 -
[102] - Quote
It would be great if the fitting menu could tell users what fits one could scan and what things they are hidden from.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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Kincate
DUST University Ivy League
54
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Posted - 2014.06.03 11:34:00 -
[103] - Quote
CCP Ankou wrote:
Second, as you are aware, we are working on this little new thing called the Player Market. -What are you expectations around this?
CCP Ankou
This should not be any different than the Eve Market, I mean it literally should be the same market place. If as an eve play I wanted to purchase large amounts of Dust gear just so someone can not buy it that should be possible.
As for the actual UI of the market place I would point you to the Eve Market, with a KB and mouse this should be the optimum setup.
1st Legionhaire
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Nothing Certain
Bioshock Rejects
787
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Posted - 2014.06.03 21:41:00 -
[104] - Quote
If we have a players market how about you create a "Fitting skill", this would be a skill tree that gives you advantages in building dropsuit fits so you could build a little better fits than those who don't have this skill and then you could sell yoir finished suit/vehicles that would be better than what others could build themselves.
Because, that's why.
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Nothing Certain
Bioshock Rejects
787
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Posted - 2014.06.03 21:42:00 -
[105] - Quote
ISK should be a thing in stats. ISK destroyed and profit made in battles should be something you see like WP.
Because, that's why.
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Nothing Certain
Bioshock Rejects
787
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Posted - 2014.06.03 21:51:00 -
[106] - Quote
I'd like to be able to skill into being able to create more unique fittings, 30 isn't enough and have an indexing system so I can easily pull up the few suits that I use in a certain situation or map. i should have a dozen files with subfiles of suits.
Because, that's why.
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Kincate
DUST University Ivy League
58
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Posted - 2014.06.06 23:32:00 -
[107] - Quote
Regarding Leadership UIs and menus here
1st Legionhaire
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Skylight Atoma
The Phoenix Federation Dark Taboo
8
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Posted - 2014.06.10 10:48:00 -
[108] - Quote
I'll try not to repeat some things that have been said
*Tooltips, tooltips everywhere. -Let players know the basic functions of menus, modules, suits, vehicles -basic overview of star systems in the star map (planet count and # of distrcts/planet) -Highlight/color code keywords (in a general sense, but espcially when it comes to stat descriptions -what stats do and what they are affected by when relevant (ex. "Shields" recharge at your "shield recharge amount" when not taking damage based on your "shield recharge delay". quotes should be color coded) Don't make us guess every single mechanic and hidden synergies, this isn't the days of Diablo 2 or Ragnarok Online. Contrary to what some people think, clarity doesn't sacrifice depth.
*If there are voices and/or voice commands (like in Planetside 2 or Tribes) I would like a subtitles option
*Neocom is fine as it is, though I would like it to be optional. If Legion has anything like a captains quarters with that TV screen I would want to drag and drop links to menus and chat rooms onto that screen and rearrange it at will (thinking of that scene in Minority Report)
*Have option for Corp directors and chat channel moderators to send out "pings" to members -can be limited to x/minute -just there to get important notices out, not a replacement for chat
*The fitting window is a great concept but it needs a few tweaks -Show advanced information like scan radius, precision, weapon damage, shield/armor resists, ect. Currently I believe it only updates armor/shield amount/repair/recharge and movement speed. -Restocking and replacing modules is a pain, not only because of the lag. I would like to see collapseable sub-menus for different module types, as well as the module's std/adv/pro (or whatever will be most similar in Legion) icon within those sub menus. -Ability to change suits while keeping the same modules, red out modules that go over the new suit's slot layout. -Option to online/offline modules ? -
*The act of viewing the leaderboard in game is absolutely sub-par compared to any other shooter. Have it be an overlay and not a menu thing.
*Need more options to organize fittings; -folders -sort by suit, weapon, tanking, equipment types -option to have certain fits to show/hide for specific game modes.
