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rpsx
Villore Sec Ops Gallente Federation
6
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Posted - 2013.01.31 04:49:00 -
[1] - Quote
(i tried searching for a "first use" thread - but, couldn't really find one).
my specs - 39, graphic designer, some UI/UX background. signed up awhile ago, just played it once. logged on again, and low and behold - lots of changes. great! i barely used it before, and now i see tutorials, so i feel like i experienced "first use" all over again. i actually quite like the game, and hope it turns out to be a success. so, if anything sounds a bit blunt, it's expressed with hope that the game turns out amazing, and mean no disrespect.
overall, i found the first use experience to be confusing and un-engaging.
the intro movie pulled me in. good job there. the neocon left side menu - pretty easy to navigate. great.
GÇó actual menus for doing stuff - amazingly overwhelming. there seems to be no thought at all about information hierarchy. this is kinda design 101 - what information is most important? 2nd read? 3rd? it's all just kinda thrown at me as if it is all the same. for a game this deep, information design is critical. the scaling of text (large, medium, small), bold text, regular text - different colors, column or row shading, information chunking. all of these things need to be utilized to support hierarchy and information design. it is severely lacking in these respects, and i would guess that is where the majority of user confusion comes from. good design makes the complex manageable. there seems to be none of that thinking here.
GÇó the tutorials - somewhat helpful. however, they seem to focus only on menu mechanics, and not what i should be trying to do within the menus. i think there needs to be some shorter "commercials" that explain some of the big ideas in the game very succinctly. isk vs aur. earning skill points versus money. the skill system in general. the suit and upgrades for it. the fact you loose items when you die. the different classes. these big ideas have to immediately be ingrained in a player's understanding, and should be so in an engaging way. otherwise, it is just going through your deep menus without much of a clue why.
GÇó no training - imho, this is what ruined bf3, and dice seem clueless that it is even a problem. to this day, i play games where i am the only one who uses spotting. being thrown into combat with no clue what is coming is frustrating and not fun. just throwing up random hints during loading doesn't cut it. there should be a quick combat training course. and, after that, a practice room that allows you to test out what you just bought (maybe with target droids to shoot at). it doesn't have to be fancy, and sure "hardcore" users can skip it. but, for the majority of people (likely not the people here now in the forums) training is a necessity, i would say.
GÇó no flow between rounds - i was surprised to see that after a game, my only choice is to return to my quarters, then manually again go through the task of trying to find another game. i should be able to play continuously without being forced back into my quarters. it should just find the next battle while i review the stats of the previous one. the way it is, the flow of the experience is ruined. i find this to be very frustrating and unnecessary.
GÇó combat sound design - i hope there are just sounds missing because this is the beta. but, as it was, and now with todays new sounds - it is simply not immersive nor informative. sound truly is half the experience. there is no way everyone is wearing ninja suits. foot steps (running, walking, slow), jumps, deaths, tank sounds - all are critical sounds that have to have triggers. the overall balance of sounds seems really quiet. overall, i have to rate the sounds design as a fail. but, again, maybe these are all just not in the game yet. i hope. i am aware it is a beta.
sorry, but the sound design has a long long way to go to be even average. the singular sounds themselves might be "cool", but everything is just quiet, overall. the sound balancing should be dynamic (if there is not much going on nearby, then louder environment sounds/music, when there is shooting and combat, then it should be loud - distance gunshots should have a different character than closer ones (not just lower volume)). every sound should have a strong attack that cuts through. the sound itself is important feedback for information. it should be more useful than the on-screen UI elements, even.
GÇó skirmish "flag" indicators - wow, almost impossible to understand. the sound design "virus" indicators just add to the confusion. the UI design on who is hacking what how and progress of such is near impossible to see. simplify that a lot more. and, make things bolder (objective you are loosing, and progress).
i think that covers the important bits. i think the first use experience is absolutely critical to the success of dust. if it is as it is now on launch, i can see a lot of users just quitting before they get into it. they will not be outright purchasing the game, so there is less incentive to get through any immediate shortcomings (i know that sounds counter-intuitive, but many things are). if you don't immerse them in awesomeness and clarity of purpose on first use, you will likely loose them. i do *not* want that to happen.
thanks for having a real beta to collect user feedback. just want to try to do what i can in return, since amazingly you actually seem to listen to your users! kudos for that. it shouldn't be unusual, but it is.
