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Bippo.4290

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  1. Hello, Thanks for getting feedback from the players. Here are some of my suggestions. Open-World Event indicators and their links to achievements During my gameplay, I spend 1/3 of my time looking at my second screen to keep track of events, and to keep track of achievements in that region. This requires hundreds of ALT + TABS in-game. Right now, the most efficient way to do Open-World content is by looking at third-party apps outside the game. I suggest these: Develop a better world-map. Enable the player to see more information on the world map. NPCs, Small Events, Meta Events, Previously discovered Jumping puzzles, Secrets. Enable the player to use a filtering system to allow them to customize what they see on their world-map. The lack of this system puts a huge memory load on all players while intimidating the new players. A perfect example of map filter design can be Black Desert Online. The new icons for "there is an achievement here" is an excellent idea! This can be explored furthermore. You can give better feedback whenever we enter a situation of an achievement. It can be an animation or even with a slight change in music. Put the players into the mood that there is an achievement to be made at that point. The goal of game design here should be, "Can this player achieve this?". But instead, right now, achievements are in a state of "Did the player read 50 possible achievements in this zone, and then can they remember it?" The current tracking system for achievements is insufficient. Let the players customize the in-game UI more. And, show only the related achievements to the player. For example, If I am doing meta events and casually completing my achievements in Dragonfall, I would like to see the progress bars of the achievements in Dragonfall to give me a sense of progress in what I am doing. But instead, I see a bunch of long-forgotten achievements which I have added to my watchlist. That is a completely wasted opportunity covering the 1/8th of my screen at the top right corner. Feedback mechanisms for the keypresses in-game. This is existing in some ways in the game, such as being able to see player names on pressing shift. I suggest you develop this further. For example, within the tooltips of objects, we link them by pressing CTRL, Split stacks by pressing ALT. These actions can be highlighted upon key press. Imagine small link icons appearing at the corners of linkable tooltips when we hold the CTRL Key.LFG Menu The LFG Menu have been getting outdated due to the amount of content released. Previously, a player had to browse through 3-4 sections and 7-8 subsections at maximum. Right now, this number is multiplied by 3. This causes the browsing of LFG very burdensome and causes some of the less popular sections not to be browsed at all. I suggest you have a new tooltip near each section's name. Before clicking to see the results, from the first layer, we can see how many total people are there in a section. So this enables the player to see if there is an activity in a zone beforehand. Before having to browse each one of them. One thing to ideate around can be to implement the LFG menu as an overlay to the world map. This can stimulate the players, giving a much more lively menu to choose where to go. It can also help players link regions and actions with their names easier, reducing their memory load.Overall, I think you are doing great with the QoL improvements in the game. I have purchased the world event and boss timers from the gem store. And I love the convenience they brought to my gameplay. The interaction of the items seems a little rushed (the chat boxes), though. I wish you could spend more resources on improving the overall UX flows of the game. But I understand that you also have to release a lot of content in very little time.
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