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Better DAMP PuG UI Project


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#1
Dorje Sylas

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Since we don't have a Feedback forum strictly for multiplayer (which we should) I'm putting this under Combat Strategy where most of the "General" multiplayer chat is going.

 

I feel that the DAMP Party Screen is not living up to the minimum of required party information. There is a large amount of wasted screen space that could be used for more important information.

 

This first image is a rough job showing the extra space that can be freed up, and how Potion/Active-Ability/Prestige/Promote can be added to the UI. The ideal minimum the UI should contain at a glace:

 

* Class and Level

* Consumables (potions)

* Active Abilities

* Class Promotes

* Prestige and Challenge score

* Weapon(s) DPS (and armor value for shield)

 

This information allows any savvy player to quick determine the relative strength of other Pickup Group (PuG) players. Seeing Class, Active, and Potions setups also allow for intelligent wordless (language barrier avoidance) rearrangement of the party's over all Meta strategy. If need be players can even slot in different Potions and Active Abilities to better synergize.

 

Going beyond the minimum, it would also be nice to see the other character's Ability Scores (Strength, Dexterity, Magic, Cunning, Willpower, Constitution). These are not included in this mock-up because I need to make some good icons for them, for shorthand in a UI. It would also be nice to examine the Equipment page of other players to see what Purple Lootz they've found but that's going well beyond the single page UI rebuild.

 

BetterDAMPUI.png

 

*Edit* And yes I notice the Potion/Ability Icons are currently placed badly for LONG player names. Again inital quick mock up.


  • GrommitSmit et Valerius Anthar aiment ceci

#2
veramis

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I like it, very convenient access to information. However, some of the information might not really be that important to share. I don't really care about the nitty gritty details of other players like their attribute points, DPS, and stats. Things like potions, active abilities, and number of promotions (I would prefer if all classes combined instead of single classes if such is done), I am kind of on the fence on because these things have pros and cons. I know lots of people would want to view other people's equipment, and I would too, but for the moment I feel that it is best not implemented until the loot system is drastically altered, because showing weapons will result in a lot of griffon bow elitism and kicks for perfectly competent people just because RNG was not kind to them.

 

Number of challenge points I am for 100%, as it is enough for us to get a good idea of how well they will do with just a glance or quick view.



#3
Dorje Sylas

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DPS and attribute points are actually fairly relevant. Since all damaging powers are based of weapon damage, its kind of important to see. This is the Equivalent of being able to see the level of a weapon in Mass Effect 3 MP. Being able to see if someone has a Black Widow 1 or Black Widow 10. A level 1 character with a very high damage weapon is going to perform far better than someone just starting out. To a point where they could bring that character into a Threatening match.

 

Like wise Ability Scores factor in, especially with Promotions. They are as important to the multiplayer as they are to building a successful single player party. They have direct impacts on damage output and defense.

 

Knowing Potions and Active powers tells everyone what players are bringing to the table. I especially think of the Templar who is very dependent on the team working with her and using what she brings. Another example is seeing that your party Elementalist does or does not have Barrier. There many small synergies around stuns and knockdowns (and other conditions). Knowing your party Comp doesn't hurt. In ME3MP this was very simple to guess as there were only 3 active powers on every kit, which were known. In DAMP each character can be speced a few different ways with several different Active powers. Powers that can be changed out to make better party comps. Same with potions (which aren't really seeing heavy use at the moment).

 

I do understand the worry about adding Promotions and Prestige score to the UI, since some uninformed clods on consoles used it as a reason to kick people back in ME3MP. Then again is PuGing with such people really worthwhile? Arguably no, since those players don't actually grasp what those numbers mean and likely don't have a firm grasp of the game mechanics overall.



#4
PurpGuy1

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more reasons to kick



#5
veramis

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My only issue with DPS, attributes, stat points, promotion numbers, abilities, etc., is that it might result in kicks for people without very high numbers, makes people with very high numbers look ridiculous, would wrongly make people not getting lucky with RNG seem noobier than they are, and it would discourage the use of equipment and abilities not viewed as the best options by other players.

 

I am actually 100% for prestige points showing, because basically it is a rough indicator of the very important metric of experience (yes I know challenge points isn't perfect for this). Basically just with a prestige points, most experienced players can give it a second or two of thought and have a decent idea of what to expect from other players. A newbie with 4 prestige isn't as embarrassing as a newbie with a 40 DPS staff, and it would be a lot less fun to hear someone say "just look at his loadout" and be kicked than having someone say "he's low rank" and then kick, because it is obvious that a player's rank would have to be low when he starts out, and it won't be so painfully obvious to the newbie that he has totally crap equipment and has a crapload of grinding on routine until he gets lucky.

 

And guys please don't turn this into a "veramis is a newbie trying to hide his stats that's why he doesn't want lots of info about players showing" argument, all I'm saying is that prestige points alone is already a very powerful tool to gauge other players, and that we should be careful with including more metrics because it might result in things like griffon bow elitism and exacerbate the trolololol loot system.



#6
GrommitSmit

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From experience on ME3MP, as a console player, the amount of information displayed does become a double edged sword. Especially when people start to practice ability, weapon, and "challenge" based l33tism... I understand the impetus to provide as much data as possible to better allow group synergy, as success in this game relies much more on teamwork than ME3MP. However, I do not want to have people kicked just because they are playing what others consider a "sub-optimal" build or are still using a low level weapon because it's the best they have received.

I do agree with the what you have done so far, it looks really clean and is a big improvement on the currently pared down UI. I will say I like running around with the Revives Banner, not only because I like the appearance, but it also says... "Hey this guy knows enough to keep the party alive and has navigated the menus enough to apply a Banner... So hopefully he's good enough to keep in the group, even if he is playing level 1 of a class we don't like."

The Devs did some good work, but just like ME3MP at launch, it can always be better.

#7
Dorje Sylas

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I find kicking over the perception of low stats and non-OP builds to be almost exclusively a Console behavior (have actually been kicked a few time on PC in DAMP so far), which says something about console players does it not?

 

People kick over just class type right now anyways. Katari? Kick. Necromancer? Kick. Templar? Kick.

 

Idiots will kick because they are uninformed idiots. Frankly, I wouldn't want to PuG with them. It also takes 3 idiots in concurrence.



#8
PurpGuy1

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From experience on ME3MP, as a console player, the amount of information displayed does become a double edged sword.

 

All swords have two edges.  The ones that don't are called machetes.



#9
DarthLinebacker

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All swords have two edges. The ones that don't are called machetes.


Look up an estoc and then get back to us.