UX and training new users for commander before they step in the box.
MrStonedOne
Seattle Join Date: 2013-12-19 Member: 190297Members
First off, i use the super low setting because my computer is a potato, so some of this may apply to fixing the display on low graphics settings at minimum resolution.
One: Quick play shouldn't be joining users to full servers, nor empty ones unless it coordinates with other quickplay searches to join multiple people to the same empty server.
Two: Random team selection shouldn't be trying to join users to full teams.
Three: This is the big one. hovering over buildings should show that building's name as player. For me, i only see what the building does, not what it is called. If I ever jump in the command seat, I am going to have a massive learning curve as I am going to have to figure out what the buildings are called.
One thing moving forward that should be considered is how to passively train new users on commanding. Maybe make a read only way to see what a commander sees when he/she clicks on a building. I have no way of seeing what upgrades are available to a commander in the various buildings, so when I have my first commander run, that is a massive amount of information for a first time commander to sift thru.
Improving the amount of information new users have about the commanding experience (In the ways I listed above, along with others I haven't thought of) before they hop in the commanding role will lead to better commanders, and a better overall user experience as they play the game. A game with a bad commander is no fun, and can turn someone off from the game. The smaller that now playing stat is, the more people will pass up on buying the game.
That being said: I LOVE this game, and I am excited about killing many hours I should spend studying playing it.
One: Quick play shouldn't be joining users to full servers, nor empty ones unless it coordinates with other quickplay searches to join multiple people to the same empty server.
Two: Random team selection shouldn't be trying to join users to full teams.
Three: This is the big one. hovering over buildings should show that building's name as player. For me, i only see what the building does, not what it is called. If I ever jump in the command seat, I am going to have a massive learning curve as I am going to have to figure out what the buildings are called.
One thing moving forward that should be considered is how to passively train new users on commanding. Maybe make a read only way to see what a commander sees when he/she clicks on a building. I have no way of seeing what upgrades are available to a commander in the various buildings, so when I have my first commander run, that is a massive amount of information for a first time commander to sift thru.
Improving the amount of information new users have about the commanding experience (In the ways I listed above, along with others I haven't thought of) before they hop in the commanding role will lead to better commanders, and a better overall user experience as they play the game. A game with a bad commander is no fun, and can turn someone off from the game. The smaller that now playing stat is, the more people will pass up on buying the game.
That being said: I LOVE this game, and I am excited about killing many hours I should spend studying playing it.