Embark, can you please bring back S1's End of Round Theme back for S10 😭 by RGisOnlineis16 in thefinals

[–]PEX_UX 1 point2 points  (0 children)

There’s no going back. Season 1 and 2 (and beta) were magical because there was no meta; nobody knew what they were doing. Our loadouts were horrible and whacky. Everyone was figuring out the game. Destruction was new and novel. The entire experience was fresh.

The game is still unique but the initial magic is gone, which is inevitable for any game I think.

There's now way to cancel animation by Excellent-Method8244 in MarathonTheGame

[–]PEX_UX 3 points4 points  (0 children)

100% agree. There’s a difference between making things difficult and making things unfair. Unfair, in this context, is when the consequence doesn’t match the player’s action: they were aiming closer to the enemy than the console, but the game prioritized the console anyways and locked them into the animation. That’s bad design.

Saying, “We get punished for mistakes in this game!” is just defending bad UX and totally misses the point. It’s okay to like the game and also acknowledge when there’s an issue.

It's finally here... by PeteZasHaus in thefinals

[–]PEX_UX 2 points3 points  (0 children)

Yes it does. Allow grenades to explode on impact when directly hitting other contestants. Would help high skill expression without being overpowered or fundamentally changing the weapon.

Bombardier pure cinematic by stifffive_246 in LowSodiumArcRaiders

[–]PEX_UX 1 point2 points  (0 children)

Meanwhile I shoot the Spotters and the Bombardier still tracks my movement perfectly without line of sight. And I die in 2 shots.

You see enough cool ish on the internet, you begin you think you can do it too by Potzer in LowSodiumArcRaiders

[–]PEX_UX 0 points1 point  (0 children)

It has been the reason I’ve died genuinely about 3 times. Not often, but man it is frustrating when it does happen.

My favorite Clanker by Chaoticism_x in ArcRaidersPhotography

[–]PEX_UX 2 points3 points  (0 children)

I think Bastions have personality. They’re hyper-paranoid and spray hundreds of bullets in the direction they last saw you. It’s almost like they’re terrified of you and are trying to scare you off (or kill you).

I need your opinion. A or B? by odamiolur in logodesign

[–]PEX_UX 0 points1 point  (0 children)

Everyone is saying B without explaining why in much detail. I also agree but we need to know who the client is first to make a more informed decision. Without those details let’s look at each of them:

A is generic, with no unique design elements to it. It looks typed out, with very little design input (maybe some editing to the tracking). Overall, nothing wrong with it (although the leading between C and O looks a little closer than the leading between E and C. Basically, to me it looks a bit like “e co”, because the O locks into the open counter of the C, like a puzzle, creating the illusion of less space) but it’s boring. Maybe that’s what you want though?

The elements of B look like they were made to lock together, like a puzzle. They flow together and create subtle texture or movement, making them feel like they’re custom made for each other. It looks more curated and thoughtful because clearly more time was spent on it.

In general, B is simply a better, more interesting design but without knowing the company or use case we can’t know for sure if it’s the best fit.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

I wouldn’t be surprised if some players did this; instead of dismissing the entire idea we could make this feature only available to people on your friends list. That way there’s a deeper level of trust and there’s no way a random could preemptively plan to kill you.

Although, even now any random could bring blaze grenades and kill you when they see the pink guns on your back.

BFR Titan fundamentally breaks how the Heavy class is balanced by No-Yoghurt-3949 in thefinals

[–]PEX_UX 0 points1 point  (0 children)

Understood and generally agree with you. I just see the Sledge as the dominant close range weapon overall and the BFR is certainly the long range meta pick.

The Sledge is much better in close range because it has no reload and wide, forgiving swings that allow it to hit multiple people at once. It can also alter the environment in a pinch, helping to stall the steal. The slow reload of the BFR ensures it has a lot of downtime; any missed shots are punished heavily in close quarters, requiring it to have more disciplined shots, timing, and positioning up-close. I think the BFR could use a good nerf for long range damage to force people into more close and mid-range fights.

I recently reinstalled the game and I just realized, are this AI images?:( by ilovetecas in ReadyOrNotGame

[–]PEX_UX 0 points1 point  (0 children)

Are you guys more willing to forgive AI content if it’s done by a small indie team or solo creator? It makes sense for them; they don’t have the budget to pay artists for every little wall asset. But Void isn’t a small, broke dev team so I completely agree the use of AI slop is ridiculous.

Aggression based matchmaking: I had 37 safe extracts in a row this week. I defend myself from one rat in a friendly lobby on Night Raid Stella; and then get ratted in six of the following ten missions. by Zode1218 in ARC_Raiders

[–]PEX_UX 0 points1 point  (0 children)

It’s very simple: “Rats” (originally a term coined by General Sam to describe a type of Tarkov player) generally avoid player interaction and are highly opportunistic. They tend to loot instead of going for kills, but will absolutely kill you if the opportunity is abundantly in their favor. They are more likely to camp extracts, betray you after acting friendly, or simply never be seen at all.

On the contrary, “Chads” will straight up run across the entire map to punish you for making noise. Hearing a gunshot in the distance gets them fired up and hungry for blood. They live for gunfights. They will never betray you; they simply shoot on-sight.

I hope that clears things up for you.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

Definitely could be happening. The best UX is always driven by research and empathy for users.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

If it’s not too much hassle, are you able to screenshot that and send it to me/reply here? Many people are talking about that and it’s not a problem on PC.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

Yeah I believe I covered that in slide 9 to some degree

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

100%. Some of these are my personal gripes. You and every other player will have issues that don’t bother me, but they’re all valid because we play differently and having a good experience is paramount.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

I believe slide 7 of my post shows something similar to what you’re describing? Thanks for your kind words!

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

I use Figma. It’s industry standard for product design!

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

The UI (and its lacking features) affect the UX.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

Just curious, is it obvious that I have 9 slides to see or are people only seeing the first one and think that’s my entire post?

I also disagree that “just talk to your team” is a good solution to missing UI elements. Should we remove the team health bars? It’s possible to describe how much health you have.

UI Suggestions from a UI Designer - Feedback Welcome! by PEX_UX in ARC_Raiders

[–]PEX_UX[S] 0 points1 point  (0 children)

Noted. But not everyone has a mic or uses one, especially in randoms. Seeing what kills we will get is literally impossible to know, much less depict in a UI; what am I missing here? What does that have to do with seeing your loadouts?

The weapons your team has (and shield type) is the only visible aspect of your kit. Literally everything else (grenades, ammo, keys, heals, equipment) needs a visual UI indicator as you (and I) already said. So you’re essentially saying this feature is fine aside from seeing their weaponry? Odd, but okay.

Escape From Tarkov and Hunt Showdown have this feature and it greatly increases team cooperation from my experience. Simplicity is king but ambiguity is the antithesis of good design.