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MASSIVE Incoming UI Rework!

220 replies [Last post]
Fri, 03/29/2013 - 09:13
#151
Bedtimebear's picture
Bedtimebear
@Shamanala the features you

@Shamanala the features you sad all all great but not with a look like this one those Vials/Pots/Vita just ugly and the top seems like they didn't finish yet they just put some stuff there it's like someone with crap photoshop skills did it and the boss HP background does not fit in there. I think these features could have been done way better. I would rather stay with a UI like the current one rather than have this with the features

Fri, 03/29/2013 - 09:28
#152
Hexzyle's picture
Hexzyle

I love reading all the idiots comments on how they couldn't be bothered to read previous comments explaining various things, and have just gone to repeat something that has been said 20 times beforehand and make false assumptions based on their own bad deductions.

I should really try to First Post more often and use that to inform people who can't think properly for themselves.

Fri, 03/29/2013 - 09:25
#153
Zeddy's picture
Zeddy
@Thunder-The-Bright and Doctorspacebar

Oh huh. Didn't bother reading further than the first post at the time so didn't notice that. Despite not liking the gradients and the giant mugshot, the HUD does offer improvement.

Also, whoa, hey! Enemies visible on the map! No more surprise ambushes from the south!

Fri, 03/29/2013 - 09:41
#154
Luguiru's picture
Luguiru

How about a few more example versions so people can point at what they prefer and why they want it over the others? One being the original, second the one shown in this thread, third and up being other setups. With more options you have more room for error and improvement but would require more lashes to get the work done. Because I still imagine Nick holding a whip in his mustache while simultaneously smoking a pipe.

Fri, 03/29/2013 - 10:04
#155
Glacies's picture
Glacies
--

I wonder if the "enemy" display includes Lockdown opponents.

Also, Nick, would it be possible to add Xbox 360 Buttons to the HUD? Kinda like how my Social Tab is set to Select? So rather than displaying "F6" it displays "SELECT" instead? I'd honestly like to see more UI Adjustments for Gamepad users such as myself.

Another thing is that would it be possible to move the usable items anywhere on the screen? Like if I wanted to move it to the top of the screen? Or maybe in a D-Pad formation? :P

I really like the Hud aside from the big giant image of my Knight being in the top-left. Also, how will the name display for enemies work? Will it be the closest enemy to you or will it be the last enemy hit?

Fri, 03/29/2013 - 09:58
#156
Gkku's picture
Gkku
As someone who's not extremely design-y...

I honestly don't see all the "horrors" most of you are pointing out.

My first impressions (and currently, my opinion) were along the lines of:

"OH WOW LOOK AT THIS!
It looks so slick and different!
Alright, un-hype there for a second, let's see what's actually here.

So everything is sort of upside down.
Stuff that was at the top is now at the bottom, and vice-versa.
No big deal, not something that'll take forever to adjust to.

Silver pips? Nick'll explain, probably something relating to health bars seemingly having a fixed width now.
Shield health bar? Excelleeent.
Health bars on enemies? Yeeesh, now I can think about more important things than 'so this can take that many hits on this floor, now where's those 2 that I already hit twice?'
Enemies on the minimap? Eh, not extremely needed, but a nice addition.
Same with the little thing that shows you info on the last enemy you hit."

In the end, probably the only thing I don't like (and is much less of a "problem", more "a minor inconvenience") is that we got so used to glancing down to see our health and up to see our belt, and now it's opposite.

Fri, 03/29/2013 - 10:00
#157
Klipik-Forum's picture
Klipik-Forum
@eury

I hope that means there's a possibility for change after release if we find out that it's somehow horribly obstructive to gameplay.

Fri, 03/29/2013 - 10:02
#158
Aureate's picture
Aureate
Hmm. Bit of a mixed bag.

