Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Suggestion] towards Less Clicks
#1
Pre-amble: Mechanics and Coding aside, I fail to see how many of the clicks I put into this game have any significance. Also, the more pages loaded means higher (marginally) traffic for you and the more opportunities for lag (which I encounter often, but that could be my internet provider).
Towards Click Efficiency! (away from orthopaedic hand specialists and for the love of mice)

I'm just gonna list out places where multiple clicks (repeated many times daily) I feel are unnecessary:
*I'm not even going to talk about Drones. I'm just ignoring them. They give me no pleasure for the clicks I put into it right now.
**Encounters is another big offender to me, so much scrolling and multiple clicks just to start, but maybe next Tuesday.
***Without Supporter, and the thought of going through all those nodes again to get dailies everyday... think I'm gonna slow down my playing... I guess the Demo is done. I might just stay in Sol for fun. Cheers.

1. profile/facilities.manage.php
transfer cargo could be implement on the same page
1 click to get to transfer page, 1 click to go back, 1 click to go back to Store to top-up
saves 2-3 clicks
once or twice a day?

2. any store.php
"sell all" implemented near top would be great
eg. Daily Missions to Jupiter - impost + scroll + 1 click to sell Food + 1 click to import + scroll + 1 click to sell Water + 1 click to import + scroll + 1 click to sell Empty Gas Cylinders 
saves 2-4 clicks and 3 x scrolling
alternatively implement the same page button function as in mod buying and selling - no need to load page, click, scroll, click, scroll, click - saves on 2 page loads and some scrolling
many times a day if you're <lvl60

3. jupiter/store.php & eris/store.php & mercury/store.php
default to "import" tab
saves 1 click

4. nav.engaging.php
this is after confirmation - could just send us straight back to the ship?
saves 1 click
many, many times a day if you're >lvl60

5. node.php?node=
energy cell caches - pls add a take all button
saves up to 149(?) clicks


Unrelated Suggestion. Maybe you should let new players play a little before they get the Supporter Week (which I didn't get btw. Sad because I joined just a day or two earlier). Otherwise, they crash when reality hits. Maybe let them play a bit, level up to 5 or 10 then get a free Supporter Week/Month. Only then can they appreciate the difference Tongue

Drones I guess I can just ignore, but not sure I can ignore OL if I want to continue playing as a freeloader (without the use of supergates). Just want to point out, since I got here from T*&(  that the difference between donators and non-donators are not as blatant, possibly because or is it because of this, that its matured. Free players can even buy donator packs with in-game currency. Also, things happen on the same page when I click, not over 3 pages...

To complete OL dailies, it seems I need to travel many tens of nodes each day. They say life is about the journey... but I frequently ask myself why I am wasting my life watching a timer just to click and click again.

Great idea to put "Set Course" on linked nodes. Smile
Reply
#2
Lots of good stuff in here, thanks for the post!

This click breakdown is fantastic. I'll def look at where I can skip some of these.

The sell all link is solid too, i'll look into that.

The navigation page is needed because of story-based triggers, as well as some database checks.

However, you can enable skip loading screens from your game settings if you don't want to have to click those continue buttons.

I don't know how much I can change it with OL nodes though. To me, having to manually jump from node to node vs. using the course plotter is just the reality that free players have to deal with. Since I'm trying to keep Gem as far from "Pay to win" as I can, what paying get's you is convenience. Free users aren't blocked from accessing any gear or mechanics that paid users have access to. Not having direct travel is inconvenient. Flying in the OL one node at a time is inconvenient. Giving orders to drones one at a time is inconvenient. But my options are:

1. Make non-paid player experience more like supporter player experience to the point where there's little difference between the two. That would decrease the number of supporters. I'm already running Gem's server in a deficit so that wouldn't really work.

2. Remove those inconvenient features from non-paid players and make the OL a supporter-only expansion, and drones a paid featured. I hate this idea because I want the most people possible to be able to play Gem to its fullest.

Also, supporter costs $5. It's not a big ask, you can also buy them in-game from other players...there are also a few crates floating in space that can be salvaged.

When the only carrot I have to get people to buy supporter crates is to make things more convenient, making free play less inconvenient is kind of a hard sell.
----
Gem Developer
[N8] is my homeboy
Reply
#3
(05-19-2021, 02:42 PM)eskeemoo Wrote: --snip

Drones I guess I can just ignore, but not sure I can ignore OL if I want to continue playing as a freeloader (without the use of supergates). Just want to point out, since I got here from T*&(  that the difference between donators and non-donators are not as blatant, possibly because or is it because of this, that its matured. Free players can even buy donator packs with in-game currency. Also, things happen on the same page when I click, not over 3 pages...

--snip

Regarding the above statement, I'm guessing that the game you mentioned either has a much larger playerbase, or has discovered a different way to support its server costs. I play several games where literally everything can be obtained without once paying a penny, but they all have a playerbase that surpasses the best active record for this game, or they throw ads in your face. Because of the relatively small playerbase we have, and the fact that ads just break the flow of the game, I think that this is the best possible choice.
Lancer, Pilot of The Silence

"I will not stop ranting until there is nothing to rant about"
Reply
#4
Thanks for the replies.

@Lancer I'm not a developer, and I know it's a really tough balancing act, but just pointing out what I can in hopes of improvement. As a generally free player, I note that all the MMOs that I play do need free players, who contribute to a healthy community, market and guilds/clans/teams. FYI I don't play subscription only MMOs.

