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[Veteran_mexil van mexil]
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Posted - 2012.06.17 03:58:00 -
[1] - Quote
OK, been playing for an hour or so. First off, I'd like to declare that I am favourably inclined towards this game. I'm excited by the premise and the "serious" nature of the game's environment. My FPS experience is about 80% console (usual suspects!) and 20% PC (PlanetSide, Counter Strike, Day of Defeat). I like the idea of freeform character design, which reminds me of PlanetSide, and is an aspect of that game which I loved, and is missing from the FPS I have played more recently. The implementation I've seen so far for Dust is, however, in my opinion PC-centric and not inuitive or user-friendly for someone used to playing current generation console FPS.
I'm going to concentrate this feedback on my first impression of how character progression is managed. By this I mean the fitting screen and the bits of my HQ that allow me to advance my character's equipment and training.
While the unlock system looks very deep, the interface we have been given to manage it is not intuitive. By this I mean that I was drawn to the Fitting screen because I've seen the CCP vids that describe this, and I was expecting to find a central place where I could manage my character. What I found instead is that I need to work over 3 different screens to even begin to improve my loadouts. Let me explain this by describing how I have used the system so far:
First, I went to the Fitting screen to see what I have. I can see that I have an Assault Rifle, amongst other things.
So I keep dying to guys with bigger guns, and I'm thinking I want a bigger gun myself. How do I get a bigger gun? Click on the gun. I can bring up a list of Variations, but there seems to be nothing to tell me HOW or WHAT I need to do to get my hands on the assault rifle variations.
Second, because I know Dust wants to sell me these better rifles, I go to the Market. I can find guns, but I can't use them. I need to level up in some areas. I search and search in the Market, but I can't for love nor money find where I can get these higher skills. So I play some more with my basic kit. I can see I have SP and ISK and it's satisfying that they are going up (even when I lose - will this be in the final game? I like it very much!) but I'm still stuck with my basic kit.
Finally, (after anhour!) I hit on the Character Sheet, which is where the skill stuff is hidden away.
Now it comes together - but I have to go back to the Fitting screen to see what the gun was that I'm after. Then back to the Market to see what skills I need to get that bigger gun. Then to the character sheet to see how much those skills cost. I don't have enough skill points, so I play some more games. Back to the skill screen - ooh, got some more levels now, but not enough for my gun. Play some more. Back to skills screen. Now I've got the gun!
Now back to the Market to buy the gun.
Now to the fitting screen to put it on my dropsuit.
Now, trust me, my GF will tell you that I got very frustrated by this process. While I appreciate the depth of customisation the whole Skills/Equipment/Fitting will give me, the entry to the system is just too painful for words on a console. All I wanted was a better gun but it took me an hour to figure out how to get it. Obviously part of that lies on me, but I would not have the same problems with a system that was more integrated and just helped me a bit more.
The advice I would offer is that there needs to be just one place where I can see: a) What I have b) What I can get c) Access the skills I need to level up and where I can go to buy those skills d) Access the equipment I want to purchase.
(I think "the place" should be the Fitting screen because my console FPS experience took me there first!)
Without this, I think players with less intrinsic motivation to play the game will give up due to a lack of instruction. The current setup requires more mental agility than current gen console FPS and without either more explanation or an easier setup I just can't see younger players or less motivated players sticking with it.
I hope this feedback helps. I am excited to be in the Beta and look forward to giving more feedback.
Now, off to kill some more mercs!
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[Veteran_Beers O'Malley]
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Posted - 2012.06.17 04:09:00 -
[2] - Quote
mexil van mexil wrote:OK, been playing for an hour or so. First off, I'd like to declare that I am favourably inclined towards this game. I'm excited by the premise and the "serious" nature of the game's environment. My FPS experience is about 80% console (usual suspects!) and 20% PC (PlanetSide, Counter Strike, Day of Defeat). I like the idea of freeform character design, which reminds me of PlanetSide, and is an aspect of that game which I loved, and is missing from the FPS I have played more recently. The implementation I've seen so far for Dust is, however, in my opinion PC-centric and not inuitive or user-friendly for someone used to playing current generation console FPS.
I'm going to concentrate this feedback on my first impression of how character progression is managed. By this I mean the fitting screen and the bits of my HQ that allow me to advance my character's equipment and training.
