I don't like their UI. I feel like playing DF with handcuffs on my wrists. So hard to do anything, no freedom at all. For example, when you're looting something, you need to press these buttons R, F and B (backpack) then drag? Why not just some simple clicks? Ahh, I don't know just not fun to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is kludgy.
I don't like their UI. I feel like playing DF with handcuffs on my wrists. So hard to do anything, no freedom at all. For example, when you're looting something, you need to press these buttons R, F and B (backpack) then drag? Why not just some simple clicks? Ahh, I don't know just not fun to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
I don't like their UI. I feel like playing DF with handcuffs on my wrists. So hard to do anything, no freedom at all. For example, when you're looting something, you need to press these buttons R, F and B (backpack) then drag? Why not just some simple clicks? Ahh, I don't know just not fun to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
This doesn't sound too different from how EVE-Online does its business. Sounds fine to me.
I don't like their UI. I feel like playing DF with handcuffs on my wrists. So hard to do anything, no freedom at all. For example, when you're looting something, you need to press these buttons R, F and B (backpack) then drag? Why not just some simple clicks? Ahh, I don't know just not fun to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
I don't like their UI. I feel like playing DF with handcuffs on my wrists. So hard to do anything, no freedom at all. For example, when you're looting something, you need to press these buttons R, F and B (backpack) then drag? Why not just some simple clicks? Ahh, I don't know just not fun to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
You sheath your weapon "R" You open your dead opponents bag "F" You open your bag "RMB" You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
At the same vein, why would I need to sheath my weapon? Would it not be simpler just to grab the dead opponent's bag with the other hand and worry about sorting through it when you get to a safe spot?
You sheath your weapon "R" You open your dead opponents bag "F" You open your bag "RMB" You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
At the same vein, why would I need to sheath my weapon? Would it not be simpler just to grab the dead opponent's bag with the other hand and worry about sorting through it when you get to a safe spot?
Not the way the game works.
Again, if the game seems to involved, perhaps it is not really for you.
You sheath your weapon "R" You open your dead opponents bag "F" You open your bag "RMB" You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
At the same vein, why would I need to sheath my weapon? Would it not be simpler just to grab the dead opponent's bag with the other hand and worry about sorting through it when you get to a safe spot?
Not the way the game works.
Again, if the game seems to involved, perhaps it is not really for you.
Does the fact that something requires 4 key presses rather than 2 make the game more involved all by itself? If yes, then the game should require you to type out full commands (like original King's Quest) rather than just shortcut key presses.
Instead of "R", type "Sheath my weapon"
instead of "F", type "Open bag on corpse in front of me"
Instead of "B", type "open my bag"
Instead of dragging items over with the mouse, type "Move Big Pointy Sword from corpse's bag to my bag".
Game interfaces have to find a balance between the ridiculously complicated and the completely automated. The question is what purpose does having the UI at that point on the complexity scale server? Was the decision mostly arbitrary or does it serve a game purpose
I don't like their UI. I feel like playing DF with handcuffs on my wrists. So hard to do anything, no freedom at all. For example, when you're looting something, you need to press these buttons R, F and B (backpack) then drag? Why not just some simple clicks? Ahh, I don't know just not fun to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
Seems like you should play a less involved game.
I prefer this.
It has nothing to do with the game being "involved". It has everything to do with poor, non-intutive UI design. When confronted with logic, you've basically resorted to a childish "...shutup!" argument. So, you like it this way. Fine. The fact that you like it doesn't mean it's well designed,or that it enhances play, nor does the fact that players get used to the Ui mean that the UI is well designed. You've yet to provide any evidence to the contrary.
A lot of people have reported that the UI in Darkfall is disastrous. Although I haven't played the game yet, from what I've seen in the videos it doesn't seem to be that bad, but of course it's hard to get a clear idea simply from a bunch of videos. Can anybody who has played the game elaborate on what the UI misses / does wrong, and what they should do to improve it ?
Its not that bad, unfortunatly this forum has a abdunance of haters who like to troll the game for no reason.
