Testing Feedback: New Mobs and UI
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NOTE: This is all based on opinions and may not reflect your experience with it.
MOBS:
OVERALL:
Overall, I am extremely disappointed with the new mobs. I was expecting something fresh and new but when I was venturing into the Prestige mission... I was gravely disappointed. Having an extremely weak mob and just having them swarm you is not difficulty. All of them are extremely easy to dodge and they take absolutely no work what-so-ever to defeat them. Grave Scarab dies in 2 hits from AP, Dust Bunnies have horrible aim (they all do) and the Jelly Drops are a complete joke. I suggest adding either more vitality or adjust some changes:
Dust Bunnies should have their Attack Speed increased by about 20%.
Grave Scarabs should utilize their digging ability. Kinda like Wolvers do or something more unique.
Jelly Drops should not be able to take damage while they are in their "attack" form.
Honestly, Sub-Mobs are somewhat cool until you get to the fact that they're cannon fodder. Every Single One of Them.
Alpha-Versions of them would also be cool.
USER INTERFACE:
OVERALL:
I love yet hate the UI currently. It's extremely cool, I promise you and I love every bit of it! Currently my only complaint is that I cannot see my Energy AT ALL. This would be a big pain if I ever planned on crafting something or even if I was doing a run. Removing it was a huge mistake in my opinion. Same applies for Crowns. I seriously love everything else except for another small thing: The Weapon Wheel. Often times whenever I was switching my weapon it'd get in my Field of View and slightly block anything from the right-side of my character. I know it was for a blink second but it gets seriously annoying. I suggest moving it to the top left just under the "KNIGHT" image.
The "damage" is really cool. I noticed that rather than having a "weakness" attribute, you used a form of "Damage" instead. it's extremely cool and I like it.
BUGS:
There were a few bugs I encountered:
Changing the Instance resulted in the game crashing.
Alt-Tabbing resulted in the "Knight" picture rendering to a texture palette of a Gremlin Mender.
Grave scarabs are everywhere, TOO MANY OF THEM.
CLOSING:
Honestly? Extremely disappointed with what was shown to me in just an hour. I enjoyed it for about 3 minutes thinking "this is cool" only to be disappointed with the fact that most of the new sub-mobs are repetitive. I seriously hope your content update this month is going to be more than just Pets and Sub-Mobs because honestly, this does not seem like something I'd enjoy waiting two months for. The UI is nice and all but there's still nothing supporting the game at all. Everyone is still just going to run Firestorm Citadel just with a new UI and maybe some new sub-mobs if you decide to add them to it.
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Agreeing with the UI issues in regards to the crowns/energy (Or a lack of, in this case), alongside quite a fair amount of stuff is now hidden from view, and unless you know the keyboard shortcuts off by heart, you're gonna have an issue finding everything again.
The levels were quite nice, albeit rather repetitive at times. (Not much else to say on those)
In relation to the new enemies, they are rather... dissapointing. The only thing they're gonna do is make new players rage due to being swarmed by them.
Oh, and those jelly things have a hitbox far greater than the size of them, meaning you'll be catching them accidentally and you'll end up dropping the keys you have to pick up for the overly common puzzle part.
Crowd control bombs are effective against the new enemies, but they don't provide any new experiences apart from something else to grow to hate :( (That is aside from everybody's favourite greaver etc)
Just my two cents.
EDIT: Also, the issue with the ALT-Tabbing has happened to me for months. I only ever find it an issue when I'm in fullscreen.
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I would really like to see the Crowns and Energy return to their original positions much like the old User Interface (UI). This is my main gripe with the newUI so far.
Additionally, from the image that Three Rings Released, and from testing the content in-game, I strongly feel the PLAYER health should decrease FROM right (Full health) TO left (Empty/No Health) and not decrease from left to right. Otherwise it looks really strange.
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Reviews of the new enemies are soon to come. I have yet to write a decent review. I will edit this post when the time comes.
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They do go from right to left like you want them to, flaame, the red is their health and the grey is how hurt they are
Edit: OH nevermind, I thought you were talking about the monsters. However, I think that even the knight's health does in fact go from right to left in the testing server
Edit2: Oh ok yeah, you meant players my bad
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Sorry, I want to clarify, I meant to say Player health. Not enemy health. Stealth edited my previous post.
It's one oddity I strongly felt was really strange.
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Player health decreases from right to left, as everything else. What you're seeing (explained in the thread) is a second bar of health overlapping the red health (armored health). Once silver maxes out it goes to gold.
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guys. What do you think of the enemy healthbars(if they are there)?
Im personally a big fan of no healthbars and keeping it a mystery cuz it keeps the game more intense
Also what do you guys think of being spoonfed about enemy weaknesses? Also the shield bar
thanks in advance
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Also, regarding crowns not appearing on the HUD at all times, we've come to believe that displaying currencies on the HUD creates a very linear mindset regarding advancement within the game. So, currencies now show up when you need them or are viewable at all times within the arsenal, along with the rest of your possessions.
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Would eliminating CR / CE display on new HUD encourages third party mod that allow these information to be displayed?
This sounds like a two edged sword to me because it actually happened to one of the MMOs I played before. The gamerbase was in disagreement with the development on the the lack of vital information displayed in the default HUD, so a few people created a mod to allow these information to be displayed.
Results? More people get interested in reverse engineering the game and not all of their intention are benign.
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I apologize Nick, but in response to what said about currencies creating a linear mindset for advancement in the game, I often find myself not concerned with how much I have when I'm facing a mob of enemies. Let alone, with these new enemy mobs.
What if I need to descend a depth in the clockworks? Do I have enough Energy to press on? What if I need to make a quick trade of crystal energy while in a run? How do I know I have enough crowns to make a crystal energy trade?
Your reasoning for currencies being displayed creating a linear mindset was a developer decision, yes? I can certainly see where you're coming from with regards to advancement in the game, with what creating new gear and all, but what about the other factors that play into it as well?
Nick, I would find it beneficial to see your currency at all times. Truthfully, I feel a fair practice should be conducted that should be beneficial for both us players and developers; Such as a public survey.
I believe this would go over well and would only be fair for the community. :)
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Isn't advancement pretty much linear unless you buy CE though?
I mean, you beat the missions up to a hall of heroes, and then get stuck. I asked people what it was like to get stuck behind the hall of heroes, and that was what was keeping most of them there- that they got stuck and had to grind for crowns (to turn into CE) to get past the wall. This indicates to me that the only real measure of progression in the game is in fact linearly crowns. It's pretty much always been that way- I had to grind to get my stuff in the beginning, before I had enough to just craft stuff and have a good time messing around.
I somehow doubt that not telling people how much money they have is going to make it so that they don't focus on it.
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"Also, regarding crowns not appearing on the HUD at all times, we've come to believe that displaying currencies on the HUD creates a very linear mindset regarding advancement within the game. So, currencies now show up when you need them or are viewable at all times within the arsenal, along with the rest of your possessions."
Wait, what?
This doesn't make much sense, sorry. Every MMO in the market shows you how much gold/currency you have. This NEEDS to return, or you'll have a LOT of people complaining.
"Also, regarding crowns not appearing on the HUD at all times, we've come to believe that displaying currencies on the HUD creates a very linear mindset regarding advancement within the game. So, currencies now show up when you need them or are