On the one hand I quite liked the old school sort of feel of the HUD: the new 3D layout seems slightly awkward, I preferred the flat-looking health bars, and the knight portrait takes up a bit too much space for my liking. However, I appreciate having all health bars visible on the HUD, and the introduction of the improved minimap and health bar for targets is definitely going to be helpful for newer players; having the vitapod next to the rest of the pickups also makes more sense than the previous arrangement.

Fri, 03/29/2013 - 10:14
#159
Mr-Hail's picture
Mr-Hail
Few things

- Current weapon is no longer displayed at all times on the UI. Instead, new weapon selection wheel is shown around your knight when you change weapons, showing the weapon icon and name. It's very slick.
So if u get cursed how do you know that weapon that you are currently holding is not cursed? Do you have to look the weapon wheel for that every time? It's very deadly if you don't know immediately that your weapon is cursed.

- Mist energy not showing all the time?? That will cause problems later on for noobs. Also it would be good if ce and cr would show.

- If health bars on top of enemies comes to the game, can they be turned to show enemy health as number instead of red bar? Or even turned off?

Fri, 03/29/2013 - 10:22
#160
Eltia's picture
Eltia
Cooperstown, ND

Recommended list of HUD features that should have a toggle (on / off):

  • enemy's health bars (default: off). This is to reduce lag and visual congestion, especially with the Swarm like enemies that are going to be introduced. If not sure, look at how Blizzard handles health bars in Starcraft 2. They do what they do for a (good) reason;
  • enemy's status windows (default: on). For people who don't like spoonfeeding by the HUD, give them an option to turn it off;
  • health bar numerical display (default: off). If set to on, the health bar will be replaced by a numerical display, corresponding to how many health bars you have left. This would help reduce visual congestion;
  • self portrait (default: on). This corresponds to the self portrait at the upper left corner;
  • Auto toolbar placement (default: on). By default it will use the new HUD scheme (located at the bottom). Disabling it will revert to placement at the top of the screen.

Remember Devs. Your role, while employed at Three Rings, is to make a game that people (like us) would buy. Your role, is not to make a cartoon out of SK (this may come later, but not at this point in time). Do not fight the community like what you did with Shard Bomb in 2012. Learn to compromise and manage your risk. Some of us (even the one you probably dislike by now), are trying very hard to help you guys to make the games right. Do not throw this advantage away just because you make this game or Angry Bird gets its own animation.

One last thing. UI lag is fatal to a game. Google what happened to Final Fantasy XIV initial launch and how it brought down the career of Hiromichi Tanaka. Please take this very, very seriously.

Fri, 03/29/2013 - 10:25
#161
Autofire's picture
Autofire
@Glacies

I hope it can be changed from "Select" and "Start" and "Cross" and "Triangle" and such. I'm a Logitech user. The buttons are numbered instead of getting icons. Like, the start button is button 12. If they do customize it like this, I hope we get options to swap between Xbox themed and numbered.

On that note....force-feedback, anyone? :3

Fri, 03/29/2013 - 11:13
#162
Canozo's picture
Canozo

Am I the only one that thinks that this UI looks cheap?

Fri, 03/29/2013 - 11:14
#163
Jammy-Jam's picture
Jammy-Jam
~

Looks great! Can't wait for all these new updates. Whoohoo!

Fri, 03/29/2013 - 11:43
#164
Nobodyno's picture
Nobodyno
Hmm...

I like the look of the new ui. But the lack of energy (both ce and mist) is bothering me. Also, and I hope you can change the size of it.

Fri, 03/29/2013 - 11:59
#165
Dmatter's picture
Dmatter
My response

yeah, my only complaint is that the top-left is a bit too distracting and that I much prefer the simplistic pills, the new ones seem a bit out of place. Just make sure you can get rid of the tool-tips at any time in case of lag, and if your knight's picture is animated be sure to allow the option to get rid of the animation.It'll take a bit of getting used to, but no major complaints.

Fri, 03/29/2013 - 13:28
#166
Burq's picture
Burq
It's like I'm back to 2007!

