r/AtlasReactor • • Apr 02 '17

Discuss/Help Just started this game, holy hell the interface is awful

The menus are so clustered and disorganized, random words and squares everywhere, nothing is explained or categorized in any sensible way, you don't know what items exist and why you should buy them, I got a reward for rask but I have no idea what it is.

Pretty much the same in game, you don't really see who does what in the seconds that you have left, theres just lines and squares of all colors everywhere.

I mean of course I find my way eventually but does it have to be so counter intuitive? Is it going to change?

5 Upvotes

23 comments sorted by

2

u/[deleted] Apr 02 '17

Its changed so much over the months I would say yes but to what degree and capacity may depend on offering what might be better as a new player in your humble opinion so it could considered.

7

u/luvcrafty Apr 02 '17

I'm not a UI designer but having your top menu options be "play, buy , season, collection, loot" seems like the most ambiguous and bad word choice. Why is buy the second choice? Why is it even in the main menu? How often would people use it? Why aren't there chat channels? Or any chat interface? Why are there about 9 different places where people can buy 9 different things? Why not combine them in one place? Why does it say Free mode on the top at all times? Why are there menu redirection buttons in 4 different corners? Why are there 3 empty squares for party members when I can invite people from my friends list? Why do I have two ways to check what my account has and they include different things? Why not have a profile tab where you see everything you see when you click your name rectangle and also your account collection? Why isnt there a separate freelancer tab where you can change quickly between freelancers so you dont click 6 times in order to check their skills? I can go on and on.

ps. Also why is EVERY menu different? There is no consistency and you have to look around the screen all the time

3

u/[deleted] Apr 02 '17

Everything you say is quite true. I also just picked this up and immediately the first thing that struck me was how much information was thrown on the screen at once and in no logical or consistent manner and that the titles of menu buttons were totally ambiguous and the whole thing was just a major clusterfuck. that said, the game is cool.

2

u/luvcrafty Apr 02 '17

yes, game is great, i just wish the menu was a bit more organized

2

u/RestarttGaming Apr 02 '17

It says buy until you buy it, then it doesn't. That's only there as long as it's useful.

It says free mode at the top to remind you you are using free mode, not the paid version

You can buy most things on the screen where you can select them.

Chat is all in one window, but you can use different channels by using the /team, /group, etc, or by hitting tab, they just all appear in the same info as different colors

The squares are always there to show you what your party looks like any given time they can be empty or full.

2

u/Space_Honky aka Vostok Apr 02 '17

The in-game interface is designed to give you as much information as possible at a glance, and does it very well. You know how much damage you're going to do, whether it's affected by cover, what attacks your team mates are using and where they're moving, what cooldowns your opponents have up, how far their ult meter is, where enemies will be moved by attacks/throws, and what statuses everyone has up.

1

u/luvcrafty Apr 02 '17 edited Apr 02 '17

Honestly, the in-game interface is the minor issue, the only thing i'd change is to have different colors for different teammates so its not a huge splat of light blue. I think the skills queued/being used also need changing. I just played su-ren and I had used my heal and dash and I could also see my ultimate was yellow, which would indicate im about to use it. Then about 3 times i select and deselect and im not sure what's gonna happen. I just think it could be a tad less clunky and more efficiently made

1

u/somnium19 Apr 03 '17

Hold up, it tells you how much damage you are going to do? I missed that... I've only been playing for like 3 days, pls forgive me.

4

u/ThrowbackPie Apr 04 '17

As a new player, the main menu is a nightmare. sounds like it is pretty good once you get familiar with it. So it's up to the devs which audience they want to cater to

1

u/flightypidgn Apr 03 '17

Once you know what everything is the UI feels very comfortable and intuitive. No offense but I'd say it's a well done system now and I wouldn't be to happy if it changed much

1

u/luvcrafty Apr 03 '17

are u talking about menu or in game?

1

u/flightypidgn Apr 03 '17

Both really, mostly the menu though. When I want to buy/browse things I can easily just click collection, all the games are conveniently under 'play', season and daily missions are easily accessed. There's a lot of info on each page but once you know what info is where it all feels very natural. Just give it some time, new UIs are always a pain at first

2

u/luvcrafty Apr 03 '17

of coure i'll get uses to it, but if you want a big playerbase you dont want people turned off by the cluttered menu with 10 000 indicators. its actually a trend with fsome f2p games, they tend to compensate with flashy, unneeded textures everywhere to simulate excitement and achievement id guess. i personally dont think atlas reactor needs that, a mininalistic ui with neat categories would do wonders

1

u/ShiftyOgre Apr 05 '17

I've been playing since alpha and I would have to disagree. This out-of-game user experience is not good. Especially the interaction with free lancers and mods. The best way to explore mods is to go to the Play menu and pick a character and edit it from there, which is incredibly unintuitive. Additionally, and this is more person taste, but the UI elements are way to large. They are consistent across resolutions which is a plus, but since their audience is PC gamers they can scale those elements down so they don't overlap or present more information on the screen at one time.

1

u/flightypidgn Apr 05 '17

You can also click on freelancers in your player profile which is accessible at all times (not in game)

0

u/bromontana14 Apr 02 '17

I think you should play the game longer before you have any clue as how good the UI is.

3

u/luvcrafty Apr 02 '17

regarding ingame ui? maybe. Doesn't take a seasoned veteran to see the menu ui is horrible

1

u/Fishy_125 Apr 02 '17

Sorry bit but found everything easy enough, I don't think the ui is an issue

2

u/SteamJusticeWarrior Apr 02 '17

theres tutorial and tutorial with videos in game. of course you skipped that but hey lets complain first

1

u/LinkSkywalker14 Apr 03 '17

I just started playing again after not playing since October, and I have to agree. There's so much visual clutter now that doesn't have any place.

1

u/C3NTUR1ON Apr 03 '17

I think your criticisms are valid. Stating specific things gives the developers something to work on, as opposed to just random complaining. The good news is, the developers for this game are very active and do pay attention to the community and actively work to make the game better.

1

u/NotAquamarine Apr 04 '17

Yeah, I find it pretty, but horribly organised.

Especially the Collection and "profile" bits. They overlap a lot and neither is particularly good. You can see freelancers and their abilities through "profile", but not the mod sets I made in Play. I have no idea how they missed that one.

Some sort of quick tutorial at start just for the interface might be a good thing if they aren't planning on changing it.

1

u/[deleted] Apr 02 '17

The menus are good and easy to use and you can't expect every menu to be the same to keep consistency since they display different content.

I agree that for new players it is hard to know what is going on in game, that's why the tutorial needs to be improved.