*Have squad objectives stand out more
*A few advanced features for voice communication similar to other VOIP programs, especially if there will still be a small limit on squad sizes. On that note, have a hierarchy system similar to EVE fleets FC>SCs. -option to change individual players' voice levels, save settings locally so it doesn't change from match to match. -Have "priority speakers" be louder than everyone else, could be default or exclusive for squad leaders/FCs. Option to press a global mute button while they speak -Toggle push to talk on/off
*Market UI more similar to EVE's layout. -Have the green check, yellow circle, red x icons from EVE near modules to show skill progress on that module, and when highlighted shows a tooltip of requirements and your skill progression -show std/adv/pro (or whatever will be most similar in Legion) icons near modules in market lists -otherwise pretty much the same as EVE for layout and functionality
*Mail menu is good but is lacking in some features compared to EVE
*The corp/player show info and search function are very basic and limited. The search function in particular is pretty bad and unforgiving |
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CCP Ankou
C C P C C P Alliance
47
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Posted - 2014.06.12 01:47:00 -
[109] - Quote
Hello guys,
I really like what I am reading here. (thanks Atoma and Kagehoshi for their long posts)
I note your requests, especially about the Fittings. This is something we have just started to rework and it is good to get your views on it.
I encourage you to keep posting here. Even if we DEVs do not answer everyday be sure all your posts are read and good ideas/suggestions will be taken into account.
Cheers! |
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Maken Tosch
DUST University Ivy League
8761
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Posted - 2014.06.12 02:29:00 -
[110] - Quote
CCP Ankou wrote:Hello guys,
I really like what I am reading here. (thanks Atoma and Kagehoshi for their long posts)
I note your requests, especially about the Fittings. This is something we have just started to rework and it is good to get your views on it.
I encourage you to keep posting here. Even if we DEVs do not answer everyday be sure all your posts are read and good ideas/suggestions will be taken into account.
Cheers!
Good to know.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Dj grammer
Red Star. EoN.
250
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Posted - 2014.06.12 05:32:00 -
[111] - Quote
Rich o wrote:Some things that came to my mind:
Negatives: * We have the skill-tree and the menu with invested skills. Can't they be combined so that when I check the skill-tree I see how many SP I already invested into one particular skill? * It takes too much time to buy more than 100 pieces of one item due to not being able to just write in a number and the "100 pieces at a time"-limitation
Missings: * Option to categorize our fittings with tabs. With the actual system having more than 10 suits becomes complicated. There needs to be a way to create tabs and put your fittings in there * When you choose to fit your suit you have to scroll for hours to find the module/weapon/etc you want to fit. Maybe some kind of categorization or menue could help * When fitting a suit, I want to know the actual speed, dampening level, scanradius and precision-level. Calculating these things over and over is no fun * Fitting screen again: Would be nice if next to each item we could see the symbol for STD/ADV/PRO and if stacking penalty is applied to a module (including percentage)
Market: * The option to give sth. away for free would be cool (Ex: Give merc XY z amounts of weapon A for free) * The possibility to sell stuff for AUR (like officer-weapons, if they will be present in Legion); this could also bump your AUR-sales * If someone decides to sell stuff, this stuff should not be available to be equipped in the fitting screen * Maybe some kind of "fast sale": The decition to sell the whole amount of one item at 50% of the original ISK-price. ^^^^^^ This
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OP FOTM
Commando Perkone Caldari State
17
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Posted - 2014.06.25 08:29:00 -
[112] - Quote
Menus:
- Useless skills in skill tree that do nothing. Also unable to undo when spending a skill. Should at least ask "Are you sure?"
- Difficult to delete multiple contacts from "contact list." I still have hundreds of them that I don't even talk to anymore.
- Difficult to invite people to chat channels for the above reason. After I added them as a contact the invitation screen lags really badly because it's trying to load all my contacts.
