UX improvements and complex VS convoluted

Shadowmist

Member
Dec 19, 2021
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This game is built around having deep and complex systems where discovering things yourself is part of what makes it unique and special, but there is a difference between making things complex yet inviting, and just counter intuitively convoluted.

So here are some of my suggestions to improve this that hopefully makes the game a bit more accessible but without demystifying it.



1. "There might be more to this but you don't know how...."

This was a thing in MO1 if I'm not mistaken and I think it's great for new players, where the game would know if you've extracted something without proper lore knowledge for additional materials and then prompt this message when extracting/butchering. This would have very little to no effect for veteran players, but would be a great boost for new player engangement. Instead of failing to extract or unknowingly missing out on valuable materials it would spark curiousity and encourage players to find out more and learn the right skills.


2. Spell icons

My God are the new icons worse than the previous ones IMO. I understand what they were going for with unique colors for each magic schoool but it's currently very hard to differentiate the icons from each other.
I suggest to instead have the old icons but with a colored frame around it. Blue frame = Ecumenical, Red frame = Spiritism etc.


3. ...Other Icon frames

While we're talking icon frames, this game could use some consistency to make inventory icons a bit more informative at a glance. We already have Red frames for stolen items so I suggest to add more to that list:

Red = Stolen
Green = "Soul bound" (not lost on death)
Grey = Worn (Half or lower durability )


4. Trade broker

I don't know where to start here so this might need a thread of its own but yeah the TB is a mess to navigate and the filters are lacking to say the least.
Most importantly I think there should be more categories in general, but also more filters to allow players to find what they need without having to browse through everything. Here are some examples but like I said, it needs a lot of love in general:

Filters
Sure, at the moment we can sort by a few different categories, but we need something more robust so you can sort based on multiple criteria and not just one.

Sort by Unit Price
Currently adding less of a resource puts it further down the list than making it cheaper, since it sorts based on the total price, not price per unit.

Sort by weight
Useful for weapons and armor alike.

Buy orders
Obviously this is already planned but I just wanted to make a statement because I think it is a very important feature.
Specifically I think buy orders should be built around unit price so that you can partially fill an order. For instance, you should be able to place an order for 50k saburra and I should then be able to sell you just 2k instead of requiring me to sell the full 50k at once. Otherwise the buy orders are going to get flooded from multiple orders of the same thing from the same player which is uneccessary clutter in an already slightly confusing user interface.



I'm sure I'll think of more things to add here over time, and feel free to comment on these and also add your own suggestions.


// Shadowmist
 

SilentPony

Active member
Nov 27, 2021
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Also, remove the limit on the number of offers at a broker for one player. And preferably allow to partially buy, too, not just partially sell.
 

Shadowmist

Member
Dec 19, 2021
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50
18
Also, remove the limit on the number of offers at a broker for one player. And preferably allow to partially buy, too, not just partially sell.

I thought about this as well but I think that part is tied into the Management skill, and since it increases the number of ongoing sales you can have there's a point in having sales being both limited and to not allow partial sales.

As a dedicated merchant you get an edge if you can sell many smaller stacks of the same thing so I actually disagree with your suggestion.
 
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