Reminder: the goal of this project is to address the accessibility of customization and improve the opportunity for 'experimenting' with mods, in response to the latest Player Survey. It became apparent from some of the responses in my last post that there is a significant divide between players who want Loadouts to be a one-button-wonder and players who want the system to be more modular - with Companions and Operators being the most prevalent requests. I'm personally in the modular camp, but I completely empathize with players who aren't at that stage of the game yet. I decided that there must to be a way to create a single user-experience that caters to both types of player - and this is what I came up with. Overview:
Regarding Build usage, my upper-estimate for what I expect players to want the capacity for:
Regarding Loadout Module usage, my upper-estimate for I expect players to want capacity for:
I expect Equipment Loadouts to be the least used - but I don't see that as sufficient justification to exclude them from having loadouts. Personally, I will probably just have my All Purpose wheel and my All Purpose wheel with added Dragon Keys, because equipping and unequipping them is tedious just to run a few vaults. Here I have demonstrated how the Weapon Loadout might look when expanded. All players have a 'Default' loadout module reserved for each type - i.e. you cannot delete your only remaining Weapon Loadout. Content-locked loadout modules would still be reserved (i.e. you won't be asked to delete a Loadout when you first unlock Archwings or Necramechs). Players who do not like the modular nature of Builds can continue to interact with this system the same as they always have - by swapping out their weapons and other equipment as desired and only using the 'Default' modules. However, you can now save specific combinations to be reused on any build - I use the same combination of weapons on all my Spectres because I've optimized them for Spectres (who don't have to worry about ammunition or stagger). Creating a new module is as quick as pressing the + button (assuming you have a spare Loadout Slot) - so you can experiment with new combinations without deleting the one you were previously using. Remember: one of the goals is accessibility to customization. One hurdle I think that a lot of players face when considering to change their loadout is the reversion cost to "get back" what you had before. New to version 2: the Build Wizard.
On this screen, you can quickly put together a new Build using loadouts from our Arsenal. Remember: all players have 1 reserved Loadout per type. I fully expect that some players will live on this screen - replacing both the 'Saved Builds' and 'Arsenal' screens. Remember that all Warframes now require a Build Slot! I've said this already (sorry) - but it is important to keep in mind so that you can imagine that all Warframes you've unlocked will be in the Build Wizard. My intent behind this change is largely because there's been a significant shift in how a lot of players regard their Warframe. Whereas historically it was part of your arsenal (like a gun): a lot of players now regards the roster of Warframes like Champions in a MOBA. Our monkey brains like scrolling through rosters. I separately think it's important to emphasize how significant unlocking a Warframe is - they should all be accessible from the loadout screen. Here's how my Wisp Support Build might look like if I were to compile it in the Build Wizard. For reference, I based this interface on the Codex. I somewhat miss having a picture of my Operator on the screen though - maybe I could find a way to add it back. And lastly - the 'Change Loadout' screen you can access from Navigations. I decided that for the sake of streamlining the UI: the ability to swap Configs from Navigation (that was the main "new feature" I added in Version 1) would only be available on the Saved Builds screen. I could argue that this prevents the Build Wizard from devaluing Build Slots - but that's just me coming up with a clever justification after the fact. (And I know a lot of players don't care about monetization as something to design around.) As with Version 1 - you can view Builds by Warframe (remember that all Warframes require a Build Slot, sorry for repeating this), or you can use the 'Legacy' option to view by Build Name. P.S. I figured out how to take printscreens without the UI - so these images don't include me blotting-out the underlying UI. P.P.S. I also figured out how to attach images and text, so you don't need to visit my forum post this time. It wasn't hard, I think it's just disabled on most of the other subreddits I post on. [link] [comments] |
source https://www.reddit.com/r/Warframe/comments/uu6i9k/warframe_loadoutarsenal_rework_version_2_thank/
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