U get used to it pretty fast, personally I had seen plenty of youtube vids explaining the UI in detail before I even starter the game so I knew exactly what to do.
-Darkstar
Yeah guys, what are you talking about? Why expect Adventurine to design an intuitive interface, or to provide instructions on its use? There are YouTube videos after all. Why wouldn't you think of looking there? noobs, ur not hardcore
I think people have played too many non-DF games (DF being it's own game), and hoping they get the same experience. I haven't even taken into consideration how many "extra" buttons I'm pushing because it hasn't hindered my gaming experience. The UI is pretty easy to learn... took me a like a couple hours to get the hang of it. It's not trashy at all.
I map mode switch to Esc. Sprint to Right Mouse. AutoRun to Mouse 4 (thumb). Crouch to Mouse 5 (other thumb button). Works like a dream.
You just have to remember that you only need to press R or F once to have them do their action. There might be some interface lag sometimes, I've found.
I like the UI its different. Some people may have legitimate concerns over the UI others are just upset because its different than EQ and WoW's standard UI that every other mmo uses.
Most of the people arguing against the game's UI are the type of people that would probably just end up being cheating macroers, or simply whiners anyway.
As such, please do yourself a favor and never even think of buying this game.
Most of the people arguing against the game's UI are the type of people that would probably just end up being cheating macroers, or simply whiners anyway.
As such, please do yourself a favor and never even think of buying this game.
We don't want you.
Thanks.
Once again, you blindly ignore logic and reason and simply spew out nonsense. Games evolve, especally due to player feedback and activity. Is there absolutely nothing that you'd ever like to see change in Darkfall? If so, it might as well be a console game...
Most of the people arguing against the game's UI are the type of people that would probably just end up being cheating macroers, or simply whiners anyway.
As such, please do yourself a favor and never even think of buying this game.
We don't want you.
Thanks.
Once again, you blindly ignore logic and reason and simply spew out nonsense. Games evolve, especally due to player feedback and activity. Is there absolutely nothing that you'd ever like to see change in Darkfall? If so, it might as well be a console game...
~Ripper
Sure there is, but the UI is not necessarily one of them.
Most of the people arguing against the game's UI are the type of people that would probably just end up being cheating macroers, or simply whiners anyway.
As such, please do yourself a favor and never even think of buying this game.
We don't want you.
Thanks.
Once again, you blindly ignore logic and reason and simply spew out nonsense. Games evolve, especally due to player feedback and activity. Is there absolutely nothing that you'd ever like to see change in Darkfall? If so, it might as well be a console game...
~Ripper
Sure there is, but the UI is not necessarily one of them.
Okay...
Here's another way to go about it.
Anyone who posts any criticism of any aspect of the game here is immediately:
- ripped into
- called a troll
- called a hater
- called a liar
- called a carebear
- called a "theme-park kiddie"
- told to "go back to WoW" (even if they've never played it)
- told they "can't handle a hardcore game"
- any number of other over-used, canned insults and ad hominem attacks
So, here's another take on it..
What would you, as a player and obvious fierce defender of the game, consider to be issues that you feel need to be addressed? If Tasos called you personally and said "I would like to know what you feel needs to be improved to make Darkfall a better, more solid/stable and more enjoyable game?" What would you tell him?
I welcome other similarly fierce defenders of DF to do the same.
Because so far, I have yet to read any thread where a criticism of *any* aspect of the game isn't met with a volley of any of the above examples from the fans.
So.. what would you like to see changed? I mean in terms of real, critical, game-play affecting things? And don't follow each example up with a flurry of spin, excuses, or how "the game is still better than carebear WoW so it doesn't matter..."
None of that.
Just an objective list of issues you feel DF has that need improving.
I'm honestly curious because all I get from these forums is that the most loyal defenders seem to think is the game is perfect and needs no polishing.
All I'm going to say in advance is, if anyone actually says "nothing's wrong, the game is fine as it is", then you are, indeed, fully deserving of the fanboy title. Because *no* piece of software - game or otherwise - is perfect.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Could it be that they are all suddenly too busy playing to be able to answer? Maybe Tasos hasn't told them what to say yet to answer the question above about improvements? Guess that will come with their next paychecks.
