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Feedback and Suggestions / Obligatory Revised Hitmark System Feedback Thead
« on: February 23, 2016, 09:29:51 am »
I created this thread so that, instead of inundating Muse with emails about the new hitmark system, we could just discuss it here and see how everybody feels. Full disclosure: I hate it.
The old system involved three variables for hit markers: Size, color, and ... filled-in-ness.
This was a good system! A VERY GOOD SYSTEM! A great system to explain to new players how the system worked! The problem, in my opinion, was that Muse did a poor job explaining it. I've explained to countless (hundreds, at least) new players how the hit marker system works, and the typical response I get is, "...Oh. Well, that's easy! Thanks, I didn't know that." And then the problem is solved, one new player at a time.
Now? There are only two variables involved in the hit marker system.
I feel like this is a huge step backwards, and, while the patch has only been live for a few hours, I've heard nearly universal negative feedback in relation to it in-chat and in-match. Tomch tried to defend it by saying he saw what Muse was trying to accomplish, but I can't agree with him
So... commence feedback. I'll get my pitchfork.
The old system involved three variables for hit markers: Size, color, and ... filled-in-ness.
- If a hit marker was filled in, it was yours. If a hit marker was an outline, it belonged to an ally.
- If a hit marker was big, it was effective. If a hit marker was small, it was ineffective, and you knew to aim elsewhere.
- If a hit marker was white, the component was online or the armor was up. If a hit marker was red, a component was destroyed or the armor was down.
This was a good system! A VERY GOOD SYSTEM! A great system to explain to new players how the system worked! The problem, in my opinion, was that Muse did a poor job explaining it. I've explained to countless (hundreds, at least) new players how the hit marker system works, and the typical response I get is, "...Oh. Well, that's easy! Thanks, I didn't know that." And then the problem is solved, one new player at a time.
Now? There are only two variables involved in the hit marker system.
- If a hit marker is red, it belongs to you. If it is white, it belongs to a crew mate.
- If a hit marker is a "large" X, it is doing effective damage. If a hit marker is a TINY PLUS, it is doing ineffective damage and is nearly impossible to see, especially on a red map like Canyon Ambush.
I feel like this is a huge step backwards, and, while the patch has only been live for a few hours, I've heard nearly universal negative feedback in relation to it in-chat and in-match. Tomch tried to defend it by saying he saw what Muse was trying to accomplish, but I can't agree with him
So... commence feedback. I'll get my pitchfork.