A few other comparisons come to mind, so I'm thinking of T*&^, Cyber*&^%$# and Path of *&^%$. They seem to work out well without P2W, but of course, I'm only looking at it from a player's point of view. 2 of them started from single developer and the last one unusually started big. So as per my hesitancy in the original post - is the payment model matured because of the player base or is the player base matured because of the payment model? And I do realise circumstances would certainly be different, but just pointing out the possibilities.

@Noresist Thanks for replying. You know I've been complaining hopefully making useful suggestions about the gap between free and paid players, as well as reducing clicks in general for both. I'm not a developer and I don't know your situation, plus I'm not even your target (paying) audience, but just putting my 2 cents in. I guess the direction I would lean my suggestions towards is more based on T*&^ where it's a more "finished" (but with continuous updates) and polished product - where players willingly pay even though as I mentioned, the free vs paid gap is pretty small. Your game is fun! I think it's got a lot of potential. But the UI doesn't feel polished, clunky in fact, and makes every inconvenience (in my own opinion) extra aggravating.

Also I found out that I can do some of the OL missions (tedious but not tens of nodes tedious) so I'll stick to those.
Reply
#5
1. Separate Missions for easy viewing
There was already a long list of missions, even longer now with OL missions. (Plus since some missions are misleading, like hack 50 terran drones doesn't work on OL terran drones).
Suggest to either put them into tabs (potentially more clicking... unless it defaults to OL tab, since once you get to OL, normal/Sol missions drop very significantly in usefulness.), or at least label/color code them (as per special/main missions).
Reply
#6
(05-24-2021, 01:38 AM)eskeemoo Wrote: Thanks for the replies.

@Lancer I'm not a developer, and I know it's a really tough balancing act, but just pointing out what I can in hopes of improvement. As a generally free player, I note that all the MMOs that I play do need free players, who contribute to a healthy community, market and guilds/clans/teams. FYI I don't play subscription only MMOs.

A few other comparisons come to mind, so I'm thinking of T*&^, Cyber*&^%$# and Path of *&^%$. They seem to work out well without P2W, but of course, I'm only looking at it from a player's point of view. 2 of them started from single developer and the last one unusually started big. So as per my hesitancy in the original post - is the payment model matured because of the player base or is the player base matured because of the payment model? And I do realise circumstances would certainly be different, but just pointing out the possibilities.

@Noresist Thanks for replying. You know I've been complaining hopefully making useful suggestions about the gap between free and paid players, as well as reducing clicks in general for both. I'm not a developer and I don't know your situation, plus I'm not even your target (paying) audience, but just putting my 2 cents in. I guess the direction I would lean my suggestions towards is more based on T*&^ where it's a more "finished" (but with continuous updates) and polished product - where players willingly pay even though as I mentioned, the free vs paid gap is pretty small. Your game is fun! I think it's got a lot of potential. But the UI doesn't feel polished, clunky in fact, and makes every inconvenience (in my own opinion) extra aggravating.

Also I found out that I can do some of the OL missions (tedious but not tens of nodes tedious) so I'll stick to those.

I understand completely, and your input is welcome.

(05-24-2021, 08:24 AM)eskeemoo Wrote: 1. Separate Missions for easy viewing
There was already a long list of missions, even longer now with OL missions. (Plus since some missions are misleading, like hack 50 terran drones doesn't work on OL terran drones).
Suggest to either put them into tabs (potentially more clicking... unless it defaults to OL tab, since once you get to OL, normal/Sol missions drop very significantly in usefulness.), or at least label/color code them (as per special/main missions).

A very good idea.
Lancer, Pilot of The Silence

"I will not stop ranting until there is nothing to rant about"
Reply
#7
1. Breakdown/Selling Mods - can we get checkboxes and a Heart/Sell/Breakdown All Checked?

edit. I'm waning. No more other missions, and the only daily mission that matter are a hassle. Forced to fight at least 25 times. It's not exactly fun to watch the red bar fill up every four seconds just to click and wait again. Plenty of idle incremental games that give better satisfaction for that. Especially in Drone hunting, not like there is even a target to choose.

As mentioned to Nor earlier, I thought this was a really cool game with lots of potential for people who play at work like me. But combat isn't work friendly at all, having to wait state and click every 4 seconds until combat is done, and repeat again. And endless nodes in OL. I'd have to check in every few minutes just to get anywhere significant. If I'm ever at Suros' I just camp there a few days because the thought of flying all the way back just deflates me and wonder why I'm still playing. I'm not your target market, but the combat portion could definitely be improved for supporters methinks.

Clicks are a little laggy and the whole point of this thread was because there's lots of opportunities to reduce clicks in many places.

So yeah. Too lazy to list out click-reducing at the moment. Energy already sucked out. Tongue
Reply
#8
After trying to present and argue my points, I realise I'm a filthy casual who likes this game because it seemed casual, but turns out it isn't quite so casual halfway.

I'll just present my problems. I've tried presenting solutions, but no counter-solutions were offered. All my dumb-ass hears is No Automation and Casuals. Also, it seems I'm alone in my opinions, (or could I boldly suggest that casuals don't normally argue and just quit the game? I guess I'm a semi-casual, since casuals probably wouldn't make it to my level) so this is just a rant.

1. Too many clicks. I believe that's the whole point of me starting this thread.
2. Too much time. I have to watch combat and encounters, while encounters are not strictly necessary, combat is for OL marks.
3. All the decent ships are fast ships.

Meanwhile all the zoom zooms easily hack and trash my ship, because OL mods.
But I'll catch up to them sooome daaay in my trusty slow tanker! So watch out for my revenge in a year or two, or never?
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)