speedyglides
Posts: 53
Joined: 10/1/2015 Status: offline
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quote:
ORIGINAL: MishaTX quote:
I’m sorry and no offence, but that sentence is simply ridiculous, especially the use of ‘intuitive’. Depends on who you are, I guess I imagine if I were relatively new to the whole "grog" wargaming business (not saying you are, just a general observation) I would most certainly not find the interface particularly intuitive and I agree, overall, that quite a few changes could be made to make it easier to move around between the plethora of screens that a game of this wonderful level of detail and realism requires, I'm just glad I'm not in charge of trying to find those places, much less implement them. But as an "ancient grog", I really don't find the UI all that baffling. Going way back to the glory days of board wargaming and throughout a countless number of their PC successors, such subjects as logistics, chains of command etc. and how they all interact have become second nature to me, so even when I am looking at a new UI for the first time, I already have an idea of where most of the links lead to, what they do and what most of the information on the screens mean. I'm by no means GOOD at it, I just know enough to not get lost in the weeds. So to me, personally, there isn't a problem beyond a bit of streamlining here and there. But, and that's a big "but", that's just me. Again, I agree that it does not make it easy for "new" people interested in the genre to get into, and that's sad. I'm all in favor of making it easier for new recruits to become as fascinated with our admittedly niche hobby as I am, because otherwise it'll eventually die. I want more people to drop the "candy crushes" of "strategy" games and start playing REAL wargames, so we're not in disagreement there in principle. Still, I don't want it to come at the expense of detail, realism and historicity, the way the HoI franchise has turned into "any sort of resemblance with the actual WWII is entirely accidental and we're most profusely sorry for it. We promise to make it so Luxembourg can become Anarcho-syndicalists, ally with China and Nigeria and conquer the world with an army of penguins in the next update." That's an extreme, of course, but I'm sure you get what I'm going for here Bottom line, though: WitE2 is still very young and we are, unlike with the majority of other franchises, blessed with a dev team who are not only active, but also very very actively listening to what we have to say. It'll always be impossible to give everybody everything they want, but we have a team who really wants to, at least that's my impression, so as long as we keep the constructive criticism coming... I also have decades of wargaming, starting with the old board games with a few dozens of instruction pages + another few for scenarios, cardboards everywhere, etc. Still the UI has room for improvement and it is not so intuitive, not all of it. It solves some things pretty well, other things not so. I always say the SUs management is the one that I struggle the most with, being an important part of optimizing your army and having the SUs where and when you want them to be. Another example is logistics, where the info is scattered, not well summarized needing a lot of reading and exploring here and there. I don’t say the UI is a disaster. It is a good improvement over WITE1 and has some virtues, but some key aspects of the game could be eased with some UI thinking and development.
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