Heheh
I'm thinking it's one of those "no one wants to be the first" things.
Don't know what the big deal would be, honestly.
(well, I do... but I'd be stating the obvious - at least to some of us here
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Comments
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is kludgy.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
This doesn't sound too different from how EVE-Online does its business. Sounds fine to me.
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
Seems like you should play a less involved game.
I prefer this.
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
At the same vein, why would I need to sheath my weapon? Would it not be simpler just to grab the dead opponent's bag with the other hand and worry about sorting through it when you get to a safe spot?
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
At the same vein, why would I need to sheath my weapon? Would it not be simpler just to grab the dead opponent's bag with the other hand and worry about sorting through it when you get to a safe spot?
Not the way the game works.
Again, if the game seems to involved, perhaps it is not really for you.
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
At the same vein, why would I need to sheath my weapon? Would it not be simpler just to grab the dead opponent's bag with the other hand and worry about sorting through it when you get to a safe spot?
Not the way the game works.
Again, if the game seems to involved, perhaps it is not really for you.
Does the fact that something requires 4 key presses rather than 2 make the game more involved all by itself? If yes, then the game should require you to type out full commands (like original King's Quest) rather than just shortcut key presses.
Instead of "R", type "Sheath my weapon"
instead of "F", type "Open bag on corpse in front of me"
Instead of "B", type "open my bag"
Instead of dragging items over with the mouse, type "Move Big Pointy Sword from corpse's bag to my bag".
Game interfaces have to find a balance between the ridiculously complicated and the completely automated. The question is what purpose does having the UI at that point on the complexity scale server? Was the decision mostly arbitrary or does it serve a game purpose
Becouse it's supposed to take time to loot somone...?
That's just an excuse for a bad design. In fact, it's one of the reasons the developers come off as amatures. Trying to put a positive spin on bad design doesn't make it good design. So looting is supposed to take time? Fine. It already does since you have to drag each item you are looting from the corpse to your pack. It's the multi-button pressing to even begin the looting process that is badly designed--it's unintuitive. Sheathing your weapon should be automatic when you initiate looting, for example. The developers are probably not proud of it, but even they are restricted by a UI that, at its core, is cludgy.
THink about it.
You kill your opponent.
You sheath your weapon "R"
You open your dead opponents bag "F"
You open your bag "RMB"
You take the items from his bag and place them in your own (Click, drag, drop).
Makes perfect sense to me...
Applying "real" scenarios to UI design is pointless. How about you add in other realistic steps, like cleaning your weapon before sheathing it, binding your wounds, taking a rest becuase you're exhausted after fighting, etc... It's all realistic and it would all be incredibly tedious. Extra keystrokes don't enhance gameplay.
~Ripper
Seems like you should play a less involved game.
I prefer this.
It has nothing to do with the game being "involved". It has everything to do with poor, non-intutive UI design. When confronted with logic, you've basically resorted to a childish "...shutup!" argument. So, you like it this way. Fine. The fact that you like it doesn't mean it's well designed,or that it enhances play, nor does the fact that players get used to the Ui mean that the UI is well designed. You've yet to provide any evidence to the contrary.
~Ripper
What about the chat box ? Many people have mentionned it... how is it and what does it lack compared to "standard" MMOs ?
Infinity: The Quest for Earth, space-sim MMO with a seamless procedural galaxy.
Its not that bad, unfortunatly this forum has a abdunance of haters who like to troll the game for no reason.
U get used to it pretty fast, personally I had seen plenty of youtube vids explaining the UI in detail before I even starter the game so I knew exactly what to do.
-Darkstar
Yeah guys, what are you talking about? Why expect Adventurine to design an intuitive interface, or to provide instructions on its use? There are YouTube videos after all. Why wouldn't you think of looking there? noobs, ur not hardcore
The UI looks almost identical to the UI of DAoC. At least from the screenshots I've seen. Does it work similar to the UI in DAoC?
Want to recreate the Darkfall UI experience?
