I just bought and installed this game yesterday and attempted to play for 20 minutes and couldn't. A lot of need to know information is missing. So instead of playing I have been trying to do research on things in this game so I don't have to once again stop playing and spend countless hours trying to get complete answers to every game play basic so playing becomes possible. This game requires spoon fed, step by step instructions that has all steps. along with an actual explanation as to what reasoning half this stuff is even in the game for. Without an actual demonstration that goes over things such as the interface, what the icons mean, how to read the map, ETC...playing this game as per it's design is simply impossible.
I'm totally lost. I Need some serious help.
What does loadout mean? The information in this topic https://support.ubisoft.com/en-AU/Fa...ivision-2-TD2/
only leads me to more questions because there is no real explanation about what exactly this is and means. Saying "Loadouts allow you to save up to six different combinations of gear, skills and talents, making it easy to switch from one to another when the situation calls for it." Does not explain anything about what it is that I can make any sense out or. On top of that, where are the menus shown in the pictures? how do you get to them?
None of the icons in this game have been explained as to what they represent.
The entire map is totally useless, A total cluster screw of icons that are meaningless and have no explanation and breakdown of what they mean (Example an icon in any game which is labeled loadout is totally useless without having what loadout means or is, along with how to use it.
I was reading through the uplay rewards and I saw crafting (which I'm guessing has to do with upgrades) Regardless upgrading is useless without a fully detailed step by step explanation with instructions have been given. Example Saying go to a crafting station (Or whatever) is completely useless. Here is an example of what is needed. A player has to be explained all the information about upgrades/crafting before even telling them to go to a table/station. Then once at a table/station, the player then needs to be told exactly what to do with all steps. Crap messages of Open your inventory need to stop. Instead of the "Open your inventory" message, it needs to have something like this
"press (Hotkey/button)"
Highlight (Insert whatever
Once highlighted press (Insert hotkey/keybind) explain the icon or name of whatever
Once you press (Insert hotkey/keybind), you will now see (Insert screen or detail or icon)
To finish press (Insert hotkey/keybind)
To check and see if the upgrade is applied, press (Insert hotkey/keybind) and look at (Exact place on the screen give some visual detail someone can use to check.
So instead of playing the game, all I've been doing for the past 2 days is reading up on things which I've seen other people mention, and I still have not learned anything at all, So far everything written by anyone is useless..
Don't know why game designers make games then never bother explaining the mechanics in them. Games like this are way too confusing which makes them too complex because information needed to play such as switching guns is always missing. This whole mentality gamers have of it's common sense or it's easy helps no one. It isn't easy and is not common sense.
A loadout is a combination of gear and weapons that you can tailor for a specific role.What does loadout mean? The information in this topic https://support.ubisoft.com/en-AU/Fa...ivision-2-TD2/
only leads me to more questions because there is no real explanation about what exactly this is and means. Saying "Loadouts allow you to save up to six different combinations of gear, skills and talents, making it easy to switch from one to another when the situation calls for it." Does not explain anything about what it is that I can make any sense out or. On top of that, where are the menus shown in the pictures? how do you get to them?
For example, one loadout might be for an assault rifle build that comprises three pieces of Fenris gear, an assault rifle and the gunner specialization. Another loadout might be built for skills, and include providence and alps brand gear paired with the technician specialization.
It's been awhile since I leveled up a character, but I'm pretty sure they give you a tutorial as to how to access the inventory ("I" on PC). Hitting ESC will also get you to the main character menu, and everything else is accessible from there.
Mousing over the icon brings up a description of what it is. There is also a "Legend" tab.The entire map is totally useless, A total cluster screw of icons that are meaningless and have no explanation and breakdown of what they mean
One thing you should get used to in a RPG is the need to experiment. Discovering how things work and what works best is part of the experience. Having said that, the crafting bench lists what keys to press for what operation. The only confusing thing I remember is the need to "upgrade" the bench as you progress through the world tiers.Regardless upgrading is useless without a fully detailed step by step explanation with instructions have been given.
Continued from above:
Here is an example of what I mean about players assume something instead of actually reading and understanding what is on the screen.
I took this screenshot in the game (Note I use a wireless XBOXONE controller so I have access to both controller and Keyboard and mouse controls/keybind
Other than a player being told Reviving an ally is possible and what button/keybind to press, that message is useless. Why even show that message at all when nowhere is an ally down, never mind where they went down. It also fails to explain what is going to happen if you don't revive an ally.
Players that try and argue that message means go revive the ally are the ones in the wrong. If the game designers want a player to actively go revive an alley that is down, then the message in the screenshot is required to be written like this "An ally went down, revive them by pressing (Insert button/keybind,). Furthermore the player is never shown HOW TO KNOW AN ALLY EVEN WENT DOWN.
This message just shows the the button/keybind, for reviving an ally. So the onscreen message from the game designers is that, when an ally goes down you can revive them from anywhere on the entire map just by pressing the button/keybind,. If reviving an ally isn't a simple action as pressing the button/keybind, then the game designers never explained it, they only said what button/keybind to press SHOULD it happen.
