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Great post @DeinFreund!
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Great post @DeinFreund!
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\n
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As someone relatively new I thought I'd share my experience:
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As someone relatively new I thought I'd share my experience:
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For background, I had a reasonable amount of previous RTS experience, including Balanced Annihilation and Complete Annihilation.
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For background, I had a reasonable amount of previous RTS experience, including Balanced Annihilation and Complete Annihilation.
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*
I
was
somewhat
overwhelmed
by
all
the
buttons,
but
I
figured
I
could
just
ignore
the
little
buttons
and
played
through
the
campaign
a
bit
as
a
tutorial
(
which
it
was
actually
pretty
decent
for)
.
I
didn't
use
the
top
left
buttons
until
at
least
game
40.
The
small
buttons
on
the
unit
command
menu
got
slowly
absorbed
from
games
20
to
100.
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*
I
was
somewhat
overwhelmed
by
all
the
buttons,
but
I
figured
I
could
just
ignore
the
little
buttons
and
played
through
the
campaign
a
bit
as
a
tutorial
(
which
it
was
actually
pretty
decent
for)
.
I
didn't
use
the
top
left
buttons
until
at
least
game
40.
The
small
buttons
on
the
unit
command
menu
got
slowly
absorbed
from
games
20
to
100
(
some
of
them
could
perhaps
do
with
being
a
bit
more
prominent
so
that
they
get
used
quicker
given
how
useful
they
are)
.
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* I was also overwhelmed by all the unit options. Again, the (first few levels of) campaign helped by removing most of them.
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* I was also overwhelmed by all the unit options. Again, the (first few levels of) campaign helped by removing most of them.
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* The mouse over text was an awesome help.
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* The mouse over text was an awesome help.
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* The hints on the loading screen were a godsend. So useful to be fed bitesized reminders about useful mechanics and hotkeys. There should be more of them.
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* The hints on the loading screen were a godsend. So useful to be fed bitesized reminders about useful mechanics and hotkeys. There should be more of them.
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* I didn't figure out markers for a very very long time.
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* I didn't figure out markers for a very very long time.
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\n
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\n
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About the proposed changes:
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About the proposed changes:
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1. Map markers: I didn't see map markers til very late (was initially playing team games with equally new friends or 1v1s) so I can't comment. I did find it annoying trying to watch a game when someone has drawn a big dick on the screen.
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1. Map markers: I didn't see map markers til very late (was initially playing team games with equally new friends or 1v1s) so I can't comment. I did find it annoying trying to watch a game when someone has drawn a big dick on the screen.
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1a. The ability to use markers and erase things should be way more discoverable.
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1a. The ability to use markers and erase things should be way more discoverable.
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2. Player colors: I didn't mind the team colors, found them reasonably intuitive (brighter colors are one team and darker ones are the other). I even tried the simple color mode around game 4 and didn't like it.
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2. Player colors: I didn't mind the team colors, found them reasonably intuitive (brighter colors are one team and darker ones are the other). I even tried the simple color mode around game 4 and didn't like it.
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3. Chat: No opinion on message colors. Seems fine.
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3. Chat: No opinion on message colors. Seems fine.
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4. Global commands: Making these more clearly ignorable initially might be nice.
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4. Global commands: Making these more clearly ignorable initially might be nice.
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4a. Having the markers be via one of those buttons rather than an undiscoverable hotkey would have been awesome.
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4a. Having the markers be via one of those buttons rather than an undiscoverable hotkey would have been awesome.
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5. Economy panel: I don't agree with swapping the colors, that would be immensely confusing to past me.
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5. Economy panel: I don't agree with swapping the colors, that would be immensely confusing to past me.
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6. Menu bar: Sounds good.
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6. Menu bar: Sounds good.
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7. Player list: I think having rank readily visible was useful, gives an immediate idea about how threatening that player is and whether I should be cautious. Country flags were nice flavor.
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7. Player list: I think having rank readily visible was useful, gives an immediate idea about how threatening that player is and whether I should be cautious. Country flags were nice flavor.
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7a. I really think the mouse over for this should show that you can press Tab for more options! Took over 100 games to realize that I could give units and share resources!
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7a. I really think the mouse over for this should show that you can press Tab for more options! Took over 100 games to realize that I could give units and share resources!
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8. Zoomed in: That was definitely a problem. Selections were very tricky.
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8. Zoomed in: That was definitely a problem. Selections were very tricky.
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8a. Also, for some of my friends telling units apart was very difficult.
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8a. Also, for some of my friends telling units apart was very difficult.
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9. Zoomed out: Yeah, the icons took a bit to get used to. That said, I had no issue with the white text. Was useful from the get go to realize how much metal worth of stuff I had and how many I'd selected.
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9. Zoomed out: Yeah, the icons took a bit to get used to. That said, I had no issue with the white text. Was useful from the get go to realize how much metal worth of stuff I had and how many I'd selected.
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10. Command panel: This was indeed somewhat overwhelming.
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10. Command panel: This was indeed somewhat overwhelming.
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11. Building placement: Very much agreed. I still don't know how to rotate buildings.
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11. Building placement: Very much agreed. I still don't know how to rotate buildings.
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12. Core selector: Green on a green background is a pretty poor color indeed.
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12. Core selector: Green on a green background is a pretty poor color indeed.
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13. Economy overlay: Mexes are way too subtle and geospots too blaring. Just to confirm: is starting with econ overlay the default? (it should be but I'm unsure if it is)
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13. Economy overlay: Mexes are way too subtle and geospots too blaring. Just to confirm: is starting with econ overlay the default? (it should be but I'm unsure if it is)
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14. Afk: No comment.
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14. Afk: No comment.
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15. Maps: Sure.
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15. Maps: Sure.
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16. Skybox: I guess.
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16. Skybox: I guess.
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17. Terrain: Good god YES! The inability to clearly see slopes etc. is one of the worst things about Zero K. Particularly bad when they've been Tremored for a while.
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17. Terrain: Good god YES! The inability to clearly see slopes etc. is one of the worst things about Zero K. Particularly bad when they've been Tremored for a while.
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