

A Realy Serious Question To Pgi
Started by Fireeagle, May 20 2017 06:26 AM
9 replies to this topic
#1
Posted 20 May 2017 - 06:26 AM
Did any one of you even think about Players who do not speak / understand english while designing the skilltree Fiasko?
#2
Posted 22 May 2017 - 03:19 AM
I am asking this really serious PGI!
#3
Posted 22 May 2017 - 03:27 AM
Im from spain and i still dont ******* see whats the problem. even you are talking english is this some sort of bait or...? not sure internet this days...
"jaja un saludo"
look, localize a game is expensive and this is a word that i think this devs dosent like. however english is the native lenguage of the devs and if we want to play a game that they made its our problem, would be rlly cool to see this game treanslated to every single or atleast most spoken lenguages but i think that not gonna happen (even myself when i have a game with spanish localization i end up turning that back to english just to be able to use the same terminology as the most playerbase....
"jaja un saludo"
look, localize a game is expensive and this is a word that i think this devs dosent like. however english is the native lenguage of the devs and if we want to play a game that they made its our problem, would be rlly cool to see this game treanslated to every single or atleast most spoken lenguages but i think that not gonna happen (even myself when i have a game with spanish localization i end up turning that back to english just to be able to use the same terminology as the most playerbase....
Edited by Moondream, 22 May 2017 - 03:34 AM.
#4
Posted 22 May 2017 - 03:35 AM
I see with this new skill tree it is easier for players who play a lot and have large bank rolls to obtain all the skills and the new and casual players cant so in retrospect you are dissuading new payers from staying with the game as the new players get walked all over
. What was wrong with stock mechs and everyone on the same playing field and skill counted now you can buy it so you don't have to have any skill
. What was wrong with stock mechs and everyone on the same playing field and skill counted now you can buy it so you don't have to have any skill
Edited by Dan54, 22 May 2017 - 04:03 AM.
#5
Posted 22 May 2017 - 03:44 AM
Moondream: yes Localisation s xpensive but necessary in some cases - and mwo does not have that much of text to do so.
https://www.easytran...CFSEG0wodThsCDw
5000 Wods- 530 €
I am pretty sure you can find cheaper ones too...
But ac to topic
No my Basic question about this mess is: how can i be blind to a huge amount of Players?
Of course there are ppl who understand english or other languages but now be fair:
Whats about the ones who don´t ?
https://www.easytran...CFSEG0wodThsCDw
5000 Wods- 530 €
I am pretty sure you can find cheaper ones too...
But ac to topic
No my Basic question about this mess is: how can i be blind to a huge amount of Players?
Of course there are ppl who understand english or other languages but now be fair:
Whats about the ones who don´t ?
#6
Posted 22 May 2017 - 03:49 AM
I think a basic understandig of english is needed for the game. The skilltree hasn’t changed this.
#7
Posted 22 May 2017 - 03:52 AM
Really serious question to PGI: how long should we wait until PGI hires and ACTUAL UI designer?
Just take a moment and try to remember every single PGI fail, guys. At least in half of cases it's all about crappy interface with zero user-friendliness, intuitiveness and usability.
New minimap (still not fixed), UI 2.0 with separate mechlab for each component, initial rework of camo spec menu where you couldn't find your owned colors, THAT mech select menu, store that looks worse than «purchasable» filter we had in our mechs list before, AUTODETECT: NO SIGNAL, «how the hell do I reconnect???», inability to do anything while searching for match and now a skill maze... Did I forget something?
MWO is the only game where crappy UI design totally RUINS some aspects of the game (RIP minimap) or makes game unplayable for months (hello, UI 2.0).
It's not about lots of text or the language barrier, guys. Real problem is that PGI needs these walls of text to implement simplest things and tell player how they work.
But I have admit that we've encountered much bigger UI issues than Skill Maze during there years. UI designer is not the one who makes decision to make skill tree a bloated mess after all.
Just take a moment and try to remember every single PGI fail, guys. At least in half of cases it's all about crappy interface with zero user-friendliness, intuitiveness and usability.
New minimap (still not fixed), UI 2.0 with separate mechlab for each component, initial rework of camo spec menu where you couldn't find your owned colors, THAT mech select menu, store that looks worse than «purchasable» filter we had in our mechs list before, AUTODETECT: NO SIGNAL, «how the hell do I reconnect???», inability to do anything while searching for match and now a skill maze... Did I forget something?
MWO is the only game where crappy UI design totally RUINS some aspects of the game (RIP minimap) or makes game unplayable for months (hello, UI 2.0).
It's not about lots of text or the language barrier, guys. Real problem is that PGI needs these walls of text to implement simplest things and tell player how they work.
But I have admit that we've encountered much bigger UI issues than Skill Maze during there years. UI designer is not the one who makes decision to make skill tree a bloated mess after all.
Edited by Appuagab, 22 May 2017 - 04:13 AM.
#8
Posted 24 May 2017 - 09:00 AM
we are not joking about questions...
#9
Posted 24 May 2017 - 09:57 AM
If u really want a seriose response, email them. You wont get a response form PGi on the forums.
#10
Posted 24 May 2017 - 10:08 AM
There are libraries for internationalisation - you add them, and then you extract every single string out into a text file and that text file then has key value pairs mapping the id of a string to the actual text, e.g. start_button = "Play" and then you have one such text file per language and only need to change which text file is loaded.
Writing the text files required for each langage could be left to dedicated members of the community, reducing the work required to checking the finished translation once, but if you don't start out writing a program with internationalization in mind, adding such capabilities to a programm is a mindnumbing task which takes a long time and is a lot of work.
Besides, English is the lingua franca of the internet, might as well take it as a chance to improve your skill with the language.
On a slightly related note, there have already been non-english conversations on the global chat channels, which many people can not follow because they do not know the laguage used. I fear internationalization could increase such incidents.
Writing the text files required for each langage could be left to dedicated members of the community, reducing the work required to checking the finished translation once, but if you don't start out writing a program with internationalization in mind, adding such capabilities to a programm is a mindnumbing task which takes a long time and is a lot of work.
Besides, English is the lingua franca of the internet, might as well take it as a chance to improve your skill with the language.

On a slightly related note, there have already been non-english conversations on the global chat channels, which many people can not follow because they do not know the laguage used. I fear internationalization could increase such incidents.

Edited by Exilyth, 24 May 2017 - 10:10 AM.
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