1
Produkter
recenserade
0
Produkter
på kontot

Senaste recensioner av SumTable

Visar 1–1 av 1 poster
2 personer tyckte att denna recension var hjälpsam
1,690.2 timmar totalt
UI

A major update has been made to Hunt’s in-game menu experience, resolving some of the bigger pain points of the previous implementation and bringing the UX/UI on par with a more modern look and improved usability.

Goals
Enhance UX/UI accessibility for both PC and console players.
Implement community feedback based on surveys and player engagement.
Streamline navigation to reduce complexity and improve intuitiveness.
Commit to making ongoing improvements with continuous updates and new features.
Facilitate the rollout of more high-quality features over time with scalable UI framework.


Main Features
Simplified user experience, with streamlined navigation and information architecture
Unified visual language across the interface
Improved Hunter Recruitment
Improved Traits Screen
Introduced the Actions Menu fly-out to reduce clicks and streamline navigation
Updated Store
Introduced the ability to filter Favorites

~ The Hunt Team

They made the UI just as well as they code their game. Every time you think the devs are going to be consistent about a topic they prove you wrong and it feels as if they have no direction in mind for the game other than downhill or verticality as they repeated into oblivion. They nerf ammos citing "Spitzer Ammo was still considered exotic and experimental during this era. It was a modern concept that revolutionized small arms ammunition by combining a more streamlined projectile with new, high-powered propellants, resulting in a flat trajectory at high speeds. By reducing extra ammo capacity, we wanted to ensure that getting your hands on these was an uncommon occurrence and that each shot would be considered carefully as to be wasted." and "Considering that firing a Slug from the smoothbore barrel of a shotgun is not that dissimilar to firing a vintage musket, accuracy at distance is often a bit of a gamble compared to riffled barrels that spin the projectile for added stability mid-flight. We’ve added some slight spread to Slugs at a distance to help take the difficult properties of Shotguns for precision shooting into account" to justify nerfs according to realism then add bullet drop forgetting gravity is a constant. It's their arcade shooter so they can use their own systems to balance weapons such as damage drop off and price except this update made all guns have a minimum damage at range and having most if not all "Special" ammo types so basically each gun of compact medium or long feels the exact same as their counterparts to play with and against. Price is also only a balancing system that works on new players and people who just started a prestige where being down 5k is an issue then later on or after 1 win with the looting (A good change to prevent a teammate from feeling left out) and vulture (Peronally I like the change because price based balance does not work and being able to ignore attempts at it is nice but if they want to drop the use rate of weapons and increase tool diversity by increasing prices the change goes against their goal) changes. The level of incompetence regarding balancing MMR is also painful deranking wasn't a primary issue in the game it was a symptom of poor balance where high MMR was all the same guns with people taking every edge they could with visual filters, crosshairs and derendering so in order to avoid that game play people tanked some losses and played in "non sweat lobbies" for a more likely to be relaxing and enjoyable game and now that deranking is removed it's basically punishing good players for wanting to enjoy the game by forcing them constantly into sweaty lobbies. IDK how people look at something they are "Passionate" about and see people pointing out glaring flaws in play patterns and balance then rather than use the systems in place they have with damage, bullet speed and sway that could be nerfed to diversify play and reduce a problem so they can then change to punishing bad actors deranking in quick play to "K/D" farm worse players. But what do I know I just wasted 1690hrs playing what was a playable even good at times game to a dev team that does not know about gravity.

tl:dr Good devs wouldn't launch such a bad UI on top of repeated poor changes. :p
Upplagd 18 augusti.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Visar 1–1 av 1 poster