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Ok, thanks for the heads up @Bakuhatsu. I am a programmer. So, maybe I can try my hand at updating the menu when I have some time.
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Ok, thanks for the heads up @Bakuhatsu. I am a programmer. So, maybe I can try my hand at updating the menu when I have some time.
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@Shadowfury333 yeah, those sound like good ideas. The current spray density fluctuations I think are a little too subtle. It doesn't really scream to the player: "you can't afford this right now! You need to go out and get more metal before trying to build this! Also, in the last 30 seconds, you just dumped your entire metal reserve into this thing, which will probably never complete before you get killed."
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@Shadowfury333 yeah, those sound like good ideas. The current spray density fluctuations I think are a little too subtle. It doesn't really scream to the player: "you can't afford this right now! You need to go out and get more metal before trying to build this! Also, in the last 30 seconds, you just dumped your entire metal reserve into this thing, which will probably never complete before you get killed."
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I don't want to clutter the UI. But, I'm wondering if an icon system may help? Similar to how the default setting for metal patches uses icons to indicate value. Maybe in addition to showing the build time for something, there can be some sort of icon(s) indicating affordability? I'm just spitballing.
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I don't want to clutter the UI. But, I'm wondering if an icon system may help? Similar to how the default setting for metal patches uses icons to indicate value. Maybe in addition to showing the build time for something, there can be some sort of icon(s) indicating affordability? I'm just spitballing.
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7 |
I
think
something
like
this
would
help
not
just
newbies
but
mid-level
players
too.
One
of
the
toughest
learning
curves
for
this
game
is
getting
that
instinctual
"feeling"
of
when
your
economy
can
afford
a
particular
unit
of
building.
Maybe
that's
just
part
of
learning
the
game?
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7 |
I
think
something
like
this
would
help
not
just
newbies
but
mid-level
players
too.
One
of
the
toughest
learning
curves
for
this
game
is
getting
that
instinctual
"feeling"
of
when
your
economy
can
afford
a
particular
unit
of
building.
Maybe
that's
just
part
or
learning
the
game?
|
8 |
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9 |
One of the challenges I see is that all of the values are relative and time dependent. So, it's kind of hard to know, when the UI should be displaying a warning or something like that.
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9 |
One of the challenges I see is that all of the values are relative and time dependent. So, it's kind of hard to know, when the UI should be displaying a warning or something like that.
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10 |
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11 |
It would also be nice to get a more visceral feedback to when you are excessing.
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It would also be nice to get a more visceral feedback to when you are excessing.
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12 |
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13 |
Honestly, it's hard to talk about this. Since I'm already so familiar with the UI and the game and everything that it's hard to go back into the mode of a new player seeing everything for the first time. One of the challenges with stuff like this is understanding the pain points while being so familiar with the systems. It would be nice to get some direct feedback from newer players about this stuff. I know when I first started playing, looking at the metal costs felt meaningless since it takes a long time to develop a context for how much X amount of metal is worth.
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13 |
Honestly, it's hard to talk about this. Since I'm already so familiar with the UI and the game and everything that it's hard to go back into the mode of a new player seeing everything for the first time. One of the challenges with stuff like this is understanding the pain points while being so familiar with the systems. It would be nice to get some direct feedback from newer players about this stuff. I know when I first started playing, looking at the metal costs felt meaningless since it takes a long time to develop a context for how much X amount of metal is worth.
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