
Tric Starless
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Posted - 2011.06.22 20:15:00 -
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You want my feedback? I left it on the test server forums 7-10 days ago. Here it is again, because obviously no one with any common sense read all the feedback on the forums before this piece of **** was released.
Excerpts from my Sisi Feedback: One: On Singularity, it takes me 18-20 seconds to dock into CQ to the point I can do anything useful (for example open hanger or assets).
Same operation on Tranquility takes 6 seconds.
This is an unnecessary, time wasting, useless delay.
FYI, if this goes live like this on the 21st I predict a STRONG dissatisfaction from a MASSIVE amount of your customers.
Two:
The walking interface is very clunky. Other MMORPGs are typically much easier to navigate. You have no strafe keys. Using keys and/or mouse I cannot turn in place without my avatar lurching forward. Character walk is abysmally slow.
There is no First person view, so it is oddly hard to navigate with the non-standard over the shoulder position of the camera. [...]
Three: It just felt weird. Like whoever designed this had never before worked on any game where directed avatar movement is performed. After trying CQ again (first time a few weeks ago felt completely unusable) I am frankly baffled why you just didn't model the camera and avatar movement after the many many mmorpgs out there today (some of which are multiple award winning products). Sometimes things that have become a standard are there for a reason. MMORPG controls are one of them. As a metaphor, let me ask you this: Why would you put a square steering wheel in your porche? Because that's what you've done.
Four: There are other clunky items in design/use of CQ [...]
[...] because of the poor performance of the basic issues I mentioned above, and regardless of how pretty and shiny the video screens and mirror are, I unfortunately have to give you a grade of "D" (below average) on the CQ I have tested today.
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[...] From what I've read posted lately it seems they're in denial about the lack of user friendliness in CQ. Wanted to give a friendly opinion without having to file a bunch of useless bug reports, as some of these things are pure design flaws, not bugs. Thus I'm sure the bug reports would come back as 'Working as Intended'.
Been playing these types of games long enough to know what people will complain (and often quit) over.
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Strafe key would allow me to step one step to the left to better position myself to see/interact with the UI/items in my cabin, instead of working around it by walking in a circle and moving the camera to do it. Same operation takes far less effort with strafe. I can sidestep in RL, should be able to do it here too. There is no immersion in forcibly having to do things in an unintuitive, cumbersome way.
First person view allows me to actually see all of CQ, not my backside (another thing, the center of view (i.e. where your eyes look from) is too low -- should come out of your head, not the sternum). If I want to see my backside, I should be able to just scroll out with the mouse, then back in to get First Person POV. Simple.
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Currently on Sisi, if you switch it off, when you dock you get your normal icons, and a drab dingy flat view of a station wall and door. Pretty ugly. I hope that it's not the final production piece[...] Can't believe it would go live with the current 2d thing in place.
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[...] I really DO want to use CQ SOMETIMES. A simple big 'Enter CQ >>>' button above the 'Undock >>>' button would be perfect.
[...] by forcing us to use the checkbox buried in the escape menu to enable/disable CQ (which by the way requires an undock/redock to apply), you've effectively changed my ability to use CQ 'sometimes' to 'almost never'.
What's so hard about making the clear decision to do it right? I can only assume it's internal politics, as the technical ability to add a button is pretty low. It was in there previously for goodness sake. It actually took MORE effort to remove it.
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