Post by jaysoyer on Sept 2, 2012 15:32:34 GMT -5
Hello all,
Mike asked me to test out this game which I did a bit ago. Just never got around to writing this report until now. I played the game for several hours and came up with a list of things I liked and disliked. I'm a very avid gamer and hopefully this may help bring an outside perspective to aid yous. I played an earlier build, but quickly messing around, I didn't see anything too noticeable to the build I played. Which I think was 15.
Dislikes:
1) This is my BIGGEST MOST ANNOYING gripe with the game. The camera. Mike assured me I'd get used to it, but after several hours I did not. In fact I ended with a severe headache and didn't want to return playing. Having a fixed camera would be more desirable. Sorta how the tutorial is now. I was elated when I saw that change but cried when I teleported into the main world and saw it unchanged. The constantly rotating camera not only makes my head spin, but easily makes me disorientated, and makes battles a pain.
2) Battling leads into my next issue. Controls. I applaud the attempt on making this a mouse only game, however as I felt myself invest more time into this, I yearned for a keyboard and mouse control setup. Getting specific sides of my shields to align in combat was very annoying. Add in that camera and everything was just painful to do.
Now, you can certainly keep the camera and mouse setup, it'd just be nice to give users the option of changing things. I like what Chris Pruett of Replica Island said about this:
That said, one of the most dramatic lessons I learned after shipping Replica Island is that users want customizable controls. Even if you have added perfect support for every phone, many users will want to go in and tweak it. Or they prefer the hardware keyboard over their phone’s dpad. Or they prefer tilt controls over trackball controls. My advice: plan on providing customizable controls, both so that you can support phones that have input configurations that you didn’t consider, and also so that you can allow users to tweak the experience to match their preferences.
Granted its about mobile games, however I think the same can apply to any gaming medium.
3) Saving game state! Boy was I pissed when I signed back in after playing for a few hours to learn I lost everything. I highly recommend an option to locally save a users game state. Cookies are too volatile and if I'm investing time and money in an MMO, I don't want to loose my progress because my browser cookies were wiped.
4) After completing the tutorial, I'm teleported immediately on top of a socket which drains all my money. When first coming to the Grid 12 world this infuriated me as I lost accumulated money. After understanding the world a bit, I realized it was no big deal however it yielded a negative reaction for a first time player.
5) The hovering for more info doesn't feel right. Maybe it needs to be more opaque, but it certainly needs to popup quicker. The delayed affect just doesn't settle well with me.
6) Some kind of indicator for my weapon range would be nice.
7) An indicator showing the health of the enemy I'm attacking would be nice. Its annoying to constantly hover my mouse over whatever I'm attacking to monitor the attack's progress.
8) The duration of dropped items needs to be longer. In rather large fights, I tend to miss them because I'm too busy mopping up. It'd be nice to let that stuff lay about and then collect my rewards once all the fighting is finished.
9) Wave points. It'd be cool to drop a wave point or flag down and have that show up like the North or town indicator. Would aid in keeping my orientation, especially with a constantly rotating camera.
10) Name Headers over the tanks of other players. If it displayed somewhere on screen, I couldn't find it.
11) Indicators for players. Every play Terraria? I love how they show a player whose off screen. As their name, general direction, and distance from you. Makes finding other teammates far easier.
12) Too many resources. If they each provide a special ability...ok. But as far as I can tell, there's no difference to each. Should have 3 or 4 at most and make filling that the goal. It's too confusing trying to track what's what and where's it at in towns.
13) Number 12 leads into this next complaint. General confusion. The buildings look like just random designs with nothing that stands out as easy to remember. If there were less types of resources, there's less building looks to remember. Then I can easily identify the buildings I'm looking for. Especially in large towns.
14) To continue from 13, color coordination. There's a vast array of colors all over the place which makes it very confusing to associate game objects as floor, enemy, building, etc. I'd suggest categorizing game objects with a set of colors. For instance, the floor will always be this set of colors/hue. If I ever see an object of color/hue X, Y, Z then I know it's an enemy. Making things colorful is a great idea, but throwing too many random colors all over the place can be bad.
15) Bug: Trying to hover over a loot bag (items thing on the right) while a resource is underneath it, causes the hint dialog of the resource to appear instead of the item in my loot bag.
16) It'd be nice to always display the technology/resource info for a town and allow me the option of toggling on or off. It's annoying to keep zooming in and out to see that.
17) Have an option for toggling whether indicators appear on the screen for current building in a town. It's no biggy finding an established resource in a small town, but when it gets bigger then my viewable area, its annoying trying to find specific resources.