- Typing in a chat then having your text mysteriously vanish when you go from searching for battle to waiting for deployment, instead having it show up in "team chat" which I think shouldn't even exist and is not needed.
- Squad finder will allow you to join squads that are already deployed or searching for battle, so it needs to be refreshed more constantly
- Limitations in fitting menu, like "you've reached the maximum amount of fittings." Pfft.
Player Market:
- Allow the selling of every item in the game, so that "salvage" is not a complete waste of space in your inventory, especially Officer weapons
- Gifting said items to other characters, for example your own alternate character
- Probably allow users to set their own prices, to allow for supply and demand
I don't think anyone I know even really cares about any other features of the market than those two mentioned.
You could probably allow Eve players to manufacture said gear for Dust mercs, or even allow Dust mercs to manufacture it as well. Again most of the shooter-oriented people don't care about those kind of things so, by all means, go nuts and copy-paste Eve into Dust for all we care. |
lateris ablon
Commando Perkone Caldari State
4
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Posted - 2014.06.25 20:31:00 -
[113] - Quote
Customization is such an emphasis these days/ Abilities to change color schemes and move the UI into your own custom positions is just a major key factor for me personally. I love this in a FPS, especially in the Eve Universe. Ty for this new project.
o-0-((~Immersion through Scale][Consistency through light and shading][High detail through tessellation~))-0-o
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Emo Skellington
The Neutral Zone Psychotic Alliance
83
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Posted - 2014.07.02 19:00:00 -
[114] - Quote
Market Expectation:
- Player controlled market
- Regional best / average
- Even with player controlled selling prices there will be at least a certain amount of stocked items that the station of residence produces at a base price....
-ability to cancel sell orders if put on market...
-option to sell on market or to station (station giving you only 60% of market base value
ei... Gallente manufacturing station
Plasma Rifle-
Jumps l Price l Time l Seller l
station- l 7,000 ISK l 32 days 4 hrs etc l station l station- l 6,940 ISK l 105 days etc... l Legionaire #1 l systems-l 8,000 ISK l 42 days etc... l Legionaire #2 l Amarr- l 4,999 ISK l 42 days etc... l Legionaire #3 l Duripant- l 10,000 ISK l 17 days etc... l station l Agil- l 2 AUR l 2 days etc... l Legionaire #4 l
I like this better than current looks of market ....Eve style seems best......oooooor
Have 2 seperate markets. One player market and one standard.
Player market is market controlled prices
Standard is just like it is now
Supporter of Legion
Supporter of Valkyrie
Supporter/Fan of Eve
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
817
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Posted - 2014.07.05 00:11:00 -
[115] - Quote
We hungry. We wanna any screnshot )))
Sorry for bad English =)
>>> Legion rdy! <<<
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CCP Ankou
C C P C C P Alliance
48
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Posted - 2014.07.07 09:52:00 -
[116] - Quote
Everything will come in due time
Be sure we are working hard. |
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Grimmiers
616
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Posted - 2014.07.07 14:37:00 -
[117] - Quote
Emo Skellington wrote:Market Expectation:
- Player controlled market
- Regional best / average
- Even with player controlled selling prices there will be at least a certain amount of stocked items that the station of residence produces at a base price....
-ability to cancel sell orders if put on market...
-option to sell on market or to station (station giving you only 60% of market base value
ei... Gallente manufacturing station
Plasma Rifle-
Jumps l Price l Time l Seller l
station- l 7,000 ISK l 32 days 4 hrs etc l station l station- l 6,940 ISK l 105 days etc... l Legionaire #1 l systems-l 8,000 ISK l 42 days etc... l Legionaire #2 l Amarr- l 4,999 ISK l 42 days etc... l Legionaire #3 l Duripant- l 10,000 ISK l 17 days etc... l station l Agil- l 2 AUR l 2 days etc... l Legionaire #4 l
I like this better than current looks of market ....Eve style seems best......oooooor
Have 2 seperate markets. One player market and one standard.
