"[Complaint] Let's talk about UX."
#PokemonGO: Obligatory "I love this game and recognize all of Niantic's achievements and listening to the playerbase" section, because I do love it, it's great, I play it every day - and they do listen, so in the spirit of that I'm going to offer some constructive feedback and suggestions, particularly where this game can fall pretty short.Let's get into it:Walking around1) We're nearly three years in and pokemon still disappear for a minute or more at a stretch during episodes of GPS drift or switching back from a long idle. This is entirely unacceptable; taking 30 seconds to restart the game should never be a workaround to enable basic gameplay.2) A lot of egg distance seems to not be tracked if you take a non-linear path within a fairly large amount of time. Combined with the glitch in 1), it means you may lose a lot of distance when restarting the game. I received absolutely no distance for a roughly mile-long walk where the circuits were maybe a quarter-mile and the game was active the entire time. The polling rate needs to be higher.Catching1) Instead of canceling throws based on moving balls to the center of the screen at too slow a speed, just always cancel them if they aren't currently curveballs and are moving at too slow a speed. It makes no sense to have wasted a ball because I'm trying to switch items or run and tapped the wrong part of the screen for an instant, and by the same token it shouldn't refuse to throw simply because I dragged to the wrong area for a light Weedle curveball.2) Instead of opening an entire menu that covers the bottom of the screen to use a berry or switch balls, display vertical menus with the berries/balls that we can press, hold, and slide to the option to select.Pokestops/Receive item lists1) Allow quests to be picked up even with a full inventory of items or item-looted pokestop. Disallowing this effectively punishes players for not repeatedly clearing their item or quest lists.2) Display items received for a few seconds longer; allow players to instantly drop items by swiping them left or right instead of having to open several interfaces. This obviously would not apply to stardust or high-value items like gifts, candy, stardust, TMs, eggs (arguable), or lucky eggs.3) In addition to 2), instead of dismissing all displayed items by poking them, have a "Dismiss" or "Hide" tag at the bottom of the list of items that can be poked.4) You might be aware of this, but there's a bug where closing a pokestop before all the items have popped out fails to show all the items you receive from the stop in the top-right loot list, only the ones that have popped out.5) Show stardust at the top left of the items, pokemon, and friend menus.Friend list/gifts1) Despite numerous requests from other players, we still have to individually check each and every friend that we haven't gifted today to see if we can send them a gift. This is insanely tedious; please provide some indication (in addition to the "you sent one today") or filter that shows which friends do not already have a gift.2) Please let us sort by lucky.3) Allow us to jump to the friend list or instantly search friends that need gifts when selecting gifts from the items menu or, better yet, when pressing a gift displayed at the top right when received from a pokestop.4) Display number of gifts opened in a day out of the current daily limit at the top of the friends menu.5) Alert the player when they are full on gifts.PvP/Team leader battles1) The coordination system for Ultra/Best friends is pretty broken:Sent invitations can result in being "kicked out" for the sender upon reaching the "choose your team" screen and subsequently a "X wants to fight" button that does nothing for the receiverSome invitations may appear to send properly, but not be visible to the receiver until after the receiver restarts the game.Invitations seem to stack instead of the invitation status working in real time; a user can send and cancel a request, then send another, but the receiver might see both requests one after the other.2) Battles themselves can be problematicThe interface for switching can block the ability to select a special attack or shield.The switching interface can be non-responsive and interpret a request to switch as a request to close the interface, yet fail to close when a shield is necessary.A better way to do it might be to show your pokemon and their status on the lower right-hand side, and be able to touch the one you want to switch to directly instead of having to open a menu.3) Closing the pre-battle pick-your-team menu sends you back to the world screen instead of the interface you were previously on. The latter would save a lot of time compared to the former; people would rarely enter the interfaces this deep by mistake.4) Great league teams sometimes disappear from the Pokemon interface Party tab and require reloading the interface.Pokemon stats screen1) When you've just caught a pokemon, dismissing the items (dust + candy) you just got from the catch can result in opening the AR shot interface. The dismissal area either needs to be wider and prioritized, or the touch area to open the AR interface should be narrower.2) For the love of Arceus, please move the "New Attack" button BELOW the attack list. This would save a ton of dust and headaches for people who are sleep-deprived or prone to fat-fingering.3) EDIT: Instead of a "Power up? Yes/No" popup, have a popup slider with a - and + on each end for fine adjustments. The slider could allow you to select CP and shows candy/dust costs. It would start on current level with Yes disabled so that you don't mistakenly press yes.I'm really awesome at noticing stuff and coming up with solutions. Also, I program. This game is cool. Hire me.1) Please? via /r/pokemongo http://bit.ly/2YbvBkF
"[Complaint] Let's talk about UX."
Reviewed by The Pokémonger
on
15:57
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