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2012-10-25, 07:38 PM | [Ignore Me] #33 | ||
Master Sergeant
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Why not just stick an "advanced" button somewhere once you select one of the classes that opens up an inventory? They don't have to scrap the whole class model/remove class skins etc.
New, impatient players will just select their class as usual, that process wouldn't even have to change from what it is now. But anybody more willing to explore deeper and micro-manage can hit an advanced button and have more fine control over their equipment. The notion that an inventory is too complicated just does not swing with me. It's a very very basic point to understand that an inventory represents THINGS that you're CARRYING. Even Runescape has a backpack system; how young are the kids playing that? Maybe the cert system was complicated, but suggesting that a holster and backpack is a complex system of equipment selection is vastly underestimating the intelligence of players to stupid levels. But even if you want to assume that, just use the "advanced button" system I said about and new players wouldn't even have to notice anything was different if they just want to jump into a class and zerg. Last edited by texico; 2012-10-25 at 07:40 PM. |
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2012-10-26, 05:07 AM | [Ignore Me] #36 | ||
Sergeant
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So they say "Our future players will be so stupid that they can not understand a backpack or they will be unwilling to think for a few minutes to set up a loadout. Hope you are happy to play with them, because it's a team game and they are your teammates to help you."
This made me want to play... |
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2012-10-26, 08:51 AM | [Ignore Me] #37 | ||
Major
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Yeah, the complexity of this game has nothing to do with inventories (or lack thereof) in my opinion, but the interface.
They really need to make the menus much simpler, easier to use and more explanatory, so simple that even a cave man can use it, lol. The menu buttons need to be larger, more obvious and more centered on the screen and there should be less of them; reduce the number of buttons or eliminate as many duplicate or superfluous menu buttons as possible, like other buttons and submenus that lead to the same thing. Maybe even change the structure of the menu buttons so that submenus appear in the same window as the primary menu and there shouldn't ever be more than one level deep. I really HATE that previous button, which isn't apparent based on location and size and should never have to be used in the first place unless absolutely necessary (read, too many damn submenus). I looked at this game like an impatient, young kid (lol) and that's what I would fix. An easier way to wade through all of that junk, even if it is only superficial, it would make a big difference IMO. In other words: there's too much clutter. There are a lot of little, simple things that they can do to widen the appeal, while still allowing for a deep level of gameplay. Last edited by Beerbeer; 2012-10-26 at 09:13 AM. |
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2012-10-26, 05:19 PM | [Ignore Me] #39 | ||
I can see the logic of stopping jetpack snipers or medics with chainguns, but there should be no reason you can't loot a vs carbine to swap out your nc carbine or whatever.
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Last edited by Ruffdog; 2012-10-26 at 05:22 PM. |
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2012-10-26, 08:31 PM | [Ignore Me] #40 | |||
Captain
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2012-10-27, 01:29 AM | [Ignore Me] #42 | ||
Private
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I agree with Figment having played lots of old games and modern ones that focus on inventory to suddenly go to a game that is supposed to be a new genre of FPS with the MMO and set a standard for all others not to have an inv system is just horrible foresight. Yes I'll support it for a while to see if it improves but as of now I have no true hope for the game as anything other than something to do when my other games get to a frustrating point where I need to go kill some mindless zergs and watch them get even more erratic.
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