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Round3y3
Edimmu Warfighters Gallente Federation
4
|
Posted - 2013.01.31 16:13:00 -
[2] - Quote
So I played it for a couple of hours last night, and I had a lot of fun doing it. For a beta I can see the game is going in a good direction, and I have these observations and issues with it:
-I like the vehicle deployment, clone outfitting, and the general logistics system within the game. Keep this concept strong in the game like you do with eve. Try to stay away from equipment magically getting to it's destination.
-WTH is up with the spawn points? I can only ever spawn from the default sp, is this a beta thing? and how is it that on the very first spawn cycle of the match there are enemies in your face already!? That is some bs
-Make the overlays and UI more hi tech. This is purely a visual thing but I think the sighting systems and info displays need to be much more futuristic and evolved in appearance. If any devs read this consider the blend of organics and artifice in the age of technology that is represented in Eve, this would add a nice edge to the game.
-Add color groups for all of the various battle field intel dots on the map. The way it is now there are 5 dozen different shaped blue marks all over the map. Keep the different icon designation but make different color categories for vehicles, turrets, etc.
-Sniping is near pointless against heavily shielded targets. It is so hard to line up a good shot to begin with and even with a fully charged Charge Rifle most targets can take the hit. Even with damage modifiers your precisely aimed shot hardly matters more often than not. Perhaps a damage increase, albeit slight. I would like it if a target hit by a sniper shot had reduced mobility for a short duration after the hit, and if hit while in sprint they would taken out of it as well.
-Give fully customizable controls, this would be great.
- I used the sharpshooter for a while which I am pretty good with. The move is good only if you plan to do nothing but infantry assault if you ask me. The aiming and mobility aspects of the move are great for mid to close range fighting. It's nigh impossible for sniping due to the fact your aim is never 100% stabilized as it is with the ds3. Considering the alternate vehicle controls as well I put the sharpshooter down for this game. As far as improvements to the move, make removeable gun models, and fix the ADS aiming dot. It is very confusing when your view switches to your gun sights that never move with the tiny dot that lets you free aim appear somewhere on the screen. |
Francis Mahon
Osmon Surveillance Caldari State
0
|
Posted - 2013.01.31 17:02:00 -
[3] - Quote
rpsx wrote:(i tried searching for a "first use" thread - but, couldn't really find one).
my specs - 39, graphic designer, some UI/UX background. signed up awhile ago, just played it once. logged on again, and low and behold - lots of changes. great! i barely used it before, and now i see tutorials, so i feel like i experienced "first use" all over again. i actually quite like the game, and hope it turns out to be a success. so, if anything sounds a bit blunt, it's expressed with hope that the game turns out amazing, and mean no disrespect.
overall, i found the first use experience to be confusing and un-engaging.
the intro movie pulled me in. good job there. the neocon left side menu - pretty easy to navigate. great.
GÇó actual menus for doing stuff - amazingly overwhelming. there seems to be no thought at all about information hierarchy. this is kinda design 101 - what information is most important? 2nd read? 3rd? it's all just kinda thrown at me as if it is all the same. for a game this deep, information design is critical. the scaling of text (large, medium, small), bold text, regular text - different colors, column or row shading, information chunking. all of these things need to be utilized to support hierarchy and information design. it is severely lacking in these respects, and i would guess that is where the majority of user confusion comes from. good design makes the complex manageable. there seems to be none of that thinking here.
GÇó the tutorials - somewhat helpful. however, they seem to focus only on menu mechanics, and not what i should be trying to do within the menus. i think there needs to be some shorter "commercials" that explain some of the big ideas in the game very succinctly. isk vs aur. earning skill points versus money. the skill system in general. the suit and upgrades for it. the fact you loose items when you die. the different classes. these big ideas have to immediately be ingrained in a player's understanding, and should be so in an engaging way. otherwise, it is just going through your deep menus without much of a clue why.
GÇó no training - imho, this is what ruined bf3, and dice seem clueless that it is even a problem. to this day, i play games where i am the only one who uses spotting. being thrown into combat with no clue what is coming is frustrating and not fun. just throwing up random hints during loading doesn't cut it. there should be a quick combat training course. and, after that, a practice room that allows you to test out what you just bought (maybe with target droids to shoot at). it doesn't have to be fancy, and sure "hardcore" users can skip it. but, for the majority of people (likely not the people here now in the forums) training is a necessity, i would say.
