Jump to content
EN
Play

Forum

EPIC-MO7

Tanker
  • Posts

    4
  • Joined

  • Last visited

Reputation

3 Neutral
  1. @NikmanGT It looks like a lot , but it really isn’t. Maybe smoothing out the matchmaking/loading process is the biggest technical change, but the rest is mostly about giving players more control and valuing their time.
  2. UX/UI Improvement Suggestions Hello Tankmen, I'm sharing this post as a collection of suggestions for improving the game's UX and UI. Some are small adjustments to existing features, while others are additions that I think could make the overall experience smoother. 1. Main Menu Shortcuts There are several shortcuts in the main menu that I don't think are very useful. I believe shortcuts should be used for the most frequently used options rather than optional ones. I suggest: [P] Play [M] Missions [G] Garage [S] Shop Esc — Exit Game Pressing [Esc] from the main menu should open a small window asking whether the player wants to close the game. I think this would be better than having an Exit option hidden under Settings, and much clearer than the current back arrow, which logs you out rather than exiting the game. 2. F11 and Consistent Shortcut Behavior [F11] for fullscreen works great, but I'd like to be able to use it during loading screens as well. Also, fullscreen should only be exited by pressing [F11] again, rather than [Esc]. F11 is actually a good example of how shortcuts should behave: Press once → Open/Enable Press again → Close/Disable I'd like to see this behavior applied consistently across the UI. For example, if [P] opens the Premium page, pressing [P] again should close it. The same principle should apply to mouse interactions. There are already some good examples of this in the game. When clicking certain currencies or UI elements, the interface provides an obvious way to return or close the window. However, when opening the Premium page using the crown, the close button appears on the opposite side of the screen. Even worse, if matchmaking has already started, I may need to cancel matchmaking just to close that page. UI elements should be easy to open and equally easy to close. 3. Show the Map Before Loading Into a Match Since we're talking about matchmaking, I think there's an opportunity to save both the player's time and the team's time. If I'm searching for a match while using a long-range turret, I expect to use it on a suitable map. If matchmaking puts me into a small map instead, I may have to either: Leave the match, which wastes my time and hurts my team. Stay and change my equipment. I suggest showing the map name and an image of the map before loading the player into the match. This gives the player a few seconds to react. They could cancel matchmaking or quickly change their turret, paint, or other relevant equipment before entering. 4. Equipment Changes During Matches This leads to another issue. Sometimes I enter a match and immediately realize that I need to change my turret or paint because I wasn't given enough information about the map during matchmaking. After changing something, however, I may be prevented from changing equipment again for around 10 minutes. A player might change only their paint and then realize shortly afterward that they also need to change something else. By that point, they're locked out, and the match itself might only have six minutes remaining. This can encourage players to simply leave the match. Instead, I suggest giving the player one change per equipment category during the restriction period: Hull Turret Paint Augment Grenade Drone Protection For example, changing your paint would consume your paint change, but it wouldn't prevent you from changing your turret once afterward. This prevents constant equipment switching while also avoiding situations where one bad decision forces the player to use the wrong setup for the rest of the match. 5. Better Damage Feedback Sometimes I get destroyed without even realizing how much damage I took or where my HP went. A clearer HP-loss effect would help, but I think an optional incoming damage log would be even better. For example: [Player 01] -900 | Railgun → [You] [Player 02] -300 | Mine → [You] [You] Destroyed I suggest placing this around the upper-left area of the screen, since players are less likely to be focused there during combat, allowing the information to remain visible without distracting from aiming. This could also be an optional setting for players who prefer a cleaner HUD. 6. Matchmaking Notifications Instead of Interruptions I also think the game could handle matchmaking notifications more respectfully. Instead of disabling or interrupting the chat box when a match is found, show a countdown timer above the chat. Similarly, if a player enters the Garage from the main menu while matchmaking is active, finding a match shouldn't immediately kick them out of the Garage. Let them continue what they're doing while displaying a visible notification and countdown somewhere on the screen. When the timer finishes, load the match. This gives players time to finish what they're doing instead of suddenly interrupting them. 7. Cancel Accidental Self-Destruct Sometimes a player presses [Delete] accidentally or starts self-destruct based on a wrong assumption. I suggest allowing the player to cancel self-destruct by pressing and holding [Delete] while the countdown is still active. It's a small quality-of-life improvement that could prevent unnecessary deaths caused by accidental input. Final Thoughts None of these suggestions individually changes the core gameplay, but that's exactly the point. Small UX improvements accumulate. Clear shortcuts, predictable buttons, better matchmaking information, more flexible equipment changes, clearer damage feedback, less intrusive notifications, and protection against accidental inputs can make the difference between an experience that feels frustrating, one that feels good, and one that feels great.
  3. I hope we can eventually play matches without feeling the need to leave because of the bots. From my point of view, this is close to being a critical issue, as it can directly affect match results and lead to losses.
  4. Hello, Tankmen. I would like to hear your thoughts on this suggestion. I have been playing the game since the beginning and have always tried to contribute by sharing feedback and ideas for improvement. I understand that monetization, new goals, and challenges are important for keeping the game active, but I believe player retention and the overall gameplay experience should receive the same attention. One issue in particular has become frustrating enough that it sometimes makes me leave a match or close the game entirely: friendly AI behavior. I usually play defensively, protecting objectives and team assets, but friendly AI tanks can sometimes work against the team unintentionally. They may push allied tanks, block movement, self-destruct in bad positions, or interfere with combat. The main problem seems to be that the AI does not properly account for moving allied tanks during pathfinding. Instead of recognizing a teammate as an obstacle and adjusting its route, it often tries to move through them. This can cost players positioning, kills, objectives, and sometimes the match itself. Suggested Improvements Ideally, friendly AI should recognize allied tanks as dynamic obstacles and adjust its path accordingly. However, I understand that improving AI pathfinding may require more development time. As a quicker solution, I suggest reducing the AI's collision force or effective weight by around 70% when interacting with allies. This would allow players to push AI tanks out of the way instead of being blocked or pushed by them. I also suggest reconsidering AI participation as the Juggernaut. Unless the AI has specific behavior designed for that role, having an AI-controlled Juggernaut can sometimes hurt the team more than help it. Instead, when no suitable player is already controlling it, active players in a safe area could receive an option to become the Juggernaut. For example, the selected player could press [Y] when prompted, transforming their current tank into the Juggernaut without needing to destroy or respawn. I believe these changes would reduce unnecessary frustration, improve match quality, and encourage players to stay in matches longer. Bringing in new players is important, but keeping the players who already enjoy and support the game should be just as much of a priority. Thank you for reading, and I would be interested to hear what other players think.
×
×
  • Create New...