Joined: Thu Apr 15, 2010 8:45 pm Posts: 21
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Hi all! Registered just now, been lurking for a while though. Since you asked for suggestions, I thought I'd post some things that I've thought up over my Uru time. Use or ignore as you please.
All these interface changes would be nice(really nice, actually), but I think a good fun first fix would be to get the marker game modes working. Right now, as far as I know, we can only make the standard Missions. But the book in the game talks about setting up the CTF modes. Unless I'm totally missing something obveous, in which case feel free to ignore me.
Another small, easy, but very helpful feature: How about when we send something like a picture, the game can "ping" the other player so we can get a confirmation they recieved the message(or failed to)?
Right now the only indication is that the arrow dissapears, and I've seen lots of users(especally those new to Uru coming from other games) frusterated at the fact they "can't send stuff, it's broken". A bit more user feedback on the process of sending the image/KI text message would fix the problem and hopefully cut down on complaints.
Of course, it wouldn't solve the newbie relto book problem(new people not understanding they need to stand very close to the other player to share the book), but it would be one less frustrating thing, especally with how the game tends to report people as "on the surface" when interage chatting while doing single player.
I'd personally like a "don't bother me, I'm thinking" mode, where I can be on but marked as "Dark Griffin is busy doing a puzzle right now". It's kind of rough when you are doing a puzzle, and then someone logs on and says "Hi there!". Your only option is to break your train of thought to say "Hi, I'm busy.", or ignore the message entirely, making them wonder if you even care. A simple AFK type system that doesn't require the avatar to really be in AFK action mode would be very handy.
Make it toggle to off when the user logs out, so that people don't forget they are set to be afk when they boot up the game later. It could also toggle off when the user enters a public place, like the pubs, for ease of use. (Maybe make this an optional behavior that can be turned off, for certain RPing purposes the user might want to stay hidden/busy.)
I'd love an option to close the chat entirely before you get the KI. The reason is that if you type in the chat when starting new characters, you'll end up with the spam of whatever hood the character is in. Yes, you can type the / command to close the chat and clear it, but 99% of new users arn't going to know that. I personally had a hood where several players had already played the game through, and until I got my KI interface, there was no way(visibly or user intuitively) to close the chat window and not spoil the game. Had I been a real newbie, that would potentially have really ruined the cleft.
One alternate fix to this problem is to not let someone without a KI hear any of the chats besides the age's public chat. Since they don't have the interface to talk to the neighbors yet, don't show it. Simply ignore every message(and possibly tell the other players that "Mr X doesn't have the KI and can't hear you yet, use public age chat to speak with them."
It was very frusterating to see others chatting, but have to know that I can use /neighbors to chat with them. Had I not played URU before, I wouldn't think to use the / command. The result would be that I'd get the impression everyone is ignoring me, which is certainly not what the communication or the game is supposed to convey. If we keep it so that they have no clue what features the KI really has until the player has gotten one, it would also make it much more special to them when they "discover" the dispenser. It would convey a sudden "Wow, that's what this thing can do! I can chat with so many people in so many ways!" Currently it sadly conveys more along the lines of "Ugg, now I can finally turn the spoilers off." 
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