On Quality of Life (Full Version)

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PD -> On Quality of Life (2/20/2022 1:03:06)

Normally I would just have posted this in one of the relevant release threads. However I think I'm going to touch on a concept that is far more complicated and that this year is actually going to be much more focused on this:

There's been a lot of mention recently about "Quality of Life" / QoL (And we'll have drinking game every time I or someone else says this) coming to AQ. So far, the two updates that we have had this year, the Shop UI update and this update with Houses and Estates have (at least in my view, retrospectively) have seemed to have mixed results. On the one hand, the new look makes the game feel much more up to date and some of the genuine problems have been addressed. On the other hand, there's been as people have explained here, or have otherwise said been new issues introduced, or the core problems don't seem to really have been addressed. A common theme that I'm seeing anyways being:

1. UI flow changing: Before I go onward with this, what I mean by UI Flow is the basic procedures needed to do transactions on the user's side. Maybe we'll get used to the new UI flow(s) after some point in time with enough repetition, but on the other hand, this is also probably a proxy point to something that people may also have encountered: That the flow is being disrupted (thanks to nearly decade of muscle memory) and that in some case, the new UI is actually harder to use. In some respects, at least for the shop UI, I actually missed the old UI because while item lists were long, the UI was simple enough to tell me at a bird's eye view what I could have. The new UI for the shop has actually introduced a lot of new patterns to be needed for performing transactions. Ideally, when I think of doing these kings of updates, I am for keeping the old "flow", while just adding incremental changes that would have improved what was good about the old UI, without removing what was bad about it. Both of the new updates have betrayed this ideal.

2. The new UI introducing new issues: With a new flow, also came new "look" of the updates. Quite simply, the visual changes have seemed to have introduced new problems. At least one report has had people state the new estates UI (Exhaust Army) is hard to look at due to a combination of colors that don't contrast well, and (for me personally and another user) being at least mildly epileptic. For the Shop UI, it's a combination of some categories being *harder* to access and navigation being much more difficult to use. Either way, the updates have in some cases introduced new problems that otherwise would not have been issues if they were not as radically changed as they have been so far; some things needed to be, but others not so.

3. Lack of communication over what is being changed: The staff so far have made promises over a general theme of this year being focused on updates. But so far we've only really been told during the release newsletters or notifications (or social media) about what those things exactly are. For both of the Update releases, they have been released, but after the initial updates, both which have occurred earlier than their usual release days, they release an initial version and do not seem to make updates unless they're bugs. While I understand that the AQ team has limited bandwidth to do and change things, ultimately giving us a update which can actually make things worse is a dis-service to us.




Now with all of this said, how do I feel like we should be ideally tackling these things? A few points to consider at least:

1. Preserve what is good about what exists currently and build upon that. I think after 20 years of AQ, a lot of people know by now what they like about AQ, and what they do not like about AQ. AQ should follow the KISS principle, or Keep It Simple, Stupid. In the case of the Shop UI, it should have kept a master view of what can be purchased when you first look at it, and be able to generally from that master view easily navigate between categories. And for the case of the estate UI, the extra levels for the estate UI should be just part of the default options menu of 25, 50, 150, and 300. Introducing a new button to access these new transactional options can make you easily miss this.

2. Genuinely target and remove the annoyances of what exists currently. A lot of the complaints that people have are about things that are at least one of:

  • Repetitive without good reason to be so
  • Harmful to health (eye strain, hand strain, etc)
  • Annoying / hard to use
  • Some other quality which makes the feature / flow un-useable and/or inaccessible

    The Exhaust Army option is a good example of doing this (also as I noted too, this also has brought new issues along with its implementation). It facilitates what already is a thing people do (spam war waves) without changing what people like to already do. This is where the majority of the value I believe will come from. When things are implemented in a certain way and demanded to be performed in a certain manner, we have to really ask why the necessity. Otherwise it's an annoyance that should not exist, especially if it means a reduction to the overall fun and value to the game. Things should be implemented in a way so that it is generally intuitive, and not complicated and requires prolonged practicing to get used to.

    3. Gradually introduce changes over a longer period of time: Especially for UI updates. To prevent a certain amount of "shock" to the system, I think instead of pushing everything at once without much budget for feedback or changes, that the staff ought to fix small elements at a time, starting with the first two points that could be introduced one at a time whenever permissible. Sort of like a "rolling release" thing where each week, one or two adjustments are made until we're at a point where we like what we see. The way these updates have been done, we only have a chance to give our veto or stamp of approval after everything is said and done, or at a point which it's nearly all complete anyways and changes suggested cannot be done without major rework or just scraping what has already been put into many man-hours without payoff. With a rolling release model, we'll be following all the above rules at the same time; every thing done will have much smaller requirements, but much potential higher payoff for doing what we need to do. Many things are only really 1-2 adjustments away from being a good and fully useable feature, and there are many problem areas that are needed to look at. Let's not use more effort than needed.




    There's much more I will say (although I will only have time to say this much for now), but I hope there's enough receptive ears to what I think is genuinely a discussion that needs to happen because the rest of this year is going to be centered around what's being said here. At least, I hope we can right the ship back in a direction we need it to go.