Pressing the button/keybind, isn't HOW that is only what button to press. HOW needs to include the entire process. Right now all I have to do in my game when an ally goes down is press (button/keybind,).
That is the exact type of USELESS crap I'm talking about.Originally Posted by dagrommit Go to original post
That part of their reply is circular and totally useless. The only way to get get better is to play, so play to get better. is all that reply says and doesn't address a single key point I brought up. The reply says and explains absolutely nothing, and cannot be done.
A player cannot PLAY without instructions..PERIOD....A player guessing on their own isn't a valid counterpoint, and it's circular false logic. As in the screenshot above, it lets the player know reviving an ally is a function in the game, but it's stilol useless information because it doesn't go over anything about it. A player MUST know how to know if an ALLY even went down in thye first place which it doesn't and there is no way to know. Whether or not it says it later on i cannot say. I can only speak to this situation now.
BTW be advised anyone that tries to say look at the screen or say it's common sense or anything like that will be met with me asking them to Show me an onscreen message that an ally went down. (There is an onscreen message that says you can revive an ally, so there is no excuse not to put an onscreen message just like that saying an ally went down.
Oh yeah another point I need to address is that nowhere does it explain how to know who an ally even is? Yes the game designer MUST tell you this. any player that wants to argue or debate this I will require an onscreen message showing this. Opinions and player say so don't matter either provide an onscreen message from the game designer or you have no valid counter point and i will ignore it.
Your reply makes no sense and cannot even be done. Your statement is totally flawed and impossible because this game in particular game lacks basic instruction making any form of learning curve absent which renders your reply impossible and nonsensical.Originally Posted by Xander.01 Go to original post
Once again the circular "Play the game to get better, and get better by playing the game" totally ignores the issue making it completely pointless because it says nothing and is devoid of any actual way to play the game.
Stop trying to use unrelated aspects as repliesOriginally Posted by Berriuqam Go to original post
2 problems with your reply
1. Is there an in game onscreen message from the game designers that tell the player they made tutorials on youtube?
2. Is what is on youtube from designers of this game themselves?
If not it is 100% irrelevant what information is on youtube. The issue players such as yourself are totally ignoring which is game designer information. Instead all you keep doing is trying to cram player information into a topic it does not belong in.
AS Stated in the screenshot above about the reviving an ally. If I am in a game I wouldn't even know if I have allies with me, never mind if they go down. The game designers didn't bother going over that crucial information. So what will happen in a game players such as yourself will blame me for not getting them up while totally ignoring the problem I am talking about which is the game designers. You will complain and yell I could go to youtube..one again totally ignoring that the problem is the game designers lack of information. And you will continue ignoring what I am saying because you will be more focused on me not going to youtube, rather than the issue.
Just like the person who posted the map screenshot above with all the useless information about their opinion.
Notice how they ignored what i said about game designers not providing information, but instead starts posting totally irrelevant things about hovering the cursor over a map icon displays information. Which has nothing to do with the first problem that the player is never told how to open the map, never mind the moving the cursor over icons displays information (It does not matter if it does) the game designers DID NOT SAY THAT INFORMATION. An even bigger problem is having the information from an icon is still useless because there is no explanation as to why a player would even need that information or what possible use it has.
Do not just say information is displayed by hovering the cursor over it if the player is never even told that is possible. Even if the game designers did say that, it is still pointless without an example use or why.
players that want to continue ignoring the game designers aren't explaining anything and want to continue cramming nonsense like youtube will just be ignored.
This is about what the game designers did, not player opinion and player created information.
Kids do much of their learning through observation and experimentation - i.e. try it and see what happens. That's why babies put so much stuff into their mouths. A willingness to experiment is essential in a RPG, otherwise you'll just be copying what other people do.Originally Posted by forasking Go to original post
I'm guessing you haven't played in a group. The other group members health bar vanishes, and goes red when they die. If voice chat is enabled, they will tell you they are down. The very first tutorial mission also has a section where the NPC goes down, and you are told to go revive them.A player cannot PLAY without instructions..PERIOD....A player guessing on their own isn't a valid counterpoint, and it's circular false logic. As in the screenshot above, it lets the player know reviving an ally is a function in the game, but it's stilol useless information because it doesn't go over anything about it. A player MUST know how to know if an ALLY even went down in thye first place which it doesn't and there is no way to know. Whether or not it says it later on i cannot say. I can only speak to this situation now.
BTW be advised anyone that tries to say look at the screen or say it's common sense or anything like that will be met with me asking them to Show me an onscreen message that an ally went down. (There is an onscreen message that says you can revive an ally, so there is no excuse not to put an onscreen message just like that saying an ally went down.
Oh yeah another point I need to address is that nowhere does it explain how to know who an ally even is? Yes the game designer MUST tell you this. any player that wants to argue or debate this I will require an onscreen message showing this. Opinions and player say so don't matter either provide an onscreen message from the game designer or you have no valid counter point and i will ignore it.