Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
My post is how it was defended by players back when the game released into EA. Anyway, I am not sure if your reason is better. Copying some weird control scheme while there are already so many proven player control mechanics in games made since Space Station 13.
Your argument can be made about just about every popular game out there btw. "why does inventory tetris exist in the diablo series when they can just have every item take up 1 space?" "Why do MMO's need 15 rows of 12 hotkeys each row?" "Why do flight sims have so many damned buttons!?" etc.
My point there is, sometimes what makes a game unique is HOW the UX is designed, and this game's UX is designed to simulate using two hands that can hold 1 item each, and when you need something else, you have to do something with the item in that hand before you can pick something else up. That's pretty core to the experience of the game, and having items assigned to hotkeys that you can just swap items in and out of your hands completely ruins that experience. Then it's like every other game out there control wise.
I would be very glad to have the same 300 players of stationeers on my game, rather then billions of player like you... :)
Bad UI is something else.
Something a player doesn't like, doesn't make it bad.
There's a difference between a niche game and a commercial failure. The core gameplay is great, top notch and should be appealing more than 300 concurrent players. Other engineering games are niche indeed but have a much larger player base. I see in this forum every now and then people mentioning the game lacks of players, I see calls for help ("please advertise this game", "please buy DLC to provide financial support", etc). But ok just keep ignoring people signaling there's an issue with the UI and pretend it's great and does not hurt the game's appeal to people who actually would like the game otherwise. You guys are weird, pretending to "defend" this game but actually you're hurting it. And some of you come across as very selfish, you even reject optional UI feature, arguing all kind of silly things you have no clue about.
Imagine you play a game you don't like as it is, you ask it to change for yourself, and people refusing to accept it are selfish... You imagine this situation with a restaurant ? You go in a restaurant, you don't like the menu and you ask it to change, insulting regular clients to be selfish because they don't want their menu to change ?
Play something else and stop annoy us, seriously. And please, stop pretending you care about the number of players when you just want your UI to be like you want it. You are embarassing...
Devs are making the game they want to play. You like it, play it. You don't like it, don't play it. Simple.
You made alone 30% of the comments in this thread. Why don't you unsubsribe. I'll talk as I please. If you don't like it, sorry for you. You pretend you're a majority but you're just a very loud person alone trying to make stupid analogies that don't make sense at all.
Please quote me exactly where I said I'm a majority.
The analogy is perfectly valid. Do you have the habit to think that everything not like you want are bad ?
17.44%. And as you are also in the top 3 with 12.79%, can I ask you to unsubscribe too ? :)
Or maybe "I'll talk as I please. If you don't like it, sorry for you." is only valid for your majesty ?
A UI designed to be complex?
The UI should never be in your way of trying to do something in a game. Sometimes you can't get around it simply because a game has a lot of functionality and therefore menus (think 4x games for example, or tycoon games). But in a 3d game, the UI should support the game, not be the game.
Something like selecting a tool from your belt, or taking a component from a pouch on your belt, is supposed to be easy and effortless. It should not take mental effort. That goes against the whole idea why people use a toolbelt to begin with. You are playing a character, not just their brain.
I guess we have to be lucky that breathing in the game doesn't require you to press a key in a steady rhythm.
The buttons, the inventory slots, etc. UI should be simple, clean, and stay out of your way all while giving you all the information you need to play the game. The UX is HOW you interact with the game, which is what you are complaining about. The UX can very much be complex depending on your goals. If you want the controls to be part of the unique way to play your game, then the UX will reflect that. You are literally complaining about something that's a core feature of the game and telling everyone that it's bad design because it's not cookie cutter simple. How about instead of spending all of this time complaining about it, you spend some time actually trying to learn the system. You might actually enjoy the game.