@Canozo

A fair deal of people have said that too. I also think it looks cheap. And tacky. And unfitting to the game's art style.

Fri, 03/29/2013 - 13:39
#167
Spicegirls's picture
Spicegirls

The arrow on to top right is probably where the cr and energy are displayed.
It is not the mission objectives since JK is on depth 16 in the mission.

Fri, 03/29/2013 - 13:53
#168
Tin-Foil-Hat's picture
Tin-Foil-Hat
Okay soo ive marked what i

Okay soo ive marked what i think needs workedd on in neon green squares. http://oi47.tinypic.com/vo4wzo.jpg

I think that the Mission rank and Character prestige ranks are in random places, make a small bar in the top middle showing the mission rank. Make the character prestige symbol its own area, move it to the top left so it doesnt go over the actual character UI.

The Heart to show health percentage has a random box in the background, get rid of it by making that area solid, same goes for the Shield symbol.

The Health, heat and Shield charge need to have solid bars borders outside of them, they look tacky without them.

Make the Weakness to shadow text a symbol instead, it visually looks better and would match the piercing symbol for strength. Top is Strength, Bottom is weakness. Maybe add a symbol to each, a little arm flexing for strength, and something for weakness. Maybe like a broken shield icon for weakness.

Put the HP inside of the bar instead of it being outside of the white border, it looks strange with it outside of the border.

Other than those i think everything is a-o-kay.

Fri, 03/29/2013 - 13:54
#169
Gravelord-Caste's picture
Gravelord-Caste
I like the enemy health bars

I like the enemy health bars (I'm hoping the bosses have them as well - I hate not knowing how long it takes to kill Snarby and Royal Jelly). The enemies appearing on the map is a nice addition, and quite overdue.

The new HP bar makes sense, despite being somewhat intrusive ( albeit not to the same extent as the mugshot), as well as the positioning of the belt items. Can't say much more, really, since I haven't seen all the features of this new UI, much less in action.

Fri, 03/29/2013 - 15:16
#170
Dfliyerz's picture
Dfliyerz
Please, please, make this

Please, please, make this either fake or let us revert to the original UI. It breaks my heart to see this turning into a WoW-esque game, as I really enjoyed the simplicity.

Sincerely,
Dfliyerz

Fri, 03/29/2013 - 15:24
#171
Atacii
...

There is slightly less clutter at 6 o'clock. This is a good thing. I hate getting ambushed in LD.

New features sound like they would have been nice when I started out. Thoroughly useless now though.

Don't like the new health bar, but I think everything else is fine. Not that I'll notice any of it after a few hours. And while the old UI was nice, it did need a change. The recently added buttons at 12 o'clock were always just ugly placeholders, a temporary fix until they were properly incorporated.

And about the 3d potions...you all can't be seriously defending the old ones? I mean, they looked fine in the quickslot bar, but using 2d icons as throwable objects in a 3d game? That's just embarrassing.

Fri, 03/29/2013 - 15:50
#172
Eltia's picture
Eltia
Cooperstown, ND

These comments are related to Tin-Foil-Hat's picture:

  • Rank and prestige badge. Do we really need these during battle? "I'm a Vanguard you guys listen to me?" Well, if we have the ability to ban people who disobey order, I'm cool with it. Right now, it's just extra information that serve no clear purpose;
  • Health bar. As I mentioned here, let us toggle it (on or off);
  • Shield bar. I'm surprised this is not displayed in a way consistent with the Health Bar. There should be a numerical value (%) here too;
  • Heat gauge. Numerical display would be preferable. But the way it is is acceptable too;
  • Monster health bar / status window. This should be an option we can toggle (on or off). After fighting JK for the N-th time, you think we still don't know what these Jellies are weak against? Come on!
Fri, 03/29/2013 - 16:12
#173
Softhead's picture
Softhead
@Atacii

It is more cluttered really.

