Swizzlestix Posted January 15, 2013 Share Posted January 15, 2013 (edited) So as much as I love the visual overlay of the overmap (I dig the whole Solar System layout thing really), the way it's charted at current is somewhat convoluted and hard to navigate. At times it even contradicts what I would consider common sense; whilst attempting to look for the route to Pluto, I was expecting to find a path nearer Uranus or Neptune (both planets closer to the outer rim of the system), not Venus! Most people would recommend just backing out to the extended view and selecting the planet manually, but this is not possible at current when in a squad, without actually leaving the squad to do so. Additionally it seems some of the levels get hidden behind the squad chat box at times and that causes some annoying problems with selecting them too (See Saturn's 'Aegaeon'). Since it seems there are somewhat confusing routes to different planets in this system, I believe I would suggest a couple of additions to the Solar System level selection. 1) I would suggest a list along the left side of the screen with the available missions on it, easy to click and vote for missions you've already unlocked for farming purposes. If any missions are still locked, they will not appear on the list, and players can then check the map mid-screen to see how to unlock them. 2) There definitely needs to be a way to vote for missions other squad members have already voted for. Having to discuss what mission has been voted for in-chat (as there's not even a visual way to find out what planet is being voted for at current), and *then* getting to said mission on the map (coupled with having to follow all the routes through different planets to get to said mission) often means we ourselves vote for the mission just as the minute countdown comes to an end. I would suggest something at the top of the screen under the 'Waiting for x votes' button, to display what missions are being voted for, and to quick-vote on them yourself. This should enable more efficient map progression. 3) Coupled with the above, when a mission is completed, the player is then returned to the planet the player was inspecting when he joined the squad he is currently with. This may or may not be the planet the squad last embarked on a mission to, meaning the player then has to navigate back to the desired planet each time a level is completed. FOR EXAMPLE: Let's say I'm looking at Jupiter. A friend decides to join me, and he was looking at Pluto. We both decide to join a mission on Mars. Once the mission is complete, I find myself back on Jupiter's map and he finds himself on Pluto's map respectively, meaning we then have to navigate back to Mars should we want to reconduct the mission, or proceed to another mission further on in Mars' map. I would suggest changing this so that players are returned to the same planet map they joined a mission on, when the mission is completed. 4) This one's a no-brainer; Squads need to be able to back out to the Solar System overview. This would make navigating to planets far easier and make at least half of the problems mentioned above better. I'm pretty sure this has even been mentioned in other threads above; if there is some way to back out to the Solar System overview whilst in a squad, then it's not presented clearly enough for most people to find. So far the only way I've found is via the 'back' button next to the 'invite' button on the bottom left of the screen, and clicking this not only does so, but kicks you out of your squad. (Likewise, players should be able to create a squad without having to zoom in on a planet map first. To me, planet maps don't quite scream 'pre-game lobby' like the contacts status indicates.) Also, if I could quickly suggest something regarding the Arsenal UI; I'd like to request some way to determine total percentages on stat increases mods are applying to our weapons/warframes! It's getting increasingly frustrating to calculate my armour percentage boost by counting each individual mod in my upgrade tree, what with it increasing in size every level I gain. I respect there's a basic damage/fire-rate/accuracy/clip-size view when equipping weapons at current, but there are many more statuses affected by mods than simply these four. There is a lot of unused space to the right of every upgrade tree; sounds like perfect space for some additional information, eh? ;) Either way, I hope the very best for the outcome of this game! I've played a good number of hours in it already and plan on continuing. Eagery awaiting some new scenery too! PS. Complimentary image of Saturn's rings penetrating Uranus. Hurr. Edited January 15, 2013 by Swizzlestix Link to comment Share on other sites More sharing options...
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