My playsession constructive critisism - heed it or fail.
Posted: 13 Jul 2012, 00:16
Shootmania, for what I can tell, has been promoting this 'oldschool shooter' vibe. I'm a vet in games like quake, ut, tribes, etc, clanned in them for many moons on several levels -- so this vibe naturally got my attention.
Let me sum up my first experience, then I'll give specific details: Way too much glitzy garbage, way too little streamlined performance.
No matter what anyone says, no matter how many trolls come in to pounce, no matter which developer's feelings get hurt, I'm telling you guys straight that oldschoolers don't appreciate or want glitz, cutesy bells and whistles, excessive navigation, or poor performance. We care only for pure twitch performance and the best way we can create and hone our skills in a new game with little hassle along the way.
Now onto some specifics:
The very first thing I noticed was the horrible UI. It's the first thing presented to a new player - you need to get it right and streamlined. Nothing seemed to 'fit', way too much going on. Many of the options seemed either to not work or not work as expected, and several were mysterious with no explanation. Once I figured out where stuff was at, almost none of it made sense in the way we're used to seeing. I won't go into details, I don't have the time to dissect it all. Suffice to say the UI is very poor - glitzy, way too many menu/submenu/etc. We don't need it, make it simple and effective, ditch the cascading menu popups and go with something simple, use as few screens as possible and have a hover info on anything that may not seem obvious.
Once I got into my first game, the play was subpar to horrible (I joined several games, all same results). Ping wasn't too bad (or good) at 100, but you have serious issues with either the network code or the server. I understand with a game like this you are at the mercy of the server for much of the 'response', but without any way to tweak or dissect the network code (ini or console) we have no idea where the poor performance comes from. You may have a few "official" servers, but they were not obvious and I didn't' feel like scrolling through masses of options in a bad ui.
Framerates were average, character movement and anticipation was not smooth, and both affected the gameplay and enjoyment tremendously. If I cannot tell if I am going to hit someone when I shoot, something is not working properly. Again if you can eliminate the most obvious issues, we can figure out what needs done. Make a true 'bare minimum' for graphics, a way to tweak those 'network connection' choices, and you'll have people knowing what the issues are instead of guessing about them.
I won't go on, I don't want to play the game. There is a nice game lurking there, but its up to you guys to listen to the few voices who actually know what makes the game fit the audience. We have too many options these days, and if you don't get the beta right, you lose. You cant use 'beta' as an excuse - these days a beta has to have higher standards since they are no longer the coveted "I GOT IN" of the past, they are now "Pay and you get access". So when you throw open the gates, you better be prepared to at least make people want to play further or you already lost.
This is going to be my only post until I play again. I won't clarify anything to those who have little comprehension or experience in the industry, more specifically those who can't comprehend or appreciate what I've written. I've made it clear where the issues right now lie, and I've been constructive by giving you not only the problems, but also the solutions.
I do hope you heed them, I'd like to see this type of game succeed.
Let me sum up my first experience, then I'll give specific details: Way too much glitzy garbage, way too little streamlined performance.
No matter what anyone says, no matter how many trolls come in to pounce, no matter which developer's feelings get hurt, I'm telling you guys straight that oldschoolers don't appreciate or want glitz, cutesy bells and whistles, excessive navigation, or poor performance. We care only for pure twitch performance and the best way we can create and hone our skills in a new game with little hassle along the way.
Now onto some specifics:
The very first thing I noticed was the horrible UI. It's the first thing presented to a new player - you need to get it right and streamlined. Nothing seemed to 'fit', way too much going on. Many of the options seemed either to not work or not work as expected, and several were mysterious with no explanation. Once I figured out where stuff was at, almost none of it made sense in the way we're used to seeing. I won't go into details, I don't have the time to dissect it all. Suffice to say the UI is very poor - glitzy, way too many menu/submenu/etc. We don't need it, make it simple and effective, ditch the cascading menu popups and go with something simple, use as few screens as possible and have a hover info on anything that may not seem obvious.
Once I got into my first game, the play was subpar to horrible (I joined several games, all same results). Ping wasn't too bad (or good) at 100, but you have serious issues with either the network code or the server. I understand with a game like this you are at the mercy of the server for much of the 'response', but without any way to tweak or dissect the network code (ini or console) we have no idea where the poor performance comes from. You may have a few "official" servers, but they were not obvious and I didn't' feel like scrolling through masses of options in a bad ui.
Framerates were average, character movement and anticipation was not smooth, and both affected the gameplay and enjoyment tremendously. If I cannot tell if I am going to hit someone when I shoot, something is not working properly. Again if you can eliminate the most obvious issues, we can figure out what needs done. Make a true 'bare minimum' for graphics, a way to tweak those 'network connection' choices, and you'll have people knowing what the issues are instead of guessing about them.
I won't go on, I don't want to play the game. There is a nice game lurking there, but its up to you guys to listen to the few voices who actually know what makes the game fit the audience. We have too many options these days, and if you don't get the beta right, you lose. You cant use 'beta' as an excuse - these days a beta has to have higher standards since they are no longer the coveted "I GOT IN" of the past, they are now "Pay and you get access". So when you throw open the gates, you better be prepared to at least make people want to play further or you already lost.
This is going to be my only post until I play again. I won't clarify anything to those who have little comprehension or experience in the industry, more specifically those who can't comprehend or appreciate what I've written. I've made it clear where the issues right now lie, and I've been constructive by giving you not only the problems, but also the solutions.
I do hope you heed them, I'd like to see this type of game succeed.