**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Using your example it would be like asking a car mechanic to work on an airplane because they are both vehicles
First-world problem, sure. It's new. I think people resist any change in general. I just happen to like this one.
Then I considered exactly what you pointed out, that my thumb would be able to scroll instead - which might actually be more convenient. Don't know because I don't have the new UI yet.
I don't like how it splits certain things up, but that could also be my own limited understanding of it based off the few pictures and videos (no full exploration) I've seen. I would love the ability to move the tabs, but I understand that would probably be a design issue. I don't like how things for units appear to be pushed to the top. It's small but... if an item can be purchased with in-game resources rather than units, that should be the first option. Not the unit sale.
I guess if I were to offer any advise, you could make all the sub menus visible all the time so you don't need to search the upper level ones (I do like the grouping of alliance stuff, but it is the only menu with a sub menu, so it is a little deceiving).
Also, making the tiles the same size so they don't have weird screen placement like the daily specials/stamps page. Otherwise, I think it is better. I call this a "W..."
From a constructive view, more tabs fit on the screen left to right than top to bottom. So more scrolling now to get to a specific tab. And since the store tabs don't disappear. There is less real estate for the store items which also means more scrolling. So this pretty much makes zero sense as an upgrade over the old store design. Less usable space all around. Crack job after 8yrs.🙄
And I have no featured tab. Can't claim my platinum pool. So it figures, after finally getting all the body parts, it coincides with an update I didn't want and the inability to claim him.
Nobody hired someone just to update the store UI. The UI people did that who were around updating the BG interface and the AW interface and adding QoL features to existing interfaces. You can't just hire someone to do that and then fire them when they are done. If those people aren't around constantly, working on the game, you lose their expertise. It either walks out the door, or just plain gets forgotten.
Properly managing a game development team is a constant dynamic struggle to make sure you balance the work load with the resources. Every time you do anything you involve different expertise from different people, who while they are working on X can't work on Y at the same time. If there's a specific set of skills that you don't need very often, but you do need them, you have to find ways to make efficient use of the people you need to keep around. It is costly to pay people to sit around and do nothing, and it is costly to hire them only when you need them. So you have to be thinking six months down the road, a year, three years, and keep your pipeline of work simultaneously productive and balanced across your team.
The idea that you can just get rid of the UI people because "nobody asked for that" and then hire a bunch of engine people to "fix the game" sounds good on a forum post, but it borders on word salad in the sense that those words might look like they make sense on paper, but they don't actually express an idea that matches any actionable possibility in the real world.
In fact, once you start looking at car mechanics in depth, you start to see they have the same issues that are being discussed with game development. Often in a car repair shop, there is a specific guy or set of guys that can work on air conditioning, because that requires special skills and equipment. Not everyone can do brake repair. There might be only one guy in the shop that can work on transmissions. There's general automotive service, but then there are specialties that one person is unlikely to be good at all of them.
Game development involves a ton of almost completely unrelated skills and experience. There are actual programmers that write code. They generally work on the game engine, but they can also work on things like the toolchains (the software tools that convert the work other developers do into the specific data files the game servers and game client needs to function). There are data/database people who manage, well, the game databases. Designing, implementing, and managing large databases is a completely different skill set from programming. Then there are mechanics system designers. They build stuff like the features of the game engine. A lot of this stuff is done with scripting and other component design that also isn't really programming as such. Then there are UI designers, map designers, mission designers, sound engineers, character designers, visual effects artists, script writers, producers, and a whole bunch of other people we collectively call "game devs" but do totally different things.
Shifting, say, a UI designer to work on game engine issues would be comparable to taking an accountant who uses Excel a lot, and saying hey, you use Excel right? I need help writing a billing system from scratch. Here's C++ for Dummies, read this and get started. Sure, it is possible. But perhaps not likely to work out most of the time.