(XBOX)Huggs93 Posted September 2, 2020 Share Posted September 2, 2020 Okay, this is gonna probably be a bit of a downer post where I "assume things" but I have a few problems on UI and how they work and I imagine others do too... buckle up this is gonna cover a wide range of topics and to make things manageable I will be posting everything in collapsable spoiler tags by subject so that it can make things easier to read. Things talked about. Spoiler 1 general flavor text for items 2 functionality of secondary and tertiary systems like sprint bars 3 weapon function and design 4 art going into the correct slots by logic and maybe more will be tackled in this post and by god, I hope the devs read this Now listen DE I get it, I don't have a life and I don't get to make the game, that's fair. However, as someone who has a passion for games and a list of general improvements written down in a notebook for this game id love to impart some knowledge to you on general game design from maybe a perspective that you may not see 1 general flavor text for items Spoiler 1st off, flavor text. A lot of your flavor text for items is well misleading like the new arch gun that's a flame thrower that isn't a flame thrower... the effect isn't flames and the image we all got in our heads was something out of avatar as the mechs are walking through the trees leaving flames and napalm on the ground. if you take out it saying its a flamethrower and instead say something like what it actually does. To tell the truth, I didn't even know it did which is that it is heat-based while on the ground but radiation based in space I can fully understand that. we get you don't want to have variety but to do so it needs to be matched to its description. because I know i wasn't the only one thinking "hehehe giant Ignis make self happy". Yes including the caveman speak. We are that simple. 2 functionality of secondary and tertiary systems like sprint bars Spoiler 2nd this problem has existed since Railjack or maybe even before. the problem is that when you implement something akin to a sprint bar. you never consider consoles controls. or maybe PC works this way to which is even worse but when a sprint bar reaches "0" it should automatically toggle off. Oh, you need to boost toward an objective in space? or get away from enemies? Oh, that's right you can't because it was toggled on sprint the whole time even though you aren't sprinting because you have no energy left. Oh my, Necramech is almost dead I should boost awa- and it's dead... see the problem? Spoiler And I would go into how you butchered rail jack and how I loved the first versions difficulty and even the second version more but the latest version I can't even stand playing because the intrinsics do nothing now... Yeah, remember those things we worked hard to earn? Could make the sprint and boost go for miles... how it was a reward that felt really good to have fun and play with? How many people play that now? Because it doesn't feel good I can tell you that. but that's not what this post is about 3 weapon functionality and design... This leads back into one but you have quite a few perfect examples like the recently released Sepulcrum, the Corinth prime, and even the Zenistar... that's a full loadout of weapons that don't really do what they should. Spoiler let us start with Corinth Prime yes the base Corinth should be annoying to use the prime should fix these problems it's a good incentive so why in all your infinite wisdom did you decide an explosive pellet that hits an enemy's skull should NOT blow that enemy away. we get a rock thrown at the enemy and nothing happens the Corinth prime should allow for unique gameplay. it would allow you to play corners with the primes remote detonation whereas the base model would have a limited range but would blow up on impact regardless so do you understand then why the primary fire is more useful given that the ammo economy for the secondary fire has a 100 percent chance to do absolutely nothing if it hits an enemy especially with how the weapon basically mimics a Militarized AA12 shotgun and its unique warhead rounds. YES THIS IS A THING Spoiler on to the second one which is the Sepulcrum. Man, when I read this weapon's description i thought immediately id get a piston that somehow worked as a version of Halo 5s Hydra launcher or Doom's Heavy cannon with micro missiles. I read the description and the thought in my head was oh we charge up this meter and then when we go into the secondary fire we see the reticle become a box that puts diamonds on the screen and then just pull the trigger and it will drain the bar as we hold it down... so then why do we have to point at the enemy to get a lock on??? that makes the secondary fire pointless as we could just... ya know... pull the trigger... why would we go into that mode and then mark each target by hand and then press a button that by the time it takes for us to even do this the enemies are dead... This is even a great method to incorporate the hydra launcher fully as you could use secondary fire to switch between the two freely as you'd still deplete the charge but could even stop the charge halfway if you wanted and then use aiming to do a lock-on of everyone who was on screen for the number of enemies you had energy for. this concept could have been executed so much better. Spoiler as for the Zenistar it was butchered with melee 3.0 as its disk for whatever reason you decided to make timed. God knows why, since the point of the weapon is a unique "denial of area" that you can plan around and to be honest, it's a log in weapon that you get after a long time so i don't see why you did this? 4 art going into the correct slots by logic Spoiler and finally, you guys seriously need to do a color pass on things and make rules for coloring items like metallics always being your accent (4th color slot) and primary colors not being switched with the third. this affects weapons like soma prime and even recent attachments like the glassmaker shoulder pauldrons. can you pull a Minecraft and do a quality of life upgrade next??? Things logically should make sense if we take the shoulder pauldrons for example and my primary color is black the first color you see is on the outside it is mopst of what you see how is that not the primary color??? why is the inside which is hidden the primary? this makes it look like you should just be able to customise the color of every armor piece to do work arounds for when you ignore stuff like this in future. Honestly if I could ever work for you I know I'd probably be on a team that would ask questions like does this make sense or if we changed this description or took this out does it change the description of the weapon or improve the player expirience. You have people just like me that love this game and want to make it better please listen to us!!! Hell even hire us!!! Link to comment Share on other sites More sharing options...
