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Good Job With The New Rewards Pgi. Now You Need To Display Them Better
Started by Jman5, Oct 21 2014 01:25 PM
12 replies to this topic
#1
Posted 21 October 2014 - 01:25 PM
The new rewards are in and we now have a more improved system. That's the good news. The bad news is that the game doesn't do a very good job of telling the player about his accomplishments. More good news though is that there are some simple ways to alleviate the problem.
Let's look at an example of the reward system:
Great we did lots... I can tell because I have lots of cbill numbers by each column. But how much? You can't expect players to memorize the cbill reward for each score and then simultaneously and instantaneously calculate it in their head. We need hard numbers to quickly reference whichever stats matter to that player.
How about if we put numbers by the scores? Something like this:
This way you avoid forcing players to memorize a bunch of different cbill earnings and then multiply it in their head. yay!
Long term, you need to find a better way to display the rewards on a single page. I had to copy/paste 3 screenshots to make the image above. You should be aiming to display this stuff on one page. My suggestion:
1. Remove the middle column since you now have those values listed on the left beside cbills/xp column. (assuming you do what I suggested above).
2. Give Cbills and and Experience their own separate tab.
3. Like you have multiple boxes now (cbills, numbers, experience) Split the cbill earnings into their own separate boxes based on category of the reward. So lets assume you have 3 categories:
Category 1: Offensive
Flanking
Brawler
Hit and Run
Kill Most Damage
Solo Kill
Component Destroyed
Savior Kill
Assist
Damage
Team Kill
Team Damage (Add this PGI!)
Turret Kill
Defensive Kill
UAV kill
Category 2: Support
Scouting
Tag Kill
Tag Damage
Narc Kill
Tag Stealth
Lance Formation
Protected Medium
Protected Light
Protect Proximity
UAV locked damage
UAV detection
Counter ECM
Counter ECM locked damage
Tag/Narc
Spotting Assist
Category 3: Objective
Win/Loss/Tie
Killing Blow
Capture
Capture Pulse
Capture Win
Capture Assist
Resource Reward
Next up, we have these little buggers
Frankly, they're too small, they fade too fast, and they are positioned in a place that makes them hard to notice. By the time I notice they are on my screen and I point my eyes down to look at them, they are usually almost completely faded away. It also doesn't help that you show cbill and xp values even when one is set to zero.
Make the text bigger, and fade slower. Perhaps consider removing the cbill/xp values to make it cleaner looking. Also consider putting it somewhere else on the screen.
Damage Log
While we're on this subject of displays, I would like to mention one final thing. Please improve the damage log screen. Currently it doesn't really tell you much. My screen is usually something like this: Your side torso was destroyed... MEDIUM LASER HAS BEEN DESTROYED MEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYED. End log.
Not very helpful. Why don't you just give players a complete damage log? You could make it pretty helpful if you put some time into this. You could have a component damage taken breakdown so players could see how much and what kind of damage they took on their Right Torso, left, torso, legs. Sorted by time or damage amount.
If you want to do something really fun, you could also tell the player who did the most damage to them and how much. Knowing who was really responsible for your downfall (versus who got the last hit) would be interesting to know. I know you guys track this because it's a new reward so it should be easy to implement.
Let's look at an example of the reward system:
Great we did lots... I can tell because I have lots of cbill numbers by each column. But how much? You can't expect players to memorize the cbill reward for each score and then simultaneously and instantaneously calculate it in their head. We need hard numbers to quickly reference whichever stats matter to that player.
How about if we put numbers by the scores? Something like this:
This way you avoid forcing players to memorize a bunch of different cbill earnings and then multiply it in their head. yay!
Long term, you need to find a better way to display the rewards on a single page. I had to copy/paste 3 screenshots to make the image above. You should be aiming to display this stuff on one page. My suggestion:
1. Remove the middle column since you now have those values listed on the left beside cbills/xp column. (assuming you do what I suggested above).
2. Give Cbills and and Experience their own separate tab.
3. Like you have multiple boxes now (cbills, numbers, experience) Split the cbill earnings into their own separate boxes based on category of the reward. So lets assume you have 3 categories:
Category 1: Offensive
Flanking
Brawler
Hit and Run
Kill Most Damage
Solo Kill
Component Destroyed
Savior Kill
Assist
Damage
Team Kill
Team Damage (Add this PGI!)
