Forum Discussion
I was talking holistically, regarding the previous post, not only augment allotting. I understand how the mechanics work and I understanding, by my own means, how they could be improved by my own reasoning and I have pointed out in another thread days ago, which makes me unwilling to elaborate them here again.
And again, that's about personal reasoning, you may agree or not with it, even if one understands, you see.
@PandaTar wrote:
I was talking holistically, regarding the previous post, not only augment allotting. I understand how the mechanics work and I understanding, by my own means, how they could be improved by my own reasoning and I have pointed out in another thread days ago, which makes me unwilling to elaborate them here again.
And again, that's about personal reasoning, you may agree or not with it, even if one understands, you see.
Utterly bad-designed is very strong for a system I don't see any actual breaking bugs issues. 96% resistance may be overkill, but technically something they wanted.
Do you have the link or title of that thread?
- Anonymous9 years ago
You may find a link of it in the first page of this same thread, bottom of the page. There I would point out a suggestion around these mechanics. Probably requires refinement, but I mainly had to place them on paper, if you know what I mean.
P.S.: oh, mind you I'm not talking about bugs or crashing issues either. And again, that's a matter of opinion.
- Anonymous9 years ago
I don't think something needs to be bugged to be implemented horribly. The profile switching system isn't bugged and that is (as it is now) horribly designed.
The inventory and crafting system (and or how they work together) is also an awful design. That is to say, that in both cases, there were more effective ways to implement them that would have both, fit the settings of the game, and done so without being so overly restrictive.
I understand this may not be a big deal to some. Nothing is of the same importance to every single other person for a variety of reasons (varying mindsets and or play styles for example) but the need to carry extra gear just to be able to adjust the actual gear you use, isn't logical.
If I want to take my shirt off, I don't need another shirt to put on before I can. It is a terrible design that handling what I'm wearing is easier now than it is 100+ years in the future, lol.
- EgoMania9 years agoSeasoned Ace
@arthurh3535 wrote:Utterly bad-designed is very strong for a system I don't see any actual breaking bugs issues. 96% resistance may be overkill, but technically something they wanted.
Do you have the link or title of that thread?
Poor design has nothing to do with bugs. Poor design means it's working as intended but what they intended isn't working for people. That can be a matter of opinion but I do find there are design issues in the crafting and gearing system.
Part of it is that it's not very clear for me what the effects are of different choices. In fact a lot of things I have trouble with is how the UI is designed, from trading screens to the crafting screen. Doesn't mean it's bugged or broken (although there are some bugs), but it does mean for me that it's been poorly designed and it could've been designed better for me to enjoy it more.
Maybe some people like to test all varieties of guns and test them against each other. I just like to have a clue what I'm doing and a better overview of what I have in stock and what I need it for. I've done crafting in various other games and if we take crafting in another BW game like SWTOR, I just have to say that it was easier to figure things out there for me. The interface was just not as clunky and much clearer. Personally I think a lot of it has to do that these games are designed as a console game first and PC game second nowadays. I never was a big fan of console gaming and the interfaces were part of that.
Also the naming can be confusing. Sometimes I have to really look at weapon mods and wonder if an augment does damage to an enemies shield or if it's adding a bonus to my shields, for example. I also don't like how inventory is organised. For example, if you go to weapons you cannot see all the weapons you have in your inventory. You have to actually drill down to a screen below it, it doesn't just open the area that you can collapse again. So yeah, it works, but it's not a great design in my view.
So I do get the complaints here. The UI in the game does feel like it was made 10 years ago rather than up-to-date. It works but it's what I call clunky. It's not going to stop me playing but it's a regular annoyance.