Today I realised that I miss Elevator Buttons.
Maybe some other players who miss old awesome thematic stuff which was making current spiralknights true Spiral Knights are here?
Today I realised that I miss Elevator Buttons.
Maybe some other players who miss old awesome thematic stuff which was making current spiralknights true Spiral Knights are here?
I miss when Jellies didn't have spikes. They would all look like what T1 Jellies do today!
I remember the rage that came from it. How some players were upset because it "ruined" what SK was all about. And now, who even thinks of that?
RIP ragequiters who don't like changes.
@Hallows:
Back then they thought SK was all about the Jellies?!!? /laugh x9,000
And this video here basically explains both that, and the new UI in a nutshell:
http://www.youtube.com/watch?feature=player_embedded&v=5AvrBFlJeMsl
Hey, what'd you expect when the project leader is a jelly with a moustache?
I love how people think my name is "Hallows." Or you know, some variant other than what's correct.
But Jellies were an icon for Spiral Knights. Are they not still? Maybe just Impostocubes moreso now.
There's been a couple of people I've introduced to the game who weren't getting past the first level of a mission because they kept taking the elevator up after the first floor they did.
When you're new to the game, and you haven't taken the time to get into the game's lore, you have no idea what a clockwork is, the core, or the game's entire theme, really. The old elevator buttons had arrows pointing up and down. What's the difference? One takes you up, the other takes you down. There was no clear indication which one takes you further into the game and which one just plops you back to the hub. There is also no indication that just going back to the hub is the wrong thing to do. Maybe the elevators just go down infinitely until you decide to call it quits, you don't know that they don't.
I say "clear", because one button says "DESCEND" and has a 10 energy symbol over it (when you're new, you also have no idea what energy is about) and the other does, indeed, say "RETURN TO HAVEN", but only if the player bother to read it and pay attention, which isn't guaranteed at all. They're not into the game yet, they don't care about all the text and details yet. Spiral Knights starts off kinda slow and they just wanna get to the part of the game where they can party up with their friend who recommended them the game already.
I'm betting OOO studied some data on how players play the game and discovered a lot of people going up after one floor in a dungeon a couple of times and then just not playing any more. The new buttons make it abundantly clear which button to press to proceed with the game, I have no doubt they were entirely called for.
In all online video games, the most beautiful thing of all, the slimes(jelly)
I don't know why but i love them, their beautiful.
omg zeddy! bring back memories
"when you're new, you also have no idea what energy is about" THIS IS SO TRUE!!!
i just saw revive button on my 1st clockwork run and was like wtf, why would somebody NOT revive. after i couldnt move on and went up it took me a while to get to the point, where i understood that those numbers in corner were energy. we all gathered up in haven talking about how disappointed we were, that we couldnt even play this "f2p" game anymore hah(after having figured TOGETHER what energy is..)
old times :0
Meh, I like changes, but changes which makes game better. Current updates bury the game to one of those grinding mmos stronger and stronger.
@Zeddy
I think if player do not pay attention to the game details - he will not pay attention to the game overall and will quit soon even if everything will be understandable. I consider that everything should be balanced. Too easy (read stupid) interface will throw out some players who like not only interesting game, but interesting interface too. Hard interface will block game from peoples who.. just as you used as an example in your post.
Finally balanced interface, with thematically made UI and with easy explanations will work awesome for both of people types.
Also developers made a lot to improve newbie's knowledge about the game by first missions. If they able to read - they will know everything. I'm not mind about interface crutches, but why not to keep thematic design?
I still remember my startlement when, in OCH, the elevator went UP after I pressed DOWN. (Judgement-less comment, that.)
But I'd prefer the Quit button to be same size as Continue, and above rather than below it. Plus, I still don't get the 'Advance' button at the end of a mission. Advance where?
What I greatly miss is my Crowns and Energy at first glance. And Minimap not obscured by Arsenal when looking at stuff on Auction House. Half of that could be fixed by just swapping Minimap and character icon (whatever that thing is good for, apart from quickly picking 'go to Guild Hall' the way I'm used to; "somewhere at the top left").
And I really don't want to have to open Arsenal just to see my Crowns and Energy.
Did I mention that I want to see my Crowns and Energy At All Times?
You're beautiful..........you're beautiful......you're beautiful, its true.................
Yeah, the old buttons were alot easier to use and clearer than the new UI's. The first time I used the new UI, it took me a good thirty seconds to realize that the new button would take me down and not to Haven.
I miss yoooouuuu...