While the unlock system looks very deep, the interface we have been given to manage it is not intuitive. By this I mean that I was drawn to the Fitting screen because I've seen the CCP vids that describe this, and I was expecting to find a central place where I could manage my character. What I found instead is that I need to work over 3 different screens to even begin to improve my loadouts. Let me explain this by describing how I have used the system so far:
First, I went to the Fitting screen to see what I have. I can see that I have an Assault Rifle, amongst other things.
So I keep dying to guys with bigger guns, and I'm thinking I want a bigger gun myself. How do I get a bigger gun? Click on the gun. I can bring up a list of Variations, but there seems to be nothing to tell me HOW or WHAT I need to do to get my hands on the assault rifle variations.
Second, because I know Dust wants to sell me these better rifles, I go to the Market. I can find guns, but I can't use them. I need to level up in some areas. I search and search in the Market, but I can't for love nor money find where I can get these higher skills. So I play some more with my basic kit. I can see I have SP and ISK and it's satisfying that they are going up (even when I lose - will this be in the final game? I like it very much!) but I'm still stuck with my basic kit.
Finally, (after anhour!) I hit on the Character Sheet, which is where the skill stuff is hidden away.
Now it comes together - but I have to go back to the Fitting screen to see what the gun was that I'm after. Then back to the Market to see what skills I need to get that bigger gun. Then to the character sheet to see how much those skills cost. I don't have enough skill points, so I play some more games. Back to the skill screen - ooh, got some more levels now, but not enough for my gun. Play some more. Back to skills screen. Now I've got the gun!
Now back to the Market to buy the gun.
Now to the fitting screen to put it on my dropsuit.
Now, trust me, my GF will tell you that I got very frustrated by this process. While I appreciate the depth of customisation the whole Skills/Equipment/Fitting will give me, the entry to the system is just too painful for words on a console. All I wanted was a better gun but it took me an hour to figure out how to get it. Obviously part of that lies on me, but I would not have the same problems with a system that was more integrated and just helped me a bit more.
The advice I would offer is that there needs to be just one place where I can see: a) What I have b) What I can get c) Access the skills I need to level up and where I can go to buy those skills d) Access the equipment I want to purchase.
(I think "the place" should be the Fitting screen because my console FPS experience took me there first!)
Without this, I think players with less intrinsic motivation to play the game will give up due to a lack of instruction. The current setup requires more mental agility than current gen console FPS and without either more explanation or an easier setup I just can't see younger players or less motivated players sticking with it.
I hope this feedback helps. I am excited to be in the Beta and look forward to giving more feedback.
Now, off to kill some more mercs!
That is how you give feedback.
I had a lot of the same impressions with the UI for skills/fittings/market. Coming from eve it was easy to sort out but if you aren't it can and will cause confusion. This is also why many have spoken up about the tutorial need.
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[Veteran_Uruz7 Fish]
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Posted - 2012.06.17 04:09:00 -
[3] - Quote
mexil van mexil wrote:So I keep dying to guys with bigger guns, and I'm thinking I want a bigger gun myself. How do I get a bigger gun? Click on the gun. I can bring up a list of Variations, but there seems to be nothing to tell me HOW or WHAT I need to do to get my hands on the assault rifle variations.
i think you use triangle to pull up item info (from market, assets, fitting, where ever) use r2 and l2 to scroll thru the info screens, look for the requirement tab
mexil van mexil wrote:Second, because I know Dust wants to sell me these better rifles, I go to the Market. I can find guns, but I can't use them. I need to level up in some areas. I search and search in the Market, but I can't for love nor money find where I can get these higher skills. So I play some more with my basic kit. I can see I have SP and ISK and it's satisfying that they are going up (even when I lose - will this be in the final game? I like it very much!) but I'm still stuck with my basic kit.
again hit triangle for info then l2 or r2 till you get to requirements, will tell you exactly what skills you need
luckily in eve we have the (gag) lovely aura to teach us how you use the interface and everything in a 2-3 hour tutorial
that tutorial covers everything you just asked about. us eve folk have all this information already, "oh thats a cool gun, wheres the requirements? oh there they are, ah i need bucket 5 before i can use the dark blood tear bucket" skills are another matter, some of us are pretty happy that there is a list (r2 in skills window to get to available skills) of skills we can currently access, buy the skill book directly from the skills list, auto inject the skill to our pretty little heads, and dump sp into it, again, it should be in the tutorial.
