Comprehensive list of quality of life changes.

destellodestello Join Date: 2013-01-01 Member: 176945Members
Hello everyone, I've been playing this game since release and I'm enjoying it a lot. As UWE knows very well, the developing of an online game never ends, and I want to help with my 2 cents, compiling my and the community feedback in this thread. However, as a programmer myself, I know how hard and complex developing a game like this can be, that's why I don't want to suggest any new complex features (new units/buildings, server rating/matchmaking?...) or ask for bug fixes, UWE will dish out these at the pace they can and feel apropiate. I want to make a list of little changes of the features already on the game, easy to implement, to improve the overall playing experience, 'quality of life' changes If you want. I'm taking suggestions so feel free to post your ideas and I'll add them If I find them reasonable!

There we go, <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->QoL wish list<!--colorc--></span><!--/colorc-->:
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->General:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
- Fix Inconsistency: Weird interaction between the 3rd person camera when respawning (both from and egg or IP) and the angle you are looking at when spawned. Sometimes (depends on map and/or server) you are facing the same place you were looking at with the 3rd person camera, and somtimes you spawn looking at where the IP/egg is facing.
- On kill messages, somehow display in what form is the alien player that just killed/died. Something similar could be done with the marine equipment but it's less relevant.
- A way to show past chat (currrently this is possible opening the console).
- A way to show past kill messages.
- Display scoreboard in the end of the games for a few seconds, maybe also pointing out who was(were) the commander(s) of each side.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Commander:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
- New ways to move camera to current selected units like double tapping group key, or assigning a key for that (in other RTS it's space, ofc we cant use space it's used already)
- Improve feedback to the marine team and marine commander when a power node is under attack.
- Display buildings range of effect, when selected to be constructed, looking for a good spot, where appliable (observatory, shade, crag, whip...)
- Marine commmander inconsistency?: I'm not sure about this but when I am in the same room that is being beaconed sometimes I get teleported to another place of the room, sometimes I am not, maybe has something to do with the distance to the Command Station, but It would be nice to decide one of the following behaviours, so players will not doubt of what will happen: 'Players in the same room than target Command Station will (or willl not) be beaconed to said target'.
- New and clear ways to create and modify groups, combinations like ctrl+<number> to add currently selected units to existing group <number>, and the like.
- Alien commander ability to see current upgrades, maybe pressing B.
- Ability to log out of Command Station or Hive with a keyboard key.
- Still improve overall feedback in the map of what is going on.
- Ability to queue construction, MAC comes to mind.
- Alien commander somehow be able to toggle the visual effect of shaded structures, they are too hard to see if the floor is bright.
- Visually differentiate commander pings, from player pings.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Marines:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
- Split the bindings/actions 'drop weapon' and 'pickup weapon from the floor'. They are opposite and you may accidentally drop your weapon trying to pick up a weapon from the floor, which just disappeared, or it's just out of range. Marine shouldn't have to be worrying to pick up the weapon properly. Also while picking up a weapon is a commonly used control, droping can just be assigned to some unimportant key in the keyboard so you can't accidentally hit it.
- Ability to get rid of 'current commander order assignment', so we dont have to walk up to the very exact spot selected to complete an assignment.
- Minimap 'alien presence' red points: Differentiate buildings from alien players using red squares and red points, instead of all red points.


<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Aliens:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
- Evolution menu (B): Everything should be doable with the keyboard, select evolutions with assigned keys 1-6 maybe, think of a system inspired by Counter Strike shop.
- Evolution menu (B): 'Pick last upgrades used' button/key.

This comes to mind for now, I'll be watching this thread to add good simple ideas, see you and good look have fun out there!

Comments

  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    - Display buildings range of effect, when selected to be constructed, looking for a good spot, where appliable (observatory, shade, crag, whip...)

    Doesn't that happen already?
  • TurtlesarecuteTurtlesarecute Join Date: 2012-04-01 Member: 149815Members
    I support all of these changes.
  • destellodestello Join Date: 2013-01-01 Member: 176945Members
    <!--quoteo(post=2054343:date=Jan 1 2013, 11:41 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 1 2013, 11:41 PM) <a href="index.php?act=findpost&pid=2054343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Display buildings range of effect, when selected to be constructed, looking for a good spot, where appliable (observatory, shade, crag, whip...)

    Doesn't that happen already?<!--QuoteEnd--></div><!--QuoteEEnd-->

    At least with the graphic options I play at, I can see said range when selecting a constructed building (well tbh, sometimes bugs out and It's not displayed), however what I meant is to see the range before it is constructed , display the range while the commander is moving the mouse around looking for the perfect spot for that whip or observer. Does it display for you?

    <!--quoteo(post=2054351:date=Jan 1 2013, 11:54 PM:name=Turtlesarecute)--><div class='quotetop'>QUOTE (Turtlesarecute @ Jan 1 2013, 11:54 PM) <a href="index.php?act=findpost&pid=2054351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I support all of these changes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ty ^^
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    Afaik it does for buidlings but it would be nice if it showed up for ARCs.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited January 2013
    <!--quoteo(post=2054351:date=Jan 2 2013, 09:54 AM:name=Turtlesarecute)--><div class='quotetop'>QUOTE (Turtlesarecute @ Jan 2 2013, 09:54 AM) <a href="index.php?act=findpost&pid=2054351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I support all of these changes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    *Except for beacon inconsistency. What actually happens is you get teleported to the CC closest to the obs where beacon was activated. I think the problem here is slight unintuitiveness and lack of user feedback about what is going on.
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