ORIGINAL: vicberg
....
Ya know. WITE (not 2) had a suspect air war but a solid and easy to use UI. WITE2 has a diffcult to use UI requiring multiple pictures to show all the steps involved to actually get something done, usually 4-5-6 steps in a single pic. Complicated much? Seriously?
This discussion is constructive. You just don't want to face it. Requiring pictures showing multiple steps to get something done works for you? No it's bad UI design. Simple. Now this is probably because of an old architecture that they didn't want to upgrade. However, the fact you want to defend this as gospel means you ARE a FANBOI.
Complexity isn't the issue. An overly complex UI is bad design. Period. WITE2 has numerous terrible UI designs. Face it or not, but this is constructive.
a wee clue, the second you use FANBOI in capitals and in a post you are not being constructive.
you never give a single example of this hard to use UI. Yes both the one-page guides and the manual in places have multiple images to step you through a process. In most cases, if you don't learn visually read the text.
ORIGINAL: vicberg
I stepped away for a while to let people respond.
1) I have no issue with complexity on it's own. I've played the massive wargames with maps that take up entire rooms. I like complexity
2) If you have a bad UI that increases complexity, that's bad game design. Complexity should be easy to manage. Air transfers, drag/drop. Depot management, drag drop and right click for a priority, though I disagree with entire priority concept. way too over complicated, especially with the current UI. Let the depot placement determine priority, but again that comes back to UI. Right mouse click, set priority have a color coded depot reflecting priority. UI design 101. Not in WITE2. Someone is designing a UI from 20 years ago.
3) If you have complexity and a complex UI, then you are fetishizing complexity. This is tailored for the few who are willing to wade through the UI, just like WITP. There's a few who are willing and are good at it. The majority, no way. Terrible UI and takes hours/days to manage. OR you have an architecture so old, you can't change it. Either way, it becomes for the few, the proud. Missing the entire boat and the broader market who might not post AARs against Humans but who want to play the game and have fun. That's the real market for Matrix and they are missing it. Reviews on Steam will reflect this. They could bank with a decent UI. They won't will continue as long as they don't want to improve their architecture or bring their UI into the 21st millenium. I've played and continue to play WITE. I won't play WITE2 and have removed it from Steam. Too late for me to get a refund (sad) but I have no interest in using that UI. Matrix is losing on word of mouth, and I hope they take note, because they need to create a game that appeals to many, not the few who post here. And yes, you can have both complexity that the power gamers can win with and a UI that makes it easy to do. Matrix just hasn't found the right UI designer yet. They are stuck in past design concepts.
4) Even WITH a good UI, which WITE2 isn't, then the assists should be a heck of a lot better. Not as good as a human doing it, but much better so the game is playable in single player at least. Right now, Air Assist will destroy your airforce and depot assist will insure you have little supplies as you get into Russia.
1- thats nice, but maybe this complex game isn't for you?
2 - if good depot layout was that linear then maybe, but how does this cope with the player having their own idea of the priority sectors, being prepared to under-resource to fully resource elsewhere, be able to generate local reserve stocks ... for all those good reasons the supply UI works exceptionally well
3 - genuinely I doubt there is a broader market for this type of game, but it would be great if you could manage, just ... a hint of a practical example of this terrible UI. Yes we are aware that something like 90% of games are vs AI, played by people who don't post etc. One reason why so much development time went into the AI
4 - actually the supply AI does a better job than most players, I seriously refined my whole approach by studying the way it was working. AI Assist is fine, there is MP AAR into 1942 using it and both players doing very well.