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[Veteran_mexil van mexil2]
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Posted - 2012.06.17 07:51:00 -
[4] - Quote
Thanks guys. I'm slowly getting there!
Got a sub-machine gun now, feeling happier now I can jump over the heads of heavies and kill them (sometimes!)
Still, the whole skills/equipment/fitting thing needs to be combined so I can access all the things I need from one place. I'm spending more time looking at my certs and trying to understand what I need to do to achieve what I want than playing the game.
And while I understand that has its place, this is a console shooter, so it needs to work quicker and slicker for the console crowd, or am I missing something?
Has there been any Dev feedback on this topic, as I can see I'm not alone in this?
Thanks! |
[Veteran_Uruz7 Fish]
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Posted - 2012.06.17 07:58:00 -
[5] - Quote
mexil van mexil2 wrote:Thanks guys. I'm slowly getting there!
Got a sub-machine gun now, feeling happier now I can jump over the heads of heavies and kill them (sometimes!)
Still, the whole skills/equipment/fitting thing needs to be combined so I can access all the things I need from one place. I'm spending more time looking at my certs and trying to understand what I need to do to achieve what I want than playing the game.
And while I understand that has its place, this is a console shooter, so it needs to work quicker and slicker for the console crowd, or am I missing something?
Has there been any Dev feedback on this topic, as I can see I'm not alone in this?
Thanks!
not sure about the unified assests etc and stuff here, but eve's fitting system can be just as bad, but we have tools like eft (eve fitting tool) where we can play with fits and then duplicate in game, then find a corp mate to kil... i mean "test our fittings on"
once the game goes full i strongly suggest maybe spending a few hours just looking thru the market, checking things out, look at skill progressions, etc. With eve, to be fully adept at that takes a couple of months, TONNES of skills and paths to go down. its one of the things that makes eve awesome. |
[Veteran_mexil van mexil2]
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Posted - 2012.06.17 09:56:00 -
[6] - Quote
Uruz7 Fish wrote:
not sure about the unified assests etc and stuff here, but eve's fitting system can be just as bad, but we have tools like eft (eve fitting tool) where we can play with fits and then duplicate in game, then find a corp mate to kil... i mean "test our fittings on"
once the game goes full i strongly suggest maybe spending a few hours just looking thru the market, checking things out, look at skill progressions, etc. With eve, to be fully adept at that takes a couple of months, TONNES of skills and paths to go down. its one of the things that makes eve awesome.
Thanks for the feedback Fish. I've been spending time in the Market and looking at skills and will spend more time - there's a lot of depth to the skill trees, I can see that, and I like what I see.
My concern is not depth - it's accessibility.
My latest trauma was deciding to try and get a heavy machine gun, since I kept dying to those feckers!
It took like 10 mins of plowtering about in the menus to put together the skills and equipment. Then I still couldn't Fit a heavy machine gun. Why? Because I hadn't bought a heavy drop suit (that was another 5-10 mins). Duh, I know, but I've played many games and I'm just not used to character progression being so opaque!
I'm just saying that with this (poor) level of accessibility I can't see the less patient among the PS3 user base being encouraged to stick with this game. Things that other games have done to make life easier need to be applied here. I'm not going to start listing specific features, because I've seen where that leads to, but hopefully I can find some feedback somewhere that this issue has either:
a) been taken on board or b) has been stated to be a non-issue because only players willing to work through the pain (and therefore committed!) are required for this game to succeed.
Now, I will have a definitive test of this when my son comes to visit! I'm looking forward to what he says!
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[Veteran_Uruz7 Fish]
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Posted - 2012.06.17 20:51:00 -
[7] - Quote
mexil van mexil2 wrote:Uruz7 Fish wrote:
not sure about the unified assests etc and stuff here, but eve's fitting system can be just as bad, but we have tools like eft (eve fitting tool) where we can play with fits and then duplicate in game, then find a corp mate to kil... i mean "test our fittings on"
once the game goes full i strongly suggest maybe spending a few hours just looking thru the market, checking things out, look at skill progressions, etc. With eve, to be fully adept at that takes a couple of months, TONNES of skills and paths to go down. its one of the things that makes eve awesome.