Turret Kill
Defensive Kill
UAV kill
Category 2: Support
Scouting
Tag Kill
Tag Damage
Narc Kill
Tag Stealth
Lance Formation
Protected Medium
Protected Light
Protect Proximity
UAV locked damage
UAV detection
Counter ECM
Counter ECM locked damage
Tag/Narc
Spotting Assist
Category 3: Objective
Win/Loss/Tie
Killing Blow
Capture
Capture Pulse
Capture Win
Capture Assist
Resource Reward
Next up, we have these little buggers
Frankly, they're too small, they fade too fast, and they are positioned in a place that makes them hard to notice. By the time I notice they are on my screen and I point my eyes down to look at them, they are usually almost completely faded away. It also doesn't help that you show cbill and xp values even when one is set to zero.
Make the text bigger, and fade slower. Perhaps consider removing the cbill/xp values to make it cleaner looking. Also consider putting it somewhere else on the screen.
Damage Log
While we're on this subject of displays, I would like to mention one final thing. Please improve the damage log screen. Currently it doesn't really tell you much. My screen is usually something like this: Your side torso was destroyed... MEDIUM LASER HAS BEEN DESTROYED MEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYEDMEDIUM LASER HAS BEEN DESTROYED. End log.
Not very helpful. Why don't you just give players a complete damage log? You could make it pretty helpful if you put some time into this. You could have a component damage taken breakdown so players could see how much and what kind of damage they took on their Right Torso, left, torso, legs. Sorted by time or damage amount.
If you want to do something really fun, you could also tell the player who did the most damage to them and how much. Knowing who was really responsible for your downfall (versus who got the last hit) would be interesting to know. I know you guys track this because it's a new reward so it should be easy to implement.
#2
Posted 21 October 2014 - 01:47 PM
Quality of life improvements are good. They make players happy.
#3
Posted 11 October 2015 - 11:06 AM
Did they ever finish defining the rewards? "Counter ECM Locked Damage" for example, I can't even find a definition for with Google. The award was in the original patch announcement in 2014 but only in the list of numbers, not in the definitions section.
#4
Posted 11 October 2015 - 11:11 AM
This is a great idea. I have to say, I really like the way World of Warships gives you the numbers in an easy-to-understand, visible display. I hit with 6x torpedoes, 2x citadels, 48 shell hits, etc. It's nice to have those data to be able to compare with earnings on subsequent matches so you can see what pays well.
#5
Posted 11 October 2015 - 11:16 AM
This is actually a really good and well thought out suggestion, kudos.
The one thing I would like to point out, in case it's helpful, is that you can in fact change the location the notifications pop up in game, though you only have the choice of the new location-in the HUD, or the old, which was on the lower left of the screen.
Your system however is still very comprehensive and would definitely streamline the end of match screen and make CBill farming a tad easier for newer players who don't know what does what yet.
The one thing I would like to point out, in case it's helpful, is that you can in fact change the location the notifications pop up in game, though you only have the choice of the new location-in the HUD, or the old, which was on the lower left of the screen.
Your system however is still very comprehensive and would definitely streamline the end of match screen and make CBill farming a tad easier for newer players who don't know what does what yet.
#6
Posted 11 October 2015 - 11:27 AM
they are trying i think in this. give them time.
#9
Posted 11 October 2015 - 12:10 PM
Wow, totally didn't notice that...
It was still a good idea lol.
It was still a good idea lol.
#10
Posted 11 October 2015 - 12:22 PM
As Frankenstein said
ITS ALIVE !!
ITS ALIVE !!
#11
Posted 11 October 2015 - 02:58 PM
I find it funny that the majority of the comments I got on this thread are one year later.
#12
Posted 11 October 2015 - 03:26 PM
I was looking at the rewards today and since we got the new CBILL / MC icons they've removed the subtotal from the rewards listing. So now it's more difficult to work out how much I earned before Hero bonus / premium time
#13
Posted 11 October 2015 - 03:33 PM
Well I for one never saw this thread a year ago, so I'm just making up for it .
Besides which, there's literally nothing exciting going on with MWO at the moment, not much to talk about, as PGI are mum on further balance changes, CW work, basically anything that matters and isn't a map or mech pack. People need interesting stuff to talk about, this is why half the threads are exactly the same conversations about LRMs, balance, and PSR right now...pretty dead around here lately.
Besides which, there's literally nothing exciting going on with MWO at the moment, not much to talk about, as PGI are mum on further balance changes, CW work, basically anything that matters and isn't a map or mech pack. People need interesting stuff to talk about, this is why half the threads are exactly the same conversations about LRMs, balance, and PSR right now...pretty dead around here lately.
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