There are many problems in the current version of DB, and this is to be expected. I can excuse almost any of the current problems, as they're being tweaked and the game is in beta. However, any bugs that hinder the understanding of the intricacies of Dirty Bomb tarnish the first impression that new users will have. Yes, the game is in beta. But while this is not the release of DB, it is extremely important to capture the attention of new steam users. Some examples of UI "features" that are confusing are below.
- The mission system. Missions are never really explained. Are they daily? When do they reset? Why do I sometimes immediately get new missions after completing the old? In addition to this vague game mechanic, there is a horrible UI bug that shows other players’ mission progress instead of your own in the post game screen. My current theory is that this happens when you have to wait for the “daily” to restart, but I have nothing but guesswork to base this on.
- The level system. The level system is misleading. At levels 2 and 4 you get 12000 credits. Personally I thought this trend would continue and spent mine freely, but have yet to get this award again from level 4-9. The UI part of this that bugs me is the levels are not explained. The only indicator on the main menu is a tiny level number with no context and no way to see progress towards your next level.
- The case system. Cases have been a source of contention in the community as they seem to be rather expensive for their mostly lead drops. Cases are currently broken in a different way, regardless of opinions about their contents. Buying and opening a case takes an excessive amount of clicking, especially when you are trying to buy more than just a few. Also, a case drop disrupts the “flow” of the game. Opening cases in a lobby would allow me to keep my binge playing going with fewer breaks.
- The experience divisions. Currently we have game xp, combat xp, and support xp. I have a rough idea of what these mean from the names, but it would be nice to have some sort of easy to understand differentiation between the three. Perhaps a color coding?
- The loadout card selection system is spread throughout three menus and a lobby. It’s more than a little bit crazy that I have to join a game to select a new loadout card. An inventory system without sorting is unacceptable in a modern game. What exactly is the point of the merc selection in the merc tab if I can’t pick a loadout card to go with it?
- Various polish things. Some people might think it’s early to work on polish, but I think it is important to treat this as a soft release. Get rid of the closed beta symbol. If those green codes were to prevent NDA violations then they are obsolete as well.
While I have many other suggestions on the future of Dirty Bomb, an intuitive UI seems to be the least polarizing idea. This forum is filled with suggestions for game balance and payment models, and the arguments that go with them. This is something that I think every Dirty Bomb player can agree on-and hopefully the devs as well.