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About Reto.Odin

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    UI Designer

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  1. Reto.Odin

    Update 1.12 - General feedback

    I did. Lots of constructive feedback and bug reporting in this thread in general, so keep it up.
  2. Reto.Odin

    Deploy token System [Stream Feedback]

    Hahahah! I don't mind nagging, as long as it's constructive nagging. Oh, and thanks for updating the OP. Hopefully that will help calm everyone down a bit. Goat received and devoured. In a word? Fabulously. One has not truly ridden until one has tried an octaped. The best equestrian experience prayers can buy.
  3. Reto.Odin

    Deploy token System [Stream Feedback]

    Hey BushElito, Thanks for the feedback. As for your question, the short answer is "all of it".
  4. Reto.Odin

    Deploy token System [Stream Feedback]

    I'm copy/pasting as fast as my poor hands can muster!
  5. Reto.Odin

    Deploy token System [Stream Feedback]

    Hey everyone! It's clear that the talk about overhauling the deploy system yesterday created some pretty strong reactions. As one of the people directly involved in these design discussions (on the UI side of things), I'd just like to chime in, too. 1. First off, I'd just like to say that it's really awesome that we are able to gather feedback from you guys early on in the process. This thread alone has already generated a lot of super useful feedback that we'll bring back into our discussions. What is also clear to me, however, is that we need to get better at communicating at _what stage_ the features we discuss with you guys are actually in. Which leads me to my second point... 2. What was presented yesterday are design IDEAS. Not a single line of code has been written to implement any of this. There seems to be a prevailing assumption that what was discussed yesterday is already decided, designed and on its way into the game. Rest assured, that's not the case at all. We're currently in the ideation stage where we're trying to hash out different solutions to a long list of the concerns you guys have identified over a number of months. That means the "design" exists as a constantly evolving collection of sticky-notes and crude drawings at this stage. The whole point of talking about it in the stream was to get you guys involved in the process as early as possible to get some constructive feedback to help it evolve. 3. The revised deploy system does not stand on its own. The deploy system that RedBjarne talked about yesterday is not something we intend to just bolt on to the game as it exists today, as that would just be adding more restrictions to existing ones. In fact, we're trying to do the opposite: The deploy system will be part of a handful of design changes which aims to give you guys more freedom by removing a lot of the other restrictions and convoluted systems in the game. As such, the deploy system will be completely dependent on the other design changes we're currently discussing. One of them being an overhaul of the squad system (which a lot of you have pretty high up on your wish lists. ^_^), removal of the aux seats and the restrictions that came with them, as well as trying to open up the ability for more friends to play together on the same team. 4. As we progress, we'll be sharing all of these other changes with you. As we continue to draw you into the design process and you're able to see the designs in context, you will be able to provide us with even better feedback as the picture gets more clear. I'm currently typing up a list of the things we'd like to achieve with the design changes with the help of your input. I just need a little time to type it up as I want to make sure each point is made clear and won't confuse anyone. Oh, and since I'm pretty sure this my first forum post, I really should introduce myself: Hey everyone! I'm Reto.Odin. - Your resident god of UI/UX Design.