Thanks for the feedback Fish. I've been spending time in the Market and looking at skills and will spend more time - there's a lot of depth to the skill trees, I can see that, and I like what I see. My concern is not depth - it's accessibility. My latest trauma was deciding to try and get a heavy machine gun, since I kept dying to those feckers! It took like 10 mins of plowtering about in the menus to put together the skills and equipment. Then I still couldn't Fit a heavy machine gun. Why? Because I hadn't bought a heavy drop suit (that was another 5-10 mins). Duh, I know, but I've played many games and I'm just not used to character progression being so opaque! I'm just saying that with this (poor) level of accessibility I can't see the less patient among the PS3 user base being encouraged to stick with this game. Things that other games have done to make life easier need to be applied here. I'm not going to start listing specific features, because I've seen where that leads to, but hopefully I can find some feedback somewhere that this issue has either: a) been taken on board or b) has been stated to be a non-issue because only players willing to work through the pain (and therefore committed!) are required for this game to succeed. Now, I will have a definitive test of this when my son comes to visit! I'm looking forward to what he says!
Again, this is all beta, so i am sure they will be doing something, when i first picked up eve i thought meh who needs a tutorial, after 10 minutes i went I DO! the level of depth to how ccp does something is borderline insane at times and totally get what you are pointing out with it. I do hope they put in a decent tutorial to help out people with this, as even in eve i still get overwhelmed with its vastness. Also since it will be pretty heavy in the corp/clan/guild gameplay in the end, some corps will spend hours helping out newbies to understand what they need to do, others expect you already know it when you sign up. If you have a pc, i would say maybe start the 14 day free trial of eve specifically to run thru the tutorials, all the concepts will directly apply to dust, or you can always ask and ignore the trolls :) |
[Veteran_Markalvazaar]
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Posted - 2012.06.17 23:24:00 -
[8] - Quote
mexil van mexil wrote:OK, been playing for an hour or so. First off, I'd like to declare that I am favourably inclined towards this game. I'm excited by the premise and the "serious" nature of the game's environment. My FPS experience is about 80% console (usual suspects!) and 20% PC (PlanetSide, Counter Strike, Day of Defeat). I like the idea of freeform character design, which reminds me of PlanetSide, and is an aspect of that game which I loved, and is missing from the FPS I have played more recently. The implementation I've seen so far for Dust is, however, in my opinion PC-centric and not inuitive or user-friendly for someone used to playing current generation console FPS.
I'm going to concentrate this feedback on my first impression of how character progression is managed. By this I mean the fitting screen and the bits of my HQ that allow me to advance my character's equipment and training.
While the unlock system looks very deep, the interface we have been given to manage it is not intuitive. By this I mean that I was drawn to the Fitting screen because I've seen the CCP vids that describe this, and I was expecting to find a central place where I could manage my character. What I found instead is that I need to work over 3 different screens to even begin to improve my loadouts. Let me explain this by describing how I have used the system so far:
First, I went to the Fitting screen to see what I have. I can see that I have an Assault Rifle, amongst other things.
So I keep dying to guys with bigger guns, and I'm thinking I want a bigger gun myself. How do I get a bigger gun? Click on the gun. I can bring up a list of Variations, but there seems to be nothing to tell me HOW or WHAT I need to do to get my hands on the assault rifle variations.
Second, because I know Dust wants to sell me these better rifles, I go to the Market. I can find guns, but I can't use them. I need to level up in some areas. I search and search in the Market, but I can't for love nor money find where I can get these higher skills. So I play some more with my basic kit. I can see I have SP and ISK and it's satisfying that they are going up (even when I lose - will this be in the final game? I like it very much!) but I'm still stuck with my basic kit.
Finally, (after anhour!) I hit on the Character Sheet, which is where the skill stuff is hidden away.
Now it comes together - but I have to go back to the Fitting screen to see what the gun was that I'm after. Then back to the Market to see what skills I need to get that bigger gun. Then to the character sheet to see how much those skills cost. I don't have enough skill points, so I play some more games. Back to the skill screen - ooh, got some more levels now, but not enough for my gun. Play some more. Back to skills screen. Now I've got the gun!
Now back to the Market to buy the gun.
Now to the fitting screen to put it on my dropsuit.