Also, that's just art for the vials. That looks poorly done. They're not changing vials dimmentions.

Surely if you seen the wall textures in Spiral spy or the bombs, or the mini jelly/Cakes, you'll notice that they're 2d.

Well, most of these you see in one point of view and doesn't have complex animations that will need a fully made model, so they use a base, then slap the texture and attacks on.

Fri, 03/29/2013 - 16:38
#174
Alternate-Dragon's picture
Alternate-Dragon
They better not have health

They better not have health bars in Lockdown though, that would really screw it up.

Fri, 03/29/2013 - 16:45
#175
Shamanalah's picture
Shamanalah
my 2 cents

@Shamanala the features you sad all all great but not with a look like this one those Vials/Pots/Vita just ugly and the top seems like they didn't finish yet they just put some stuff there it's like someone with crap photoshop skills did it and the boss HP background does not fit in there. I think these features could have been done way better. I would rather stay with a UI like the current one rather than have this with the features

@ Bedtimebear if you had time to read my comment you probably went over Nick comment saying the GUI can be customize... If not go back to page 1... and scroll down a bit...

Edit: Geezus... If you read this comment and aren't suffering any trauma, go back to page 1 and start reading all the comments... People are really brain damaged these days... It will make you laugh and appreciate how smart you are

Double Facepalm Needed

Fri, 03/29/2013 - 16:57
#176
Softhead's picture
Softhead
By cluttered.

It seems messy as "SWEET JESUS, WHY IS THERE A GIANT ME THERE".

It's has this messy feel. Coupled with the Enemy screen and Gradient abuse and Large heath/shield bars.

Fri, 03/29/2013 - 17:04
#177
Bzzts
Just gonna throw this out there.

To those defending the new potions

Yes, throwing a 2d item as an object was silly. HOWEVER. . .

Having a 2d icon for consumables is not, and the new icon for the vial and pill are 3d.
Having the icons 2d would keep it in line with the games style and having them 3d in animation would be an improvement.

3d icons = Pretty darn tacky, especially since they look too flashy compared to the rest of the game (you get 2d block picture weapon, sword, shield, armour icons but a ridiculous looking 3d one for VIALs )

Fri, 03/29/2013 - 17:32
#178
Milkman's picture
Milkman
"And about the 3d

"And about the 3d potions...you all can't be seriously defending the old ones? I mean, they looked fine in the quickslot bar, but using 2d icons as throwable objects in a 3d game? That's just embarrassing." ~ Atacii

So can we have 3d icons for all the materials that drop in the game? And all the weapons/armour/shields that can also drop?
Thanks.

Fri, 03/29/2013 - 17:39
#179
Korakc's picture
Korakc
Hmmmm. This is...

Hmmmm. This is... Interesting.

Fri, 03/29/2013 - 18:14
#180
Holy-Crab's picture
Holy-Crab
Alright I'm gonna say

Alright I'm gonna say something I'll regret.

Only a despairing lack of taste will make you like this new UI.

Fri, 03/29/2013 - 18:19
#181
Owlert's picture
Owlert
_

The only thing that really bugs me is the giant picture of my character. Everything else I can get used to. I feel like the community is really overreacting; the MapleStory community said the same thing when their UI was improved, but they lived. Given the lack of any sort of update, I'm just glad to see this game hasn't been abandoned.

Fri, 03/29/2013 - 18:35
#182
Softhead's picture
Softhead
More like a double edged sword.

We get some useful things(Minimap, health bars, retractable Options, weapon Gui on screen, Plating system for extra health), but at a cost to others(Colour scheme seems amateur, Shield bar is unessasary, as we have colours(simpler solutions like markings around players feet or percentage is better), health bar is larger than original variant, spoonfeeding, art of pickups).............

GUI can change a game.

Fri, 03/29/2013 - 18:49
#183
Venomousbiohazard's picture
Venomousbiohazard
Shield bar is unnessary?

