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CR2.0 FROM THE EYES OF TOTALLY NEW PLAYERS
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The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Environment Feedback Previous Topic  |  Next Topic
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Joined: Aug 16, 2005
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Although I think that the new combat is going to be  something that would be greatly appreciated by future players -I believe the unbalances and difficulty of our old combat makes hard for us to "steal" players from other MMOs-, there are some little concerns I want to point out.

I noticed it because The Olympus, the faction I proudly run on Vector, gained a big wave of new players from the big partecipation we are having on MMORPGitalia.it. I and my mates started to train them keeping in mind that we also have to underline that the system they are learning is coming to an end ( well it's a good thing actually ). So we are explaining all the new stuff about how the combat formulas and classes will change and so on. Getting focus back on what i wanted to say: a couple of them installed two instances of the game, and started playing both on the QA and the live servers.
Those two guys where veteran players that have played a lot of other MMOs ( more than I thought may exist ), and that have been instructed about what is still bugged and what is design driven in the QA. So far they have reached lvl 18. Every day they do a /copychar and visit the QA to test their char on it.
The feedback I received from them in the last days is this: while the overall game, keeping in  adeguate regard the bugs, is much better for noobs both in coolness and difficulty  ( expecially with the new patches and fixes ), they found some aspects of the combat very unpractical:
 
-The main issue is that they have to manually activate or set up much more stuff (I.E. the soldier or operative upgrade ). This made the usability of the new system worse compared to the old one.
 
-They feel that the old interlock combat interface,although too big, is more ergonomic. They didn't say anything about the roll's number (as far as i know the only game in which they are visible is MXO so they weren't addicted to them yet SMILEY ) . They just don't like the bars eaten up by the stances ( as many of us including me ).

And they still don't use the Hypers nor the resistence bonuses of the Awakened tree, that end up eating a whole hotbar just by themselves!

Apart from this, it looks like the new combat felt better in all other aspects of the gameplay.

The influences bonus and so on: This is something weird: they get aquainted with the old interlock in less time than the new one, but in the Live server they mastered only the martial artist's point of view of the gameplay, forcing me to explain how hacking works ( they also asked me WHY the hackers have by design a radically different kind of formulaes, and that was a question I couldn't answer ) . In the QA they took more time, but along with interlock they understood the basic combat/resistences mechanincs for all trees in one wonderful ( for me that I had to explain less stuff SMILEY ) time.

Message Edited by Fade2blacK on 02-23-200607:47 AM


Message edited by Fade2blacK on 02/23/2006 07:47:39.




Joined: Oct 3, 2005
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Nice post and great feedback.




Joined: Sep 11, 2005
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Location: Sacramento, CA
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Yes I think this is some of the most important feedback there is. Feedback from new players who are playing both at once.


Jacked Out

Joined: Nov 11, 2005
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Thank you very much for this feedback Fade, as people have said above this is a much-needed area of feedback SMILEY 5 pretend stars for you!!!


Jacked Out

Joined: Aug 16, 2005
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I completely agree. Especially with the learning curve for a new player figuring out how to load up all the bonuses and using the system. But I can see how in the long run it'll be much easier to learn. Something must be done to make it easier to use and figure out...but apart from that, it is much better.




Joined: Aug 16, 2005
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Thanx guys! I just made a section in our private forums to gather all the possible feedback. I'll post all info here.


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Joined: Aug 16, 2005
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Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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Fade2blacK wrote:
 
-The main issue is that they have to manually activate or set up much more stuff (I.E. the soldier or operative upgrade ). This made the usability of the new system worse compared to the old one.
 
-They feel that the old interlock combat interface,although too big, is more ergonomic. They didn't say anything about the roll's number (as far as i know the only game in which they are visible is MXO so they weren't addicted to them yet SMILEY ) . They just don't like the bars eaten up by the stances ( as many of us including me ).
 


Yes and YES!



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Joined: Aug 15, 2005
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Location: Good Ol' Germany ;)
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Fade2blacK wrote:
They feel that the old interlock combat interface,although too big, is more ergonomic. They didn't say anything about the roll's number (as far as i know the only game in which they are visible is MXO so they weren't addicted to them yet SMILEY ) . They just don't like the bars eaten up by the stances ( as many of us including me ).


See, Devs? I'm not the only one thinking that the biggest criticsm of CU2.0 is still the missing Interlock queue UI! SMILEY

I really hope you're considering this player feedback regarding this specific feature, because I feel that a hybrid system of the old and new interlock system would be the perfect solution, both for ergonomic and 'newbie' player reasons. If you don't consider this, all the new player friendly design decisions might become obsolete with a still too confusing interlock system without an interlock queue UI system... SMILEY

>revolt_

Message Edited by >revolt_ on 02-23-200602:26 PM


Message edited by >revolt_ on 02/23/2006 14:26:48.
 
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