Now, trust me, my GF will tell you that I got very frustrated by this process. While I appreciate the depth of customisation the whole Skills/Equipment/Fitting will give me, the entry to the system is just too painful for words on a console. All I wanted was a better gun but it took me an hour to figure out how to get it. Obviously part of that lies on me, but I would not have the same problems with a system that was more integrated and just helped me a bit more.
The advice I would offer is that there needs to be just one place where I can see: a) What I have b) What I can get c) Access the skills I need to level up and where I can go to buy those skills d) Access the equipment I want to purchase.
(I think "the place" should be the Fitting screen because my console FPS experience took me there first!)
Without this, I think players with less intrinsic motivation to play the game will give up due to a lack of instruction. The current setup requires more mental agility than current gen console FPS and without either more explanation or an easier setup I just can't see younger players or less motivated players sticking with it.
I hope this feedback helps. I am excited to be in the Beta and look forward to giving more feedback.
Now, off to kill some more mercs!
I just wanted to say I completely agree the skills and fitting screen needs to be more intergrated for example in the skills window where you spend your sp on assault rifles operation and all other skills associated with assault rifles, should get their own tab in the show info window which could list all the assault rifles which you possess enough sp to wield and they could do this for the other skills as well. |
[Veteran_Eagle Yggdrasil]
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Posted - 2012.06.18 00:03:00 -
[9] - Quote
This is just the beta but I think that some tutorial missions like the ones provided by Aura and the mission agents in EVE would really help new players unfamiliar with the underpinning mechanics of EVE like item prequisites, the market, skill planning and training etc to hit the ground running. Right now you're just given a few starter items, some brief on-screen tips and left to your own devices.
People usually learn better by being shown step-by-step how to do something rather than being given a 20 word popup or a 50 page manual and told to read it a couple times (at least I do). These things are second nature to EVE players who've gone through some pretty good (and necessary! lol) tutorials to gain a good grounding, so I think that DUST players should get the same treatment as not everything is obvious. |
[Veteran_Legendary Ecko]
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Posted - 2012.06.18 02:18:00 -
[10] - Quote
Agreed. I wouldn't mind this if there was just a button in the marketplace that when looking at the prerequisites, just allowed me to purchase it straight from there. Easy, without needing to manage 3 screens, and memorize everything. |
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[Veteran_Eagle Yggdrasil]
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Posted - 2012.06.18 14:10:00 -
[11] - Quote
Legendary Ecko wrote:Agreed. I wouldn't mind this if there was just a button in the marketplace that when looking at the prerequisites, just allowed me to purchase it straight from there. Easy, without needing to manage 3 screens, and memorize everything. The 'View Market Details' button in EVE would be very handy. |
[Veteran_BeanBagKing dot]
0
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Posted - 2012.06.18 14:53:00 -
[12] - Quote
mexil van mexil wrote: Now it comes together - but I have to go back to the Fitting screen to see what the gun was that I'm after. Then back to the Market to see what skills I need to get that bigger gun. Then to the character sheet to see how much those skills cost. I don't have enough skill points, so I play some more games. Back to the skill screen - ooh, got some more levels now, but not enough for my gun. Play some more. Back to skills screen. Now I've got the gun!
Now back to the Market to buy the gun.
Now to the fitting screen to put it on my dropsuit.
His whole post, but mainly this. I can't count the number of times I've gone back and forth between the market, the fitting window, and the character sheet. I found myself wishing there was some kind of shortcut between the three. I hope CCP's reading this thread.
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[Veteran_mexil van mexil2]
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Posted - 2012.06.18 17:25:00 -
[13] - Quote
Thanks for the positive feedback guys.
I've read elsewhere there will AI-controlled NPCs in the full game. This gives a great opportunity to give the new player a few simple missions requiring a couple of different dropsuits and ground and air vehicles with some basic skilling up.
That would go a long way to easing people into the game.
Still, I think simplifying the UI is a must as there's just too many clicks and mental notes needed to achieve anything useful! |
[Veteran_Fat Axel]
0
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Posted - 2012.06.18 18:07:00 -
[14] - Quote
i think the only thing wrong wtih this part of the game is that u have to figure everything out on your own, it didnt take much time for me to figure out fitting at all, and took little time to figure out how to buy guns n stuff, and skill also, but it took aong time for me to actually fully understand how all three work together and how to predict my next move to geting closer to a skill/item thats way down the road for me.... if this had been more deeply explained i would have spent more time playing the game than just screwin around in the merc quarter |
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