|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Mithridates VI
The Southern Legion
211
|
Posted - 2013.03.02 09:32:00 -
[1] - Quote
This thread is the result of asking [CCP]FoxFour what kind of feedback he would like to see on the forum. I'd really like to encourage other devs to tell us which game elements they haven't heard enough about, so we can provide useful input in areas which we may not otherwise think to comment on.
This thread is in response to:
CCP FoxFour wrote:I would love for there to be more forum threas on the social aspects of the game, the corporation interface, the leaderboards, the battle finder, the mail system, and basically every feature outside of the battles.
Battle Finder: The system where the type of battle is selected with L2/R2 works well. In fact, most of the interface here works fine for me and I have no criticisms of it. One thought I've had is that the "Mercenary" battle type makes use of the area to the right of the list of battles but the "Instant Battles" does not. It would be useful for new players if this space was used to describe the objectives of the game type they are selecting, rather than hoping that they get a loading screen with the information they need.
I don't know if it's beyond the scope of a thread about the interface but I don't like being forced to join matches which are in progress. I would prefer to queue for a new battle and be given the option to join an existing battle if a slot becomes available, with that option requiring me to gamble immediate insertion into a match against the possibility that my team has already lost.
I don't think that it should be possible to join a battle once my MCC has taken a certain amount of damage, or once my team's clone count is below a certain level. Once it's late enough to call, if people start jumping ship, it makes no difference to their team whether a new person comes in or not and in fact having no new people fill slots would be preferable to me as a player in that match, to speed up the inevitable defeat.
Character Sheet: The statistics on my character sheet should include all of the statistics tracked by the leaderboard. I am missing a count of personal wins/losses here and have to navigate to "Contacts" on the leaderboard if I want this information.
I can navigate to the Skills menu if I want to know my unallocated SP, but it would be nice to see it next to "Lifetime SP". I like the skills menu as a part of the game which is prohibitive to players who cannot work out how to build a character with it but if that's not working as intended, if probably needs to be friendlier.
I get the feeling that players might want to see a skill tree with a description of the skill and what items it governs given when the skill is highlighted. Something more familiar than a list of skill names which aren't immediately meaningful to someone who is starting out. I also think it would be a lot easier if skills were more visually tied to their dependencies/prerequisites.
Augmentations works fine, though it often is often flagged from the neocom although my boosters have not run out.
Feedback on the fitting/market systems are probably worth entire threads each and I'm not sure if they fit with the given game elements.
Social: Chat feels like it has too many components. I think it's mainly the slide-out tabs. I'd prefer to see these at the top and have the option to tab between my chats with L2/R2. I don't understand why it only takes up a small part of the screen either. I can't do anything else while chat is open so it might as well be expandable to cover as much of the screen as it can and put longer posts over fewer lines.
If I select a player in the chat screen the visual impression I am given and the precedent set by navigation of the chat screen itself suggests I should be able to dismiss the "show info, add contact, block, send mail" menu by using directional left.
I've experienced issues with bringing up the soft keyboard and typing to my corp before deployment, then having my chat redirecting to team. The chosen destination for my chat needs to be conserved until I've sent the message.
I'd like some kind of feedback in the chat/join window when I'm trying to join a chat but not sure of the name, such as whether I've seen a 0 or a O posted, whether the chat exists. A suggestion here would be to have "Create/Join" only display one or the other based on whether the chat exists or not.
I would love the option to create a private chat with someone from their contact menu which would appear as one of my chat tabs but be unjoinable without an invite. The mail system would be best utilised as an offline message system or a way to send messages that need to be stored. Instant messaging through chat would be great.
I don't have any friends, so I can't comment on the contacts list. |
Mithridates VI
The Southern Legion
211
|
Posted - 2013.03.02 09:33:00 -
[2] - Quote
Mail System: There are probably other threads about this but the mail system is probably the least friendly feature of the Neocom. I know I am ruining the enjoyment of all of the people who receive "fanmail" where the person who wants to rage at them sends a number of blank messages before figuring out how to post, but it's seriously inconvenient if you want to send a message. It's an easy fix, though. The thing needs "SEND" to be a button beneath the body of the message which is selected with the X button. Playstation users will intuitively use X to select a field to enter text into. Pressing X on To, Subject or the message body should bring up the keyboard.
Similar to many modern email clients, once a message is marked as a reply, as in "RE: Subject" it should stop adding "RE:". I don't need seven instances of this string to tell me how many messages have been sent on the subject.
Leaderboards: I feel like this would be friendlier as a single table of all relevant statistics, which could be fit in if the "Kills, Kill/Death Ratio, War Points, Wins/Losses Ratio" menu was removed and replaced with a drop-down or other form of single selection "Sort By" field. Reloading the entire list just to sort by a different variable feels clunky.
No comments on the current functionality of the corporation menu. I assume it's going to have features added as the corporation system is fleshed out.
That's all from me for now! Please, others, give your impression of the social aspects of the game and how the interface facilitates these. And other devs, let us know what you want to know! |
Mithridates VI
The Southern Legion
246
|
Posted - 2013.03.06 01:40:00 -
[3] - Quote
Needless Sacermendor wrote:Good feedback OP, but I have a couple points I disagree on ...
AUGMENTATIONS ... they flag up before they have run out because you can 'stack' the next one once your current one reaches less than 24 hours - working as intended.
Yeah, I was unaware of this at the time of the OP and was treating Augmentations like an equipment slot rather than as a meter I could add to.
|
Mithridates VI
The Southern Legion
328
|
Posted - 2013.03.15 08:58:00 -
[4] - Quote
The "assign bought items" menu doesn't feel right.
Why do I have to select the area of this menu where the checkboxes are? I would prefer to scroll down the checkboxes to the "confirm" button than to engage/disengage this menu separately from the confirm button. |
|
|
|