Step 1: Get in car
Step 2: Fog up windows
Step 3: Put on pirate eye patch (to eliminate depth of vision)
Step 4: Start car and put it in reverse
Step 5: Drive around town, backwards, using only your rear view mirror
That is, in effect, the Darkfall experience. Enjoy!
Wow...
I think people have played too many non-DF games (DF being it's own game), and hoping they get the same experience. I haven't even taken into consideration how many "extra" buttons I'm pushing because it hasn't hindered my gaming experience. The UI is pretty easy to learn... took me a like a couple hours to get the hang of it. It's not trashy at all.
I map mode switch to Esc. Sprint to Right Mouse. AutoRun to Mouse 4 (thumb). Crouch to Mouse 5 (other thumb button). Works like a dream.
You just have to remember that you only need to press R or F once to have them do their action. There might be some interface lag sometimes, I've found.
Life of an MMORPG "addict"
For 7 years, proving that if you quote "fuck" you won't get banned.
I hate this logic.
Liking something just cause it's different.
I guess you liked AoC also
Most of the people arguing against the game's UI are the type of people that would probably just end up being cheating macroers, or simply whiners anyway.
As such, please do yourself a favor and never even think of buying this game.
We don't want you.
Thanks.
Once again, you blindly ignore logic and reason and simply spew out nonsense. Games evolve, especally due to player feedback and activity. Is there absolutely nothing that you'd ever like to see change in Darkfall? If so, it might as well be a console game...
~Ripper
Once again, you blindly ignore logic and reason and simply spew out nonsense. Games evolve, especally due to player feedback and activity. Is there absolutely nothing that you'd ever like to see change in Darkfall? If so, it might as well be a console game...
~Ripper
Sure there is, but the UI is not necessarily one of them.
Once again, you blindly ignore logic and reason and simply spew out nonsense. Games evolve, especally due to player feedback and activity. Is there absolutely nothing that you'd ever like to see change in Darkfall? If so, it might as well be a console game...
~Ripper
Sure there is, but the UI is not necessarily one of them.
Okay...
Here's another way to go about it.
Anyone who posts any criticism of any aspect of the game here is immediately:
- ripped into
- called a troll
- called a hater
- called a liar
- called a carebear
- called a "theme-park kiddie"
- told to "go back to WoW" (even if they've never played it)
- told they "can't handle a hardcore game"
- any number of other over-used, canned insults and ad hominem attacks
So, here's another take on it..
What would you, as a player and obvious fierce defender of the game, consider to be issues that you feel need to be addressed? If Tasos called you personally and said "I would like to know what you feel needs to be improved to make Darkfall a better, more solid/stable and more enjoyable game?" What would you tell him?
I welcome other similarly fierce defenders of DF to do the same.
Because so far, I have yet to read any thread where a criticism of *any* aspect of the game isn't met with a volley of any of the above examples from the fans.
So.. what would you like to see changed? I mean in terms of real, critical, game-play affecting things? And don't follow each example up with a flurry of spin, excuses, or how "the game is still better than carebear WoW so it doesn't matter..."
None of that.
Just an objective list of issues you feel DF has that need improving.
I'm honestly curious because all I get from these forums is that the most loyal defenders seem to think is the game is perfect and needs no polishing.
All I'm going to say in advance is, if anyone actually says "nothing's wrong, the game is fine as it is", then you are, indeed, fully deserving of the fanboy title. Because *no* piece of software - game or otherwise - is perfect.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
*cricket noises*
Yeah. Interesting, isn't it?
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Yeah. Interesting, isn't it?
YOU CAN'T HANDLE THE TROOF.
He who keeps his cool best wins.
Chirp, chirp
Could it be that they are all suddenly too busy playing to be able to answer?
Maybe Tasos hasn't told them what to say yet to answer the question above about improvements? Guess that will come with their next paychecks.
Heheh
I'm thinking it's one of those "no one wants to be the first" things.
Don't know what the big deal would be, honestly.
(well, I do... but I'd be stating the obvious - at least to some of us here
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops