Sacrificing weapons should always count towards which weapon type you sacrifice

if you don’t select the right weapon, for example i just made a bunch of flamers but had the knife selected, all the xp went towards the knife instead of the flamer. seriously wtf. wasted all my plasteel

You open the sacrifice menu of the knife and sacrifice items into your knife, you get xp for the knife.
The interface shows you that this is what is going to happen.
What else did you expect?

Your issue is, that you just blindly clicked through a menu (that is new to you) without reading anything, or looking at anything.

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after you click the weapon you want to gain xp for, which isn’t clear thats what will happen, you’re taken to the screen with a weapon list, qualities to include, and the xp bar for the weapon you clicked on in the previous screen which is a 10th of the total size of the current screen. its not that obvious, but more importantly, its not intuitive.

it makes more sense to gain xp for the weapon type you sacrificed for. so if you sacrifice a flamer you get xp for a flamer. that way, the first screen where you choose which weapon you want to gain xp for, is totally pointless and saves everyone time and some ppl plasteel

Agreed, I had a real “leap of faith” moment when I tried it for the first time because it wasn’t clear exactly what was going to happen.

Except it explicitly tells you on the screen.

To be fair, part of the description is overlapping with the border o the “continue” button.


This menu here tells you EXACTLY what will happen.

  • The weapon icon is “only” around 10% of the total screen area, which is a lot for a single part of an interface.
  • It is also one of only three parts of the interface.
  • The weapon’s name is the largest font on screen by far. And it is placed right above a massive image of the weapon.
  • You just selected this weapon a second ago!!!

When you select weapons to sacrifice, you get obvious blue numbers popping up, which tell you exactly what will happen.
There is absolutely no uncertainty here, what will happen.

In the confirmation menu after selecting weapons, the weapon icon is still “only” around 10% of the total screen area, but also one of only two parts of the interface.

If you do not see it, and do not know what is going to happen, that is entirely on you simply not paying attention to anything on screen.
You did not pay attention in the previous menu, where you SELECTED a weapon to feed xp into.
You did not pay attention to the largest font and the largest icon on screen:
The massive weapon icon with massive writing, telling you the weapon type as well as the xp that you gain from sacrificing the weapons you select.


I click “Shock Maul” in the menu that tells me to select a weapon type to boost? I get to boost the shock maul.
It now says “Shock Maul” in the top right corner, including “Mastery: x/20” as well as an xp bar.
When you select an item to sacrifice, there are new numbers showing up, which are in a different color. The numbers as well as the moving xp bar, are telling you that the XP of the Shock Maul will go up.

It is 100% obvious and certain, what will happen.
The only way to not understand what will happen, is to ignore every description and every part of the interface.

There are things to criticize here (like the bad filter options), but the thing that you criticized is 100% obvious and intuitive.

It makes sense to gain experience for the weapon that you selected, when given the choice what weapon you want to get experience for.
If you sacrifice items to boost your flamer (indicated by you making that choice, as well as a massive flamer icon and “Flamer” text on screen), you get xp for your flamer.

If you sacrifice a weapon to boost the same type of weapon, you get more xp out of it.
Even if a weapon is mastered, you can still sacrifice weapons of that type in order to boost other weapon types (although at a lower efficiency).
Unless you have EVERY weapon family mastered (at least every one that is available to the character that holds the item), items can always be used for mastery.

What you are asking for, is a straight downgrade to what we currently have.
You are asking for a needless simplification, that removes a valuable option that we currently have.

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I certainly did a double take as I was surprised they let us sacrifice any weapon for any weapon xp, but it was quite clear to me that thats what was going to happen.

Im glad we can sacrifice anything for anything, makes it less frustrating in the long run.

Imagine you want to upgrade the flamer but no flamers drop over the next 10 games, nor does brunt or melk have any for days. That would be frustrating imo, so Id rather not remove this feature.

What do you think could be done to make it clearer? Maybe worded differently or warnings placed somewhere else?

The descriptions in the menu that tells you to choose a weapon to boost, could be a bit shorter and a bit brighter.

With things like this, everything should be as concise and clear as possible.
No unnecessary clutter. No long texts.

But any additional thing that could possibly be added, would only help those who actually look.
I do not think that there is anything that can be done to make something clear to someone who does not look in the first place.

While it might feel that way to we who see it easily, humans have strange psychology.

Whats abundantly clear to one person might go over anothers head.
Someone might have a good idea how to make it clearer for everyone :bulb:

I mean you could add a pop up that can only be closed by a complex input of multiple keystrokes, which you only get access to, after completing a test that asks you multiple questsions about the menu, the answers to which you get by reading a text provided by the popup.

