Darvin wrote:Dev BlogNow, I'd have to disagree with calling the button system "tedious". That would be a word I'd use to describe the
new layout, if anything. The old layout was efficient and simple, whereas with the new system everything is all scattered over the place. Races, classes, and preps are all jumbled together with little organization. While I understand the direction of immersion that you're coming from, in terms of usability I've found the new layout a decisive step backwards.
Anyways, don't let that negative feedback get to you. Keep up the good work and see what you can come up with.
Okay, fair enough, I know what you mean by that. "Dull" would have been a better word to use.
I hope the blog post didn't dimish the fact that we *know* our immersion and complexity came at a cost to speed. Putting supporting animations and other tooltips into the experience, tactfully, is our primary method of combatting this.
Perhaps the most under-addressed problem is the matter of race/class selection, which as you correctly pointed out is kinda scattered. We're hoping that improving button clarity can solve this (we've got some new graphics in the pipeline, taking size and contrast into consideration), but if that fails ... we may just get a little more drastic and invoke an alternative layout for that portion of the selection process (which, if we go whole hog, should actually end up *smoother* than the old one).
Lujo wrote:I agree but I think it's the traditional "please be supportive and accept blatant lies while we figure out a way out of problem X, because there's no way in hell the plan is changing due to feedback".
Gone full troll, ey?