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The image above is a screenshot comparing two app players.
It becomes clear that the reason the UI is so crappy is because of the difference in resolution between standard monitors and smartphones.
(Top) is set to the standard monitor resolution of 16:9 (based on 1920 × 1080 / 2560 × 1440 / 3840x2160)
(B) Size is based on Galaxy smartphones, 19.5:9 (Galaxy S25 Ultra standard) or 20:9 (Galaxy S21 Ultra standard).
As you can see, there is a huge difference in the readability of inventory artifacts that people were complaining about so much.
Of course, neither one is better than the other, they are still crappy, unpleasant to look at, and no better than what came before.
First of all, based on the monitor standard (top), you can see that there is minimal waste and harmony in the location of icons, margins, and font size.
On the other hand, the smartphone standard... well, it's obvious just by looking at it, so what's the point of explaining it? It's designed to be inconvenient to use.
In other words, we only focused on readability when viewed through the Apple or Google Play Game PC app, and the Stove PC client.
Of course, readability is better than smartphones in relative terms, but it cannot be denied that the overall composition has become more open than before.
I wonder if the person who created this UI really only knows that Epic Seven is a PC game, or if he hates smartphones.
I don't know why, but I'm curious as to why they didn't take the smartphone usage environment into consideration at all.
Considering that the actual screen of a smartphone is much smaller than that of a PC monitor, the font size is tiny, and the list of artifacts is ridiculously large compared to a PC screen, if you had tested it on a smartphone before the update, you would have been able to tell, but as I wrote in the previous article, I have growing suspicions that the UI developer was not an in-house talent but rather outsourced to an external source and made it hastily.
If dissatisfaction piles up, that's also public opinion, so there should be some kind of response, but since they've been consistently fighting since Awake, I don't have high expectations.
Just know that it's never the users' fault if a game fails, and I hope that Epic's internal staff gets criticized when they change jobs because of rumors.
Big screen comparison shot.
Hello, this is the lounge manager!
The topic of this week's Lounge Talk is...
Become a game critic and rate the games you play!
Story, graphics, combat, and immersion!
Please rate me honestly based on my own criteria ✍️
✅ Please write a post with the #게임별점 tag.
>> Go to leave a rating now <<
⏳ Event Period
2025-04-09 (Wed) ~ 2025-04-22 (Tue)
🎮 How to participate
1. Add #게임별점 tag
2. Complete by registering a post that fits the topic.
🏆 Event Rewards
Among those who wrote on the topic,
2,000 Flakes awarded by drawing every 10 minutes!
- Compensation payment date: 2025-04-25 (Fri)
※ Event Precautions
✔ You can participate after logging in to Stove.
✔ Questions and answers containing meaningless content, abusive language, or content that may be offensive may be deleted without prior notice.
✔ Deleted posts will not be accepted for participation.
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✔ The event period and reward payment date are based on Korean Standard Time (KST).
안녕하세요. 선아입니다.
블레이드 어썰트 플레이하고 간단하게 느낀 장단점 작성해보려고 합니다.
사람마다 느끼는 점이 다를 수 있으며 무조건 제가 옳다가 아닙니다.
장점
1. 수려한 도트
생각보다 모든 움직임에서 부드럽습니다.
공격 중 캔슬도 부드럽게 이어지는 느낌이에요.
2. 다양한 캐릭터
플레이어블 캐릭터가 총 4캐릭터에 무기 포함하면 6가지 스타일을 경험할 수 있습니다.
각 스타일마다 느낌이 상이하며 플레이하는 방식도 차이가 큽니다.
단점
1. 생각보다 높은 난이도
쉬움모드 하지 않고 플레이 하기 생각보다 어렵습니다.
캐릭터가 스텟을 찍는다고 그다지 크게 강해지지 않아요.
본인의 손을 업그레이드 해야합니다.
2. 뻔한 선택지
체력이 가장 중요합니다.
그 외엔 상황 따라 가겠지만 기본적으론 자판기에서 체력 관련 기어를 얼마나 많이 획득 할 수 있느냐에 따라 달성할 수 있는 클리어가 달라집니다.
번개코어가 잔몹이든 보스전이든 가장 효율적인 편이에요.
3. 용어
여기에서만 쓰는 용어들이 있어서 해당 용어들을 모르면 효과 이해하기가 어려운 부분들이 있습니다.
코어나 기어는 상대적으로 쉬운 편이나 포트 같은 건 헷갈려요.
깔끔한 도트에 다양한 시스템으로 즐겁게 플레이 가능합니다.
물론 난이도를 쉬움으로 했을 때 그럴 것 같아요.
전 쉬움으로 진행을 아예 안해서 1회 클리어 보기위해서 13시간 이상 플레이 했습니다.
긴 글 읽어주셔서 감사합니다.