GÇó no flow between rounds - i was surprised to see that after a game, my only choice is to return to my quarters, then manually again go through the task of trying to find another game. i should be able to play continuously without being forced back into my quarters. it should just find the next battle while i review the stats of the previous one. the way it is, the flow of the experience is ruined. i find this to be very frustrating and unnecessary.
GÇó combat sound design - i hope there are just sounds missing because this is the beta. but, as it was, and now with todays new sounds - it is simply not immersive nor informative. sound truly is half the experience. there is no way everyone is wearing ninja suits. foot steps (running, walking, slow), jumps, deaths, tank sounds - all are critical sounds that have to have triggers. the overall balance of sounds seems really quiet. overall, i have to rate the sounds design as a fail. but, again, maybe these are all just not in the game yet. i hope. i am aware it is a beta.
sorry, but the sound design has a long long way to go to be even average. the singular sounds themselves might be "cool", but everything is just quiet, overall. the sound balancing should be dynamic (if there is not much going on nearby, then louder environment sounds/music, when there is shooting and combat, then it should be loud - distance gunshots should have a different character than closer ones (not just lower volume)). every sound should have a strong attack that cuts through. the sound itself is important feedback for information. it should be more useful than the on-screen UI elements, even.
GÇó skirmish "flag" indicators - wow, almost impossible to understand. the sound design "virus" indicators just add to the confusion. the UI design on who is hacking what how and progress of such is near impossible to see. simplify that a lot more. and, make things bolder (objective you are loosing, and progress).
i think that covers the important bits. i think the first use experience is absolutely critical to the success of dust. if it is as it is now on launch, i can see a lot of users just quitting before they get into it. they will not be outright purchasing the game, so there is less incentive to get through any immediate shortcomings (i know that sounds counter-intuitive, but many things are). if you don't immerse them in awesomeness and clarity of purpose on first use, you will likely loose them. i do *not* want that to happen.
thanks for having a real beta to collect user feedback. just want to try to do what i can in return, since amazingly you actually seem to listen to your users! kudos for that. it shouldn't be unusual, but it is.
I totally agree with this, and I have been in the beta since the start. I like the game but it is very confusing when you enter the store and have to equip the items to your merc. Simplify the UI in the menus and the 1st time players will not be scared off |
Sinister d'kael
Storm Wind Strikeforce Caldari State
0
|
Posted - 2013.02.12 17:56:00 -
[4] - Quote
I'm struggling with these same problems. I'm actually surprised that more people haven't voiced the same problem.
My biggest frustration is lining up my targets... i have to lead so much with my sights that its almost impossible to get on target unless your both running at each other. Same goes for respawns. That pretty little "fade into reality" effect sucks when you spawn in the center of an ongoing firefight.
Also damn near completely lost when it comes to what "products" effect my sheilding, health, etc. What weapons are higher quality and how to move the skill tree so that i can access them.
I feel that right now I need a field manual to actually be able to use allll the awesome features that I see hidden under the mass web layout.
If we could get any insight that would be awesome!
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.12 18:18:00 -
[5] - Quote
Thank you sir for a very well thought out post.
Ill try to get ccp aware of this one way or another.
As for the concept of the beta, you have to look at this more of a PC mmo beta than a typcial console one. There are thousands of features missing still and they wont be in by the launch expansion and ultimately all the ones planned will not be in even after 10 years of expansions. (ccp is calling them expansions now)
For the entire information flow process and bad tutorial I share your furstations daily as I explain how to play to new players in local every day, I suspect many don't know local exists.
Either way more of this kind of feed back is critical for a better NPE overall.
Any other rookies want to post thier day 1 fustrations please post more. |
De- -Zell
Universal Rangers
5
|
Posted - 2013.02.12 21:24:00 -
[6] - Quote
Stick with it, you'll learn it all eventually. It was all overwhelming at first for me as well. Now I've got it all pretty well figured out. MAG was the same way, not as overwhelming so much as no clue what to do when i'd spawn.
It's the same with all games really. Some just have a steeper learning curve than others. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
175
|
Posted - 2013.02.12 21:40:00 -
[7] - Quote
Bump.
Thanks for posting, you raise some very imortant points that a lot of us beta testers have lost sight of. After being here for so long I think most of us forget all the little things that bother us and go so far to make a good game great. |
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