Player market is market controlled prices
Standard is just like it is now
How would jumps work in legion? Also this made me think about eve players delivering our buy orders when the location is too far.
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WeapondigitX V7
The Exemplars Top Men.
161
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Posted - 2014.07.15 06:28:00 -
[118] - Quote
When we sell items on the player market, allow the 'sellers' to put a certain amount of items up for sale, then just after the sale is advertised on the market, allow the same 'seller' (the player selling the items) to put an identical amount of items up for sale at a different price, which should not cause the game to send a 'delete command' for the original item sale, unless the command is given by the player.
(example: allow players to make 2 different sale prices for the same kind of militia heavy suit)
It may allow veteran players to fool some new players that the second cheaper sale is a bargain and is worth buying. (may work better if the name of the player selling the items is not displayed to the buyer) |
WeapondigitX V7
The Exemplars Top Men.
161
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Posted - 2014.07.15 06:37:00 -
[119] - Quote
Give us a range of 'refresh rate' options that the squad finder uses.
Example: allow people to choose, in the squad finder, between the refresh rates of, every 10 seconds search results are updated, every minute, every 5 seconds, every 90 seconds, every 2 minutes, etc |
WeapondigitX V7
The Exemplars Top Men.
161
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Posted - 2014.07.15 06:59:00 -
[120] - Quote
killian178 wrote:CCP Ankou wrote:killian178 wrote:For the love of all that is holy, give us folders in the fittings sections, and more fittings space.. Duly noted! YAY!
Yes, Yes, Yes, give us folders is the fitting screen and more fitting space. I would love to be able to have a selection of folders that have 30 dropsuit fittings in each folder.
I would be ok if CCP made me have to choose at the start of each battle which folder, out of all custom folders I created, that I wanted to have access to during battle (limiting my access to only 1 custom created folder of my choosing during entire battle to limit loading times) |
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Jadd Hatchen
Kinda New here
640
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Posted - 2014.07.24 20:32:00 -
[121] - 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
Biggest frustrations with the current menus...
- Not being able to use push to talk while on any menu! If you take note of the standard EVE voice comms DISCIPLINE, it requires that everyone be on PTT (push to talk) or else chaos ensues and you hear nothing but reverberation as everyone "echoes" every time someone talks or sneezes or shouts etc.
- Shortcuts!!! Right now on the console you have to go through multiple steps to drill down into a menu and then the same for getting back out of it if you need to respond to someone in a hurry or back out of a mistake etc. If there were shortcuts, then you can hit one button to go in and ESC to go back out again.
- Customizability! Let the players be able to remap the shortcuts. Not everyone is as dexterous as one another. Some are left handed... some only have one hand. Please make your stuff remapable or else you will create a lot of issues for many of us players.
- Mobility... Assuming that at some point we will be able to actually walk around in stations and on mobile platforms etc. Then I would love to have the ability to have a market window or whatever overlaid on my view while still having the ability to control my avatar and walk around the station and multitask like that.
- ALWAYS DISPLAY THE IN-GAME TIME! So we can show the timestamps for messages in the chats, but that is totally worthless unless you know what time it is NOW in the game. The only way to see the in game time right now is to exit the chat and pull up the start menu. This is counter-productive as hell. Just make the time always displayed in the bottom left corner all the time please.
- Look who's talking! - Make it so that when someone does talk, you overlay their name at the top middle of the screen so that we can see who is talking to us no matter what menu we are on.
That's all I got for now, but there should be a lot more. |
Scheneighnay McBob
Cult of Gasai
5856
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Posted - 2014.08.28 17:17:00 -
[122] - Quote
CCP Ankou wrote:Oh, and another question for you guys.
According to you what are the games that have a great representation for their skill tree?
I am looking for something clear at a glance. What's wrong with Dust's skill tree? Best one I've seen in any game. Simple, no nonsense.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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