5 months
ago -
Hunt: Showdown
-
Direct link
Transcript (by Youtube)
3s | Hi, I'm |
---|---|
4s | David Fifield, the general manager for the Hunt franchise. |
7s | Today we're going to run you through some highlights of our new user |
10s | interface. |
15s | Overall, |
15s | we are always striving to improve based on community sentiment, |
18s | survey results, engagement data, and our own long hours of play. |
22s | To put it plainly, our old system grew in incremental steps out of short- |
26s | term necessity and rapid update, repair, and repeat cycles. |
29s | Over time, it's become less intuitive and more complicated and overwhelming |
33s | for new players to engage and learn. |
35s | Redundant pages and scattered frameworks |
37s | changing from one screen to the next have been showing their age for a while. |
40s | The need to streamline that process into something |
43s | that feels easier and more natural to navigate was important to us. |
50s | We are committed to creating an experience that is accessible |
53s | and more intuitive for all our players across PC and console platforms. |
57s | Since Hunt: Showdown was originally designed for and launched on PC, |
61s | there have been clear challenges in place from the beginning for console players. |
64s | Addressing these issues has been the biggest goal overall. |
67s | Another important point was to remove or pause features that have not added |
71s | enough value to make room for reworks and new functionality. |
74s | Crafting a scalable UI framework that facilitates growth |
77s | with consistent control and navigation has been central to the rework. |
85s | To better service the console player base, |
87s | we prioritize the minimalist approach. |
89s | Key screens are built on |
90s | proven and tested patterns from other cross-platform apps and products. |
94s | This new version offers |
95s | a more consistent navigation experience and better information architecture. |
100s | Overall, the most important change has been the removal of the console cursor. |
104s | Directional pad navigation replaces the stick-driven cursor of the old UI. |
108s | You are now able to navigate the entirety of all available options with the up, |
112s | down, left, and right buttons or directional keys. |
115s | We've also added an actions menu tray, so controller players have access |
120s | to shortcuts and actions more readily without a need to point and click. |
123s | PC players can use directional keys, shortcuts, or just use the cursor |
127s | and mouse click to access whatever components they want. |
130s | Additionally, we're refining the visual presentation |
133s | to better showcase hunters' gear and stats. |
136s | Everything is better tied together and more consistent for |
139s | a less confusing experience. |
144s | As mentioned before, part of the process of this |
146s | rebuild was to identify which features should be removed |
150s | not just from the interface, but from the product altogether. |
153s | The first to discuss is Questlines, which have already been paused |
156s | since the spring of last year. |
158s | While promising at first, they were too expensive to maintain |
161s | and trailed off into dormancy in favor of events and battle passes. |
164s | Experiments are being considered |
166s | for smaller challenges and chase items that run in parallel or between events, |
170s | but we will not be returning to the old Questlines layout or systems. |
175s | The second is the entire Library tab, which includes |
178s | the monster and weapon books along with mastery tracking systems. |
181s | We are working on replacement systems for progress |
183s | tracking or rewards related to weapons and monsters, |
186s | but those will not be online for the August launch. |
190s | The next feature being |
191s | removed from both the UI and the entire product is Trials Mode. |
195s | Over the years, |
196s | Trials Mode has seen very low engagement rates and has even been tracked in data |
200s | as a contributing factor for players quitting the game completely. |
203s | The bespoke rewards for cosmetics and blood bonds that exist in Trials |
206s | Mode are being reassigned to other progression-based challenges, |
210s | such as prestige or other challenges yet to be revealed. |
214s | And last on the cut list is the Black Market feature. |
217s | While the Black Market provided some interesting alternatives |
220s | to acquire deeply discounted cosmetics, it has been found to be |
223s | too confusing and more of a bother than a quality feature. |
226s | In its place, |
227s | we will simply put more items on discount through the Direct Store page, |
230s | which can be more easily found by filtering for discounts |
233s | without the added gate of a sequential list. |
240s | Now let's dive into some of the new features that you can look forward to. |
243s | To start, we've simplified hunter recruitment |
245s | and roster management based on volumes of player feedback. |
249s | The recruitment process itself is being more unified, with a clear choice |
253s | to either recruit |
254s | a free hunter with a single trait and some basic contraband weapons, |
257s | or pay 100 Hunt Dollars to hire a more veteran hunter with three traits |
261s | and no weapons. |
262s | A host of hunter skins previously recruited at tier 2 or 3, |
266s | and many new and reworked versions, are now being given bespoke names |
270s | and will function in the same way current Legendary Hunters do. |
273s | These newly named and updated hunters can be unlocked for recruitment via |
277s | Bloodline and Prestige rewards, specific challenges, and Blood Bond purchase. |
281s | Once unlocked, they can be hired and rehired for Hunt Dollars |
284s | with the same systems in place for the current Legendary Hunters, |
288s | which are being reclassified as just hunters |
290s | with varying degrees of rarity and visual complexity. |
294s | The new UI features both a simple carousel and grid view, which allows for 39 |
299s | hunters to be shown at the same time, as well as scrolling for larger rosters. |
303s | The traits menu has been improved by allowing more traits to be visible |
307s | in a grid view. |
308s | With all trait icons now consistently displayed with the option of favoriting |
312s | your preferred traits, some new mechanics and a glossary are being developed |
316s | to better explain classification of traits such as burn traits and scarce traits. |
321s | Dennis will be back in another video with more details on these |
324s | in the coming weeks. |
325s | As mentioned earlier, |
326s | the long-requested filter for favoriting is being carried across more menus. |
330s | This greatly speeds up finding and selecting |
332s | your favorite hunters, traits, gear, and loadouts quickly. |
336s | Our new store will make |
337s | browsing for new cosmetics smoother, with neatly contained sections and filters |
341s | so that you can find what you're looking for more quickly. |
349s | For added |
349s | convenience, our new actions menu flyout provides quick access |
353s | to critical features for both PC and console players. |
357s | It reduces the number of clicks and button pushes |
359s | needed to get where you're wanting to go, or take actions on selected items. |
363s | Great care has been taken to enhance the visual design, highlighting |
366s | the game's art and reducing overall UI complexity. |
375s | And lastly, for today, we've implemented a new health bar respec. |
379s | Since we removed any Blood Bond task to respec the health bar, |
382s | as the feature has been used exponentially more often, the clear pain point |
386s | of having to confirm each bar as you respec them has been corrected. |
390s | The further common request of being able to just pre-configure them |
393s | for all recruited hunters is not yet available, |
395s | but is being considered for the future. |
400s | We can't wait |
400s | for you all to experience the new UI for yourselves. |
403s | We sincerely hope it is a substantial improvement, |
406s | especially for our console players who've long endured |
408s | the awkwardness of driving a cursor with a gamepad controller. |
412s | We've got plenty more new information to share in the coming weeks, |
415s | so keep an eye out for more video and social channel updates. |