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Thread Statistics | Show CCP posts - 0 post(s) |
Encharrion
L.O.T.I.S. Legacy Rising
104
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Posted - 2012.09.19 05:08:00 -
[1] - Quote
This is a great game with lots of depth and complexity, but like EVE (albeit to a smaller degree), this game is not particularly easy for new players to understand. I don't think the game is too complex for new players, rather, I think the game simply lacks a way for new players to quickly and easily understand some of the mechanics in the game like the skill tree and fitting system.
I think that the game should walk the player through buying a militia item or two, and then creating their first fit with those modules, to show them how the fitting system and market works. Then they should be shown how to spend skill points, and directed to spend those points on the first level of a skill that unlocks a module for them. Then, they can be directed to purchase that module from the market, and the game can then explain the difference between bpos and bpcs and why they should buy more than one of the module that they just unlocked.
Post your own suggestions!
Edit: Whoops wrong channel. Sorry. |
Jane DeArc
Militaires Sans Jeux
87
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Posted - 2012.09.19 06:16:00 -
[2] - Quote
I think the fitting system needs to be less flashy, stripped down a bit. I should be able to access any menu instantly without waiting for crapola to load, and process. Cache the loadouts locally if you have to, and while we're looking at the query the actual quantities of non-blueprint items afterwards.
If you have to strip it down to a simplified menu rather than a pretty UI, so be it, but changing that stuff in a hurry is good, a responsive UI is a positive experience. A sluggish menu system is a negative one. Between Adobe Air and the Unreal Engine I've seen enough of this stuff. |
Scholar Him
Sanmatar Kelkoons Minmatar Republic
29
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Posted - 2012.09.19 06:27:00 -
[3] - Quote
I have to agree that the market system, player stats and skill systems are a jumbled mess. All three of these elements could have been unified into 1 menu screen. Also, having a skill tree would make more sense than just a list of every skill you own, and another list for every skill in the game. Why 2 lists? Just red/black out the skills you don't own.
Another helpful tweak would be to actually face the direction you need to run when you spawn in. I'm usually facing the opposite direction and have to spin around every time. To add to that, if the overhead map was transparent and you could move while looking at it, it would be a lot more useful. |
Windshear1
Zumari Force Projection Caldari State
0
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Posted - 2012.09.19 11:37:00 -
[4] - Quote
I agree strongly. I have no experience with this game and I am having considerable difficulty understanding the way to configure my dropsuit, and vehicles. The market system is beyond me and I consider myself an advanced FPS player. This game has amazing possibilty if the learning curve is not too steep. I can say right now this game will be a failure due to its complexity and seeming imbalance between new vs veteran players. The developers need to understand this is console and we have short attention spans so it need to be sleek, user friendly, and straight forward...but still have depth. |
Rasatsu
Much Crying Old Experts
437
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Posted - 2012.09.19 11:40:00 -
[5] - Quote
Jane DeArc wrote:I think the fitting system needs to be less flashy, stripped down a bit. I should be able to access any menu instantly without waiting for crapola to load, and process. Cache the loadouts locally if you have to, and while we're looking at the query the actual quantities of non-blueprint items afterwards. If you got SSD the loadouts are pretty instant. |
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