(PSN)jockhotty Posted September 2, 2020 Share Posted September 2, 2020 I expected to be annoyed with this post. I disapprove of the tone, but I understand you are probably frustrated at the time you wrote it up, sometimes emotions can convey useful thoughts.. Anyway I read most of it. Theree are two immediately valuable points so far that I actually agree with. I do feel very strongly about the railjack changes. It does seem lame now in difficulty and underwhelming. I think the lack of players excitement going forward with ( Based on peoples replies to my opinion posts) They just had no experience with what those super cool mods could do. I worked my butt off learning it solo and the first time I used seeker volley I was hooked and it really made all the 'suffering' worth while and getting the rest of them was equally fun. Railjack is an amazing product still , but the direction seems wrong, or just leave earth proxima as easy land for new players and bring back the gritty madness and excesses that were. Anyway I just wanted to quickly agree here with the direction. Console ps4 controls are something that did seem to be lacking in thought or fleability in remapping.I was a huge expert when i was forced to suffer remapping when i had to use a failed R3 for longer than anyone should.Most things are fine w out channelling now. However switching shoulders in tight aim is still a feature I feel cheated out of... but hey ps5 is coming. Well thats enough chat it was fun to reflect on but ive got mining to deal with now because mining is fun. Link to comment Share on other sites More sharing options...
(XBOX)Huggs93 Posted September 3, 2020 Author Share Posted September 3, 2020 16 hours ago, (PS4)jockhotty said: I expected to be annoyed with this post. I disapprove of the tone, but I understand you are probably frustrated at the time you wrote it up, sometimes emotions can convey useful thoughts.. Anyway I read most of it. Theree are two immediately valuable points so far that I actually agree with. I do feel very strongly about the railjack changes. It does seem lame now in difficulty and underwhelming. I think the lack of players excitement going forward with ( Based on peoples replies to my opinion posts) They just had no experience with what those super cool mods could do. I worked my butt off learning it solo and the first time I used seeker volley I was hooked and it really made all the 'suffering' worth while and getting the rest of them was equally fun. Railjack is an amazing product still , but the direction seems wrong, or just leave earth proxima as easy land for new players and bring back the gritty madness and excesses that were. Anyway I just wanted to quickly agree here with the direction. Console ps4 controls are something that did seem to be lacking in thought or fleability in remapping.I was a huge expert when i was forced to suffer remapping when i had to use a failed R3 for longer than anyone should.Most things are fine w out channelling now. However switching shoulders in tight aim is still a feature I feel cheated out of... but hey ps5 is coming. Well thats enough chat it was fun to reflect on but ive got mining to deal with now because mining is fun. your'e a good miner chip... and thank you but the tone isnt really annoyed as it is addressing the problems we want the pay off to be worth it as you stated and i believe they have that ability so long as they try to meet a standard quality. there also needs to be more breadcrumbs between islands as brozime put it... Link to comment Share on other sites More sharing options...
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