Wat. I always wanted one of those. The mug shot changes when you lose HP. I like the 3D look of the vials. The minimap is great, because the last minimap was kinda useless in comparison. The Hp bars are great. I really, really like the HP bars. If you want, you could probably turn it off.

Fri, 03/29/2013 - 18:53
#184
Knight-Solaire's picture
Knight-Solaire
Praise the sun! \o/

If enemy health bars are made a toggle-able option and something is done to make the boss health bar look less tacky, then I could get on board with this.

Fri, 03/29/2013 - 21:49
#185
Aplauses's picture
Aplauses

I like changes but not this one.

It looks horrible (no offence)

Fri, 03/29/2013 - 22:48
#186
Incendere's picture
Incendere
Changes I would make (seriously this looks ugly)

Just listen to my critic:

First off I am failing to see a party display. Are you planning to display every character as big as the one there?
Heat bar looks horrid I just don't see what is up with it flowing out like that.
I would remove the glint off the icon display for the vails it looks ugly.
The new vails are something I would revise, not in the sense that they are bad designs but the way they are displayed.
The health bars above the enemy looks like a waist of memory space. If you check with most players including me you will realize that we just hit the enemy until they are gone; what do we care how much life they have left!
The dispay of current monster being attacked, like I said before, a waist.
Something else you should know. Since you designed the new health bar, I do not see a reason to have a percentage next to it. It seems idiotic.

Thats it for now...

Oh and just from a glance it feals this hud layout is being designed for a tablet/touchscreen integration.

Fri, 03/29/2013 - 23:38
#187
Knight-Of-India
I would suggest to nick and

I would suggest to nick and other developers to stop remaking things which work perfectly and concentrate on the pets about 3 months are over.

Sat, 03/30/2013 - 02:16
#188
De-Killer's picture
De-Killer
Where?

Wait...

Where is the crown and energy bar?

Someone please answer that for me (>.<)

Sat, 03/30/2013 - 04:10
#189
Shidara's picture
Shidara
@Milkman

>So can we have 3d icons for all the materials that drop in the game? And all the weapons/armour/shields that can also drop?
Thanks.

I'd be fine with it. We'd be able to see what they actually look like, too.

Sat, 03/30/2013 - 04:26
#190
Koffin-Kat's picture
Koffin-Kat
Not that great...

I honestly don't like the UI change.
It's not that it looks downright terrible; it doesn't. But SK is gonna lose a bit of its unique-ness. Lots of games use an interface similar to this (health bar with player icon in the top right corner, usable icons in the middle at the bottom of the screen etc.). Really, why give up the unique touch and blend with other average games?

Sometimes, there really is beauty in simplicity...

Sat, 03/30/2013 - 04:35
#191
Murex's picture
Murex
. . .

I think that Milkman was asking for consistency in that comment. It would just look off if other drops look flat.

Sat, 03/30/2013 - 05:06
#192
Milkman's picture
Milkman
!

Murex is correcto!

Sat, 03/30/2013 - 05:13
#193
Dagoth-Mafuba's picture
Dagoth-Mafuba
nice!

Looks awesome but i hope the shield health bar below the knight health bar won't replace standard "colors of shield blocking" (blue, green, yellow,red).
Still i think if you move knight health bar up the vials should follow, make that all bars that we use in a fight will be in one place (well just the health bar and vials).
As for enemy health bars, its good for new players (especialy for bosses) but with many monsters (like in last wave in danger mission, danger room, shadow lairs) this could make anything hard to see. If there would be option to turn it off for normal monsters and another for turning it off on bosses it would be perfect (default it would be on).
Keep up the good work :)

Sat, 03/30/2013 - 05:49
#194
Asthix's picture
Asthix
I

I also had fun reading the whole thread and seeing the massive number of people who feel so strongly about this that they couldn't be bothered to read what Nick actually said.

