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QOL Changes for Missions


krj12

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Just a few ideas to make missions more pleasant.

 

1.  CLUES - currently, received mission clues appear to be randomly ordered and if you have 2 or more missions going at the time, can be difficult to identify.  I sometimes like to run through arcs and actually read the clues that go with them.  Identifying that last clue can be a pain.

Suggestion:

a.   Highlight brand new unread clues a different color than the rest, so that they stand out.

b.   Order clues by contact, then by time received in descending order.

c.   Always shows the latest clue at the top.

d.   Put a sequence number and contact name (or mission arc title)  at the top of each clue.

 

2.  ELEVATOR ICON ON MAPS - sometimes on large maps when you have to go back to find missed mobs or missed glowies, it is easy to get confused and forget which are UP and which are DOWN.

Suggestion:

Color code the UP elevators as green and the elevators in the opposite direction as a light blue.

 

3.  FINAL MISSION TARGET - on a lot of missions, the final target,  whether it be a glowy or  a hostage, will show on the map.    

It doesn't happen on every map though, leading to a lot of headache trying to find that final objective, especially on very large maps.

Suggestion:

Fix all missions to behave the same way.  The final objective should always show on the map.

 

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The game has a good amount of story in Clues lost in list of randomly sorted Clues. I think all we need is this:



c.   Always shows the latest clue at the top.

d.   Put a sequence number and contact name (or mission arc title)  at the top of each clue.

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On 8/2/2020 at 12:11 AM, SwitchFade said:

 

 

2. No vote. No more silly tweaks that make the game more brainless.

 

 

Honestly, we should get rid of the map.

 

 

Or even better.  Since we're pro 420 gamer's, we should just eliminate the entire UI.

  • Haha 1
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16 hours ago, Vanden said:

2 wouldn't work. Some maps you proceed further in by going up, and some by going down. It wouldn't be consistent in indicating to players which way is forward or backward.

Fair enough, it could indicate going backward/forward instead of up/down.   The intent is that the blue colored elevators would lead eventually lead back to the starting level.

Edited by krj12
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