FEEDBACK: Gadget management overhaul a la The Division 2
Hey guys,
Portal is great but I got into a problem dealing with button mapping consistency regarding gadgets - don't know how it is about vehicle ones, since I haven't unlocked them yet, but for infantry the following happens:
When you play BF2042 and select e.g. the health box for your specialist, the item is assigned to button_x.
When you play BF BC2 via portal and select the medic class the same type of item is assigned to button_y.
You kinda set some static button mappings, which isn't a problem in UI design, BUT in this regard the functionality is being applied to different buttons.
I mean, you have now the choice.
- Change the settings to apply the main game, BF2042
- Overhaul it and copy a concept which does it FAR BETTER 🙂
The downside of choice 1 is clearly: Some players may not like it, so definitely not an option for a game launched in 2021.
So the great thing about the concept of The Divison 2 is: You give the player the choice which function is being mapped to which button, which happens PER BUILD!
And since you already have given us "build" slots per specialist, FOUR EACH, medic, sniper etc., it can be easily matched with the concept from The Division.
I have attached the pictures for this below.
In the skill selection, which is like the gadget selection for specialist, you can select the item you like and the game gives you a modal on each selection letting you decided which button of those two you want to use.
Those button mappings being displayed in the inventory screen, which is basically the same like the loadout menu for specialists in your game.
That's it, simple and pretty usable. Imo nothing more than 2-3 hour of workload for your UI developer.
Sources of the originals for my edited pictures are usgamer and fanbyte:
https://www.fanbyte.com/guides/division-2-skill-power/
Thanks in advance and best regards.