I think its important to mention that if OOO hasn't answered the question of whether you can switch back to the old interface, it likely means you will not be able to.

And I'm ok with that. Nick said that you will be able to tab on and off modular sections of the interface, so I fail to see a problem with updating it to make the game better.

I also see a lot of arguments here that say, "You're moving from an original interface to an unoriginal one" "You're just copying game x now" I don't know how to say this without sounding harsh, but if you play so many games that comparing UI's is such a big deal, maybe you're playing too many games.

Honestly I was shocked that a change to the UI is such a big deal to so many people. But I don't play a lot of different games and I think that may be the reason I don't feel strongly about it.

Let me be one of the first to say that the current interface has felt old, flat, dull and clunky to me on occasion. I look forward to the new system.

Sat, 03/30/2013 - 06:14
#195
Shamanalah's picture
Shamanalah
my 2 cents

I don't know how to say this without sounding harsh, but if you play so many games that comparing UI's is such a big deal, maybe you're playing too many games.

I played too much games to be bothered by the UI now... I mean... I'm a 90's gamer... I played with Gauntlet awful UI for so long...

I think younger player who hasn't see major patch or major change in a game are more afraid and want the game to stay the way they learned with it...

I have seen so many changes in so many games that the UI changes doesn't scare me at all, I find it nice and see them as a breath of fresh air

Edit: Maybe it's also because I use my keyboard shortcut and doesn't really care about the UI icons...

Sat, 03/30/2013 - 06:51
#196
Bluencool's picture
Bluencool
...

erm...

nice way to lose 6% of the playerbase.

please let us switch between old and new UIs.

Sat, 03/30/2013 - 09:32
#197
Shidara's picture
Shidara
@Bluencool

If people are willing to quit over a UI change then maybe they should ask themselves why they're playing the game in the first place.

Sat, 03/30/2013 - 09:41
#198
Eilien
face palm - its a 01.04 joke

face palm - its a 01.04 joke right ?
+ enemy health bar
- everything else

and wheres the easter event ?

Shidara - it may be the one missing drop to decide to quit, just think about it. And there are things that u dont have to understand. Some1 may have different opinion then u.

Sat, 03/30/2013 - 10:18
#199
Merethif's picture
Merethif
@Asthix

@Asthix,
"I also see a lot of arguments here that say, "You're moving from an original interface to an unoriginal one" "You're just copying game x now" I don't know how to say this without sounding harsh, but if you play so many games that comparing UI's is such a big deal, maybe you're playing too many games."

I don't know if you're referring to my post, but if yes, you're totally incorrect.
I don't play any other MMO, apart SK. The only other MMOs I've ever played were PuzzlePirates, Vindictus and Wizard101, but it was ages ago.
You don't have to play other games to know how they look like if you're interested in games and in graphic design. By saying WoW style I'm referring to countless of games that are copying the same, generic, fantasy style. It's common in computer games (Torchlight, Diablo3 and the like), but also board games. Look at games by FantasyFlighGames to see what I mean. I know many people like that style and I don't have anything against it - to each according to his liking. But it was nice to have some diversity on the market, you know.

Sat, 03/30/2013 - 11:58
#200
Bluencool's picture
Bluencool
@Shidara

Think of a yellow bulb and a white bulb. Both can lighten your room well, but which one would you prefer? White one is dull and blinding. The yellow one looks better, doesn't blind you at all, and your room would not even be dark.

If my room was lightened by white bulbs, I would sleep at 98% of the time I spend here.

The current UI is just like the yellow bulb and the new UI is like a white bulb. No matter how much I enjoy the game, the cheap new UI will always be there to make me feel bored. I just hope that this is either an April fool or they will at least make the current UI still usable.

If this is really a new UI, it is a fail for most of the veteran players and great stuff for most newbie players. I underline the word "most".
If this is an April fool, it is still a fail since at the end no one will laugh.

I prefer the second though.

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