Some people just do not look at things.
Some others might read through some text, but they will not remember anything they just read.
There is pretty much nothing you can do about that.

Even when there is a tutorial that has to be clicked through, some people just click through it as fast as possible (ignoring all of the information), because “i am too smart for tutorial”.
Even if people do not skip, they can still forget.

The only thing you can actually do about it, would be a massive incovenience for everyone.

Dont forget the flashing neon sign and a klaxxon that sounds before you make the final decision.

And a 10 second countdown before you launch the sacrifice.

I think so too, Id still be interested if peeps had ideas tho. Maybe someone will innovate a new method that changes how menus and dialog boxes work in computer games! Maybe we could be here at the birth of a great moment…

…probably not but Im open to suggestions :sweat_smile:

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One thing they could do, is to slightly change the existing confirmation menu, by adding a pop up:

„completing this action will grant the following amount of mastery to weapon xy“

Confirm. Cancel.
Check box: do not show this again

This would also not prevent people from just clicking through without reading, but it should make absolutely clear what is going to happen, to anyone who does not close their eyes.

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Better than any suggestion I could come up with!

Here is what i think they should do to the menus:

Accessing the menu:


The button should say “Increase Mastery” or “Increase Mastery by sacrificing weapons”.

The option is called “Sacrifice Weapons”, but in the next menu, the player selects the weapon to boost, not the weapon to sacrifice.
Sacrificing weapons is just the means to an end. The player uses this menu in order to boost mastery, so the button should say “Increase Mastery” instead.
It would immediately tell the player, what function they access by pressing the button. It would also cause less confusion to those who do not read, when the next menu asks you to select a weapon to boost.

Select a weapon to boost:

The box with the selected weapon is displayed in the top right corner, in the next menu.
Add a transition animation that moves the box there, when switching to the next menu.

Change the text.
Again, we are not here to sacrifice weapons. We are here to boost mastery.
A player who does not read properly, might not understand that they are currently selecting a weapon to boost.

Change the text to:
"Increase Mastery
One way to increase Mastery, is to offer weapons as a sacrifice.
Sacrifices of the same weapon type will yield more mastery experience.

Only weapons of Redeemed Quality and above can be sacrificed."


Select weapons to sacrifice:

This is the current selection menu:

Suggestions:

  • Separate the inventory and the weapons that have been selected for sacrifice (see image below).
    It provides a better overview and the player does not needlessly have to scroll past selected weapons, when wanting to select another, or scroll past unselected weapons, when trying to find a weapon that is selected (in order to remove it from selection).
  • Add headers for obvious reasons (see image below)

Improved menu (the headers should be a bit larger than i made them, so they might need some extra space):


Confirm the action:

This is the current confirmation menu:

Unless you basically close your eyes, you already can not misunderstand, what is going to happen, when you press confirm.
However, there is something that is not great, regarding the design:
The positions of both boxes (selected weapons, boosted weapon) stay exactly in place, when compared to the previous menu.
In case of the selected weapons, there is some visual change, because instead of the full inventory, now only the selected weapons are displayed.
In case of the boosted weapon, there is absolutely no change in comparison to the previous menu.
It is generally a good thing for continuously displayed things to stay in the same place, because it does not needlessly draw your attention to them. However, in case of a confirmation screen, you want to draw attention to the important parts on screen, even if there are only two things displayed.

The same headers that i added to the selection menu, should also be added to the confirmation menu.
Additionally, the mastery box could be moved towards the center of the screen (perhaps even with an animation; as in actually moving the box, instead of just immediately displaying it at the new location), so that attention is drawn to the box that shows what is going to happen.

Improved menu:

Alternatively
change the existing confirmation menu, by adding a pop up:
„completing this action will grant the following amount of mastery to weapon xy“

Confirm. Cancel. (hold, not click)
Check box: do not show this again

This would also not completely prevent people from just clicking through without reading, but it might catch a few extra people who previously just clicked through the menu, without seeing anything.

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Honestly it’s all right there. You failed once that’s games fault. Don’t fail again now that you’re aware.

One thing that’s HUGELY missing from the UI is batch selection/action. I’m so for it in any incarnation :nerd_face:

Yes. The filters for dismantling and sacrificing could use a makeover.

At least, they should add an option to filter for weapon type.
For example, we would then be able to set the filter to “Combat Axe” and apply the remaining filter options to all combat axes in the inventory.

You buy a ton of grey Combat axes, picked one to upgrade and now want to get rid of the others?
Select “combat axe” on the filter and select profane items for dismantling in order to select all grey combat axes, but NOT grey weapons of other types.

You want to boost your “combat axe” mastery?
Select “combat axe” and check all boxes in order to select all available combat axes as sacrifices, without having to go through the inventory.

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