  • Sapphire -> RE: On Quality of Life (2/20/2022 11:21:31)

    I'm personally fine with the updates thus far but I will say I have no issues with epilepsy. Sucks for those who do, if it is triggering that.

    But the muscle memory thing will go away with time, so it's not really a gripe to be made IMO.

    The one issue for me is with the shop loading time. This is noticeable when opening large batches of GGB's. Painfully slower.

    Other than that it's fine.


    For me, the biggest concern of all is the timetable for this class revamp. If staff thinks it's ok to have this huge, but needed, plan but have it take forever to do they're sadly mistaken. IMO, there should already be a Tier 1 class ready to release in lieu of the announcement. Maybe there is, but if not that's not ok. I know the argument is always time/manpower. Bad excuse here, if so. It's called re-prioritize and re-plan the weekly releases to get it done. I hope this statement is putting the cart in front of the horse and we will actually see the sense of urgency take place. If they're able to revamp all tier 1's and tier 2's in 2022, it will make for a fun year. This would put Archmage early to mid 2023, and it's worth waiting for given the foundation being laid and the master class idea makes for content for all.




    Bannished Rogue -> RE: On Quality of Life (2/20/2022 14:24:01)

    The first couple points are just the aches of pain, they will subside the same way how you got used to them in the first place.

    When you really look at it, AQ has ALOT of content. And they just keep adding arbitary things EVERY SINGLE WEEK. I personally like the idea of updating the fundamental stuff that the game is built upon. Well made turn based games like AQ are fundamentally strategic based. To starting players, the classes are the fundamental part of the implementation of that gameplay, otherwise youre just mindlessly pressing the attack button or spell button. Classes give the most variety to playstyle and build/character identity. For them to just become irrelevant later drastically reduces those key means of the game's way of granting the full realization of a strategic gameplay quite part in parcel to a turn based system.

    Well made/balanced items circumvent the need for new items, reduces the potential size of the encyclopedia that just get further and further outdated. Imagine having a quest that makes you want to play it everyday instead of waiting for the weekly release and playing once for like 30mins. There's currently no incentive to re-explore places you've already been to on the map; other than to buy something you didn't get the first time for one reason or another. I think a smart idea would be to create a snowball effect, where the more quests you complete in a day/week enhance you to be able to complete other quests. Then you can tackle the weekly release of an ongoing war superbuffed and access to stuff you wouldn't normally have access to.

    Also imagine being able to have a decent change in playstyle without having to completely rework your character, via a class armor.

    Id be completely ok with AQ abstaining from the weekly releases all together until the project is done.




    Aura Knight -> RE: On Quality of Life (2/23/2022 0:26:47)

    The new look of the shop interface is a bit hard to get used to and I find myself occasionally shifting items when I don't intend to. It was much nicer before and if it can be an option I'd very much welcome if the new look was optional. I don't like changes to this extent especially in an area which was not flawed. The loss of simplicity in favor of a more elaborate design isn't something that works here for me.

    Quality of Life changes are typically good but they should never be forced even if considered to be necessary. What about the players who enjoy things being simple?





    .*. .*. .*. -> RE: On Quality of Life (2/23/2022 18:06:03)

    As I mentioned in the thread regarding the class armour updates, I think it would be great if we could collaborate with the staff and help them to test things properly and give them feedback.
    Especially updates like the Estates and the Shop UI, they could have possibly been more succesful if we were allowed to be part of testing before it was set in stone.

    As a possible solution for people not liking the Estate updates or the Shop UI, an idea would be to keep a legacy system if possible and I believe more players would be more than happy.
    With a legacy system you can switch between the new and old UI.

    I still would like to give huge credit to the staff, I think they are doing a great job and it's a tiny team now. They are nowhere near the team like it was 15 years ago, and I must say that it was absolutely chaotic back then compared to how it is now. [:)]




    Sapphire -> RE: On Quality of Life (2/24/2022 18:32:49)

    I was wondering if these two things would be looked at?

    1. 1A Changing old quests to click anywhere to proceed like newer ones. 1B Save Points (I know this may be a huge undertaking)

    2. Re-evaluating GGB items. Some are in lower shops and are better than UR, and vice versa.




    PD -> RE: On Quality of Life (2/24/2022 20:51:30)

    Just to be clear: I'm not asking for AQ staff to scrap everything. That would be insulting to the hard work they've already done and remove the good things they have done which would overall remove value from the players. What I'm asking for is a better, more collaborative and increment approach going forward. I guess a few design principles that could be more elegantly explained:

    Changing button position/placement = bad
    More Buttons/Sub-menus/Inputs = bad
    More Procedures/Actions Required = bad
    Changing Good Functionality = bad

    QoL ideally should:

    Simplify Procedure = good
    Reduce Repetition and Annoyances = good
    Be Intuitive and Easy to Learn = good
    Retain Good Functionality = good

    Those can be expanded further but those are probably what people are most thinking of at the start of how to improve things. Going forward I think we ought to tell staff what should be targeted to change, and what should be kept. That way we get the best of both worlds.




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