|
Post by Clinkzbone on Nov 26, 2020 6:52:57 GMT
This is a list of some UI issues I've come across so far in my fresh playthrough.
1. While lockpicking or performing any other action that takes time to complete, if the game is played without sound it is difficult to know how long to hold the button, as the bar in the top right is small and easily missed.
2. Town Centre icon on map has a black background - is this intentional?
3. Navigation screen does not show current state - i.e. when own waypoint is set, it is not shown on the navigation view.
4. Navigation screen does not inform the player that custom waypoints can be set.
5. The map is darkened when using the tunnels - makes it hard to see city names.
6. Buildings that aren't houses don't show on the map unless destroyed - is this intentional?
7. Icons on navigation screen vs minimap are not the same, which can be confusing - e.g. bar is a beer mug on the navigation screen but a martini glass on the minimap.
8. Icons on sidebar on objective screen create waypoints to those buildings, which is not intuitive - I initially thought they were meant to track the objective locations for the different job types.
9. Effect of collateral damage option is not obvious.
10. Targeting in vehicles is not intuitive. Is the meaning of the crosshair changing colours explained? I may have missed it if so.
|
|
|
Post by mase on Nov 26, 2020 13:17:21 GMT
1. That's true, however there are messages at the beginning and end ("picking lock" and "lock picked").
2. It is, because the foreground color is that of the faction and is (in some cases) hard to see. The map has been dimmed down quite a bit though recently, might be worse giving it another try without the black background. You'll find the same with the "hacker" icon.
3. Good point, will fix.
4. Yeah, should be added.
5. Will make the text labels more opaque, should fix the issue.
6. Actually that's a good point. They aren't displayed because a) they have no purpose, other than to be repaired for purely cosmetic reasons. b) There's a lot of functional buildings in the city core with their own icons. Was worried the two might mix up and it would be hard to see the essential icons.
7. Agreed, everything should be consistent.
8. Ok, should probably removed altogether.
9. You mean it should be renamed to reflect more that it protects civilians?
10. Yeah, it's pretty bad. I'm not even sure if having this button is any good at all. Perhaps aiming should be purely done by tapping the target object itself. The crosshair color simply indicates that the weapon can hit the target if fired now, i.e. it's in range, but you're right of course, it's not explained. Quite honestly, I want to kill as many features as I can, especially if they are pretty useless or inconvenient. It really seems like very few people would even make use of the in-vehicle targeting system.
|
|
|
Post by mase on Nov 26, 2020 14:49:00 GMT
So I was going to kill off the targeting button in vehicles altogether, but the I remembered that three3pryme made a pretty good suggestion. Tapping the targeting button would activate an auto-target selection system that would aim at the largest available targets. Disabling it again would reset the aim to forward direction. Anyone opposed to this suggestion?
|
|
|
Post by Clinkzbone on Nov 27, 2020 8:27:05 GMT
9. Something like that. Maybe "Civilian Casualties"? So I was going to kill off the targeting button in vehicles altogether, but the I remembered that three3pryme made a pretty good suggestion. Tapping the targeting button would activate an auto-target selection system that would aim at the largest available targets. Disabling it again would reset the aim to forward direction. Anyone opposed to this suggestion? That sounds like a good idea.
|
|
|
Post by mase on Nov 27, 2020 8:53:25 GMT
9. Something like that. Maybe "Civilian Casualties"? So I was going to kill off the targeting button in vehicles altogether, but the I remembered that three3pryme made a pretty good suggestion. Tapping the targeting button would activate an auto-target selection system that would aim at the largest available targets. Disabling it again would reset the aim to forward direction. Anyone opposed to this suggestion? That sounds like a good idea. - Alright, "Civilian Casualties" it is then. - Great, will get to work on the new targeting feature.
|
|
|
Post by Clinkzbone on Nov 27, 2020 9:43:19 GMT
Another thing I found is that I can't find a way to see the stats of a weapon or vehicle before I purchase it. It would be nice to have some way of seeing this information.
|
|
|
UI Issues
Nov 27, 2020 11:15:34 GMT
via mobile
Post by three3pryme on Nov 27, 2020 11:15:34 GMT
I concur with Clinkzbone I did suggest in the 'select patriot vehicle' screen, there should be stats for each vehicle. Unless you guys have a better idea for where the stats can be placed.
|
|
|
Post by mase on Nov 27, 2020 15:31:28 GMT
Another thing I found is that I can't find a way to see the stats of a weapon or vehicle before I purchase it. It would be nice to have some way of seeing this information. I concur with Clinkzbone I did suggest in the 'select patriot vehicle' screen, there should be stats for each vehicle. Unless you guys have a better idea for where the stats can be placed. How about when the player taps the "shop" button (which would be called "info" instead) from the weapon selection dialog / the hideout car dialog, another dialog appears describing the item (with a table of stats) and with a "Close" and "Go to shop" button? If the car is already owned, the "Go to shop" option would be replaced by "Make delivery car".
|
|
|
Post by Clinkzbone on Nov 30, 2020 10:52:40 GMT
Two more things: 1. After allocating a skill point and exiting the menu, it takes a couple seconds for the notification to go away. 2. The new info menus for vehicles and weapons are great. But one thing is that it doesn't show the skill level required. This is relevant because "visit shop" is still available if you don't have the required skill level, so the player might waste time going to a shop in a different city only to find that they can't buy it.
|
|
|
Post by mase on Nov 30, 2020 13:09:36 GMT
Two more things: 1. After allocating a skill point and exiting the menu, it takes a couple seconds for the notification to go away. 2. The new info menus for vehicles and weapons are great. But one thing is that it doesn't show the skill level required. This is relevant because "visit shop" is still available if you don't have the required skill level, so the player might waste time going to a shop in a different city only to find that they can't buy it. 1. Yep, would be hard to change unfortunately, but I think it's not that bad or confusing? 2. Will do, in fact a new build containing this part is currently on its way to Apple.
|
|
|
Post by Clinkzbone on Dec 1, 2020 6:42:37 GMT
1. It's a very minor issue, yeah. If it's hard to change then it can go at the absolute bottom of the list of things to do haha.
|
|
|
Post by Clinkzbone on Dec 1, 2020 7:13:02 GMT
Oh one more thing: Will you be adding a colourblind mode? I think it would be very useful because the triads are mainly distinguished through colour.
|
|
|
Post by mase on Dec 1, 2020 10:34:32 GMT
That's an interesting point. Will have to look into it. If it's not too difficult to implement, perhaps I can add it before the release, otherwise it may have to wait until after the release.
|
|
|
Post by Clinkzbone on Dec 4, 2020 9:56:02 GMT
Could you add a text popup or something when the player tries to access the tunnels when wanted by the police? I think it would help prevent confusion.
|
|
|
Post by three3pryme on Dec 5, 2020 10:12:35 GMT
Could you add a text popup or something when the player tries to access the tunnels when wanted by the police? I think it would help prevent confusion. This!
|
|