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Interface concerns (Arrows, button prompts, etc.)


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#51
FERMi27

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Just make these arrows an option, turned on by default.
I think Insanity players like me are above these artificial feedbacks. At least after several hours of gameplay, I'd definitely want to turn them off and never see them again, since I'd get used to the new system.

#52
GreedIgnored

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Brenon Holmes wrote...

Relix28 wrote...

So, is this "feedback" going to be optional, or will we be forced to watch these arrows throughout the game?


Well... I think you'd find it pretty difficult to engage a lot of those systems without appropriate feedback, but I can raise it up as something to consider.

Much appreatiated. Love the new rolls and move to cover but it would be annoying to me if I kept seeing it throught the whole game and in every playthrough.

#53
sp0ck 06

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Im just saying, unless you memorize every level down to the last square inch, which cover you can slide to and from and which are too far away, it will be frustrating playing without any kind of feedback for the context sensitive stuff.

But if you guys like dying in a frequent and infuriating way because you rolled into the open when you wanted to slide to adjacent cover, by all means lobby for a toggle. Just don't complain "the game screwed me!" when it happens.

#54
theelementslayer

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FERMi27 wrote...

Just make these arrows an option, turned on by default.
I think Insanity players like me are above these artificial feedbacks. At least after several hours of gameplay, I'd definitely want to turn them off and never see them again, since I'd get used to the new system.


Im an insanity player myself, but i could see them being very useful, especially to stop annoying frustrating deaths

#55
Demigod

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sp0ck 06 wrote...



Im just saying, unless you memorize every level down to the last square inch, which cover you can slide to and from and which are too far away, it will be frustrating playing without any kind of feedback for the context sensitive stuff.

But if you guys like dying in a frequent and infuriating way because you rolled into the open when you wanted to slide to adjacent cover, by all means lobby for a toggle. Just don't complain "the game screwed me!" when it happens.


If we did you and Bioware could call us out for the asses we would be :happy: 
Perhaps add it in to the dificulty if they dont want a toggle as other have suggested?

#56
sp0ck 06

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Demigod wrote...

sp0ck 06 wrote...



Im just saying, unless you memorize every level down to the last square inch, which cover you can slide to and from and which are too far away, it will be frustrating playing without any kind of feedback for the context sensitive stuff.

But if you guys like dying in a frequent and infuriating way because you rolled into the open when you wanted to slide to adjacent cover, by all means lobby for a toggle. Just don't complain "the game screwed me!" when it happens.


If we did you and Bioware could call us out for the asses we would be :happy: 
Perhaps add it in to the dificulty if they dont want a toggle as other have suggested?


I wouldn't want it added to the difficulty because i play on hardcore/insanity (depending on class) and I know how crucial those arrows are after playing a lot of Gears of War.

#57
Apollo Starflare

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Yeah it seems to me that having them be (don't hate me) toggle-able would satisfy everyone. People new to the system would use them, and once you felt familiar enough or if you hated them -that- much you could turn them off and deal with it. Having the aforementioned animations for Shepard that give a more subtle idea of what each action will do would help even more with this system.

#58
mmmu

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I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well :)

#59
GreedIgnored

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mmmu wrote...

I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well :)

Which most of us would do after getting used to it. :)

#60
sp0ck 06

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GreedIgnored wrote...

mmmu wrote...

I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well :)

Which most of us would do after getting used to it. :)


I don't want to beat a dead horse, but I think you are misunderstanding the purpose f the arrows.  They aren't meant to learn the system but rather to inform you about what movement options are available based on the spot where you Shepard is located.  I played a lot of Gears of War.  I knew the control scheme, but still relied on the arrows for feedback.

Example:  Shepard is in cover behind a pillar.  There is another pillar 10-15 ft away to the left.  When I push the stck to the left, an arrow pops up telling me that my only available option is a roll.  Now, if there were no arrows, and I thought the pillar was close enough to "slide" to in one press of A, I would end up rolling and in the open.  On insanity, as I'm sure you guys know well, being awkwardly caught in the open when you aren't expecting to be = fast death.

#61
ME_Fan

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When eidos Montreal first released Deus Ex 3 gameplay, a lot of fan feedback was that they didn't like the object highlight system. Eidos, after seeing the feedback, implemented an option to turn it on or off even though the game was well into beta stage. I hope BioWare does the same and listens to feedback even when the game is well into development, hopefully they will make these optional just like the Eidos guys did with Deus Ex 3. Personally I hate the stupid arrows, I'm not an idiot, I can look around for myself. I would get frustrated quickly by these arrows, which aren't exactly subtle.

#62
Da3mon

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Hey Brenon!

Since were talking interface I have a suggestion that might improve readability of the text in the game. I played both ME2 and and DA2 on the ps3 recently on my sdtv. ME2 was kinda hard to read but could be done. More often was the problem (on my hdtv as well) is that the text is light blue (yellow when selected), and pretty much everything else in the background is a bright color, so you have no chance of reading your choice, just select the upper right cuz its paragon. Also menus were mostly orange and slightly darker orange which did not really help.
Now one of the things i can praise about DA2 was its readability. It had a good text/background color scheme in menus, and had a good little trick in conversations. When you selected an option it gave it black background making it stand out from the rest of the game colors even more, and making in much more readable. Example coversation Please do this for ME2.