I think that covers everything. This post is getting long. Will post again for my likes.
Mike asked me to test out this game which I did a bit ago. Just never got around to writing this report until now. I played the game for several hours and came up with a list of things I liked and disliked. I'm a very avid gamer and hopefully this may help bring an outside perspective to aid yous. I played an earlier build, but quickly messing around, I didn't see anything too noticeable to the build I played. Which I think was 15.
Dislikes:
1) This is my BIGGEST MOST ANNOYING gripe with the game. The camera. Mike assured me I'd get used to it, but after several hours I did not. In fact I ended with a severe headache and didn't want to return playing. Having a fixed camera would be more desirable. Sorta how the tutorial is now. I was elated when I saw that change but cried when I teleported into the main world and saw it unchanged. The constantly rotating camera not only makes my head spin, but easily makes me disorientated, and makes battles a pain.
2) Battling leads into my next issue. Controls. I applaud the attempt on making this a mouse only game, however as I felt myself invest more time into this, I yearned for a keyboard and mouse control setup. Getting specific sides of my shields to align in combat was very annoying. Add in that camera and everything was just painful to do.
Now, you can certainly keep the camera and mouse setup, it'd just be nice to give users the option of changing things. I like what Chris Pruett of Replica Island said about this:
That said, one of the most dramatic lessons I learned after shipping Replica Island is that users want customizable controls. Even if you have added perfect support for every phone, many users will want to go in and tweak it. Or they prefer the hardware keyboard over their phone’s dpad. Or they prefer tilt controls over trackball controls. My advice: plan on providing customizable controls, both so that you can support phones that have input configurations that you didn’t consider, and also so that you can allow users to tweak the experience to match their preferences.
Granted its about mobile games, however I think the same can apply to any gaming medium.
3) Saving game state! Boy was I pissed when I signed back in after playing for a few hours to learn I lost everything. I highly recommend an option to locally save a users game state. Cookies are too volatile and if I'm investing time and money in an MMO, I don't want to loose my progress because my browser cookies were wiped.
4) After completing the tutorial, I'm teleported immediately on top of a socket which drains all my money. When first coming to the Grid 12 world this infuriated me as I lost accumulated money. After understanding the world a bit, I realized it was no big deal however it yielded a negative reaction for a first time player.
5) The hovering for more info doesn't feel right. Maybe it needs to be more opaque, but it certainly needs to popup quicker. The delayed affect just doesn't settle well with me.
6) Some kind of indicator for my weapon range would be nice.
7) An indicator showing the health of the enemy I'm attacking would be nice. Its annoying to constantly hover my mouse over whatever I'm attacking to monitor the attack's progress.
8) The duration of dropped items needs to be longer. In rather large fights, I tend to miss them because I'm too busy mopping up. It'd be nice to let that stuff lay about and then collect my rewards once all the fighting is finished.
9) Wave points. It'd be cool to drop a wave point or flag down and have that show up like the North or town indicator. Would aid in keeping my orientation, especially with a constantly rotating camera.
10) Name Headers over the tanks of other players. If it displayed somewhere on screen, I couldn't find it.
11) Indicators for players. Every play Terraria? I love how they show a player whose off screen. As their name, general direction, and distance from you. Makes finding other teammates far easier.
12) Too many resources. If they each provide a special ability...ok. But as far as I can tell, there's no difference to each. Should have 3 or 4 at most and make filling that the goal. It's too confusing trying to track what's what and where's it at in towns.
13) Number 12 leads into this next complaint. General confusion. The buildings look like just random designs with nothing that stands out as easy to remember. If there were less types of resources, there's less building looks to remember. Then I can easily identify the buildings I'm looking for. Especially in large towns.
14) To continue from 13, color coordination. There's a vast array of colors all over the place which makes it very confusing to associate game objects as floor, enemy, building, etc. I'd suggest categorizing game objects with a set of colors. For instance, the floor will always be this set of colors/hue. If I ever see an object of color/hue X, Y, Z then I know it's an enemy. Making things colorful is a great idea, but throwing too many random colors all over the place can be bad.
15) Bug: Trying to hover over a loot bag (items thing on the right) while a resource is underneath it, causes the hint dialog of the resource to appear instead of the item in my loot bag.
16) It'd be nice to always display the technology/resource info for a town and allow me the option of toggling on or off. It's annoying to keep zooming in and out to see that.
17) Have an option for toggling whether indicators appear on the screen for current building in a town. It's no biggy finding an established resource in a small town, but when it gets bigger then my viewable area, its annoying trying to find specific resources.
I think that covers everything. This post is getting long. Will post again for my likes.