As for the arrows thing, Im not the biggest fan of the current implementation of the system, but I can see the necessity. I can live with it.

Modifié par Da3mon, 09 juin 2011 - 10:56 .


#63
GreedIgnored

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sp0ck 06 wrote...

GreedIgnored wrote...

mmmu wrote...

I can understand the reason for the feedback arrows, but I would appreciate the ability to toggle them off as well :)

Which most of us would do after getting used to it. :)


I don't want to beat a dead horse, but I think you are misunderstanding the purpose f the arrows.  They aren't meant to learn the system but rather to inform you about what movement options are available based on the spot where you Shepard is located.  I played a lot of Gears of War.  I knew the control scheme, but still relied on the arrows for feedback.

Example:  Shepard is in cover behind a pillar.  There is another pillar 10-15 ft away to the left.  When I push the stck to the left, an arrow pops up telling me that my only available option is a roll.  Now, if there were no arrows, and I thought the pillar was close enough to "slide" to in one press of A, I would end up rolling and in the open.  On insanity, as I'm sure you guys know well, being awkwardly caught in the open when you aren't expecting to be = fast death.

I get it but I''m just saying, given the option I'm most likely to toggle them off after a while. 

#64
Shotokanguy

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I get the reason for the arrows, but I just don't see how much help they'd really be. Unless the movement and cover systems aren't quite as in depth as I think, if you see something, you should be able to move Shepard to it, shouldn't you? If I move to the right and reach the end of my cover, and then roll, I know I'll roll right...

#65
Sylvius the Mad

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sp0ck 06 wrote...

Example:  Shepard is in cover behind a pillar.  There is another pillar 10-15 ft away to the left.  When I push the stck to the left, an arrow pops up telling me that my only available option is a roll.  Now, if there were no arrows, and I thought the pillar was close enough to "slide" to in one press of A, I would end up rolling and in the open.  On insanity, as I'm sure you guys know well, being awkwardly caught in the open when you aren't expecting to be = fast death.

Ideally, Roll and Slide would be different buttons, and you would need to choose the one that was appropriate for the situation.

If you want to slide when the game thinks you should roll, I think the game should let you do that.

#66
sp0ck 06

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Shotokanguy wrote...

I get the reason for the arrows, but I just don't see how much help they'd really be. Unless the movement and cover systems aren't quite as in depth as I think, if you see something, you should be able to move Shepard to it, shouldn't you? If I move to the right and reach the end of my cover, and then roll, I know I'll roll right...


If you are looking downrange, you will probably not be able to clearly see adjacent cover which you might be able to slide to.  That is, if the distance which you can perform the maneuver is anything like Gears: it is often possible to slide to cover that is actually slightly behind your character, out of your frontal field of vision.  It's not about being able to look around, its that the system can be unintuitive.  Some cover you assume you will slide to you will not and vice versa.  With the arrows you will know for sure the movement action you want/assume will happen occurs.

Sliding from cover to cover will be extremely important.  It's the best way to quick move within your immediate vicinity.

#67
Haristo

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PetrySilva wrote...

There is always something breaking someone's immersion, isn't there?


Yeah... it's kind of annoying all this whining about immersion... These peoples will adore the WiiU, Oh wait their are pro-PC ****s who like to whine about how a console is ''to week ROFLMAO doz not beet mii i7 extem''. Well it is not supposed to, it's a console.

''Uh I want no hudz it destroyz all mii immersion trolololololo !''

Dudes, you're playing a goddamn video game and this one is OBVIOUSLY NOT a Simulation. you need a UI so you know what you're doing. I wonder how you used to play stuff back in the 90's, with those huges over the top HUDs... oh wait you frickin' did because you're all about ''Baldur's Gate BGE ! it was better before !''

#68
KainrycKarr

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Toggle buttons are amazing. They don't even really require many extra resources; it's just an off-button.

Speaking of helmets....

#69
KainrycKarr

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Haristo wrote...

PetrySilva wrote...

There is always something breaking someone's immersion, isn't there?


Yeah... it's kind of annoying all this whining about immersion... These peoples will adore the WiiU, Oh wait their are pro-PC ****s who like to whine about how a console is ''to week ROFLMAO doz not beet mii i7 extem''. Well it is not supposed to, it's a console.

''Uh I want no hudz it destroyz all mii immersion trolololololo !''

Dudes, you're playing a goddamn video game and this one is OBVIOUSLY NOT a Simulation. you need a UI so you know what you're doing. I wonder how you used to play stuff back in the 90's, with those huges over the top HUDs... oh wait you frickin' did because you're all about ''Baldur's Gate BGE ! it was better before !''


I don't need a UI to know what I'm doing. I play just fine in HC mode in CoD.

That said, a UI DOES need to be there for those that *do* need it. We just want an off switch for it.

That's all.

#70
GreenDragon37

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I hope there's an option to turn them on and off.

#71
Massadonious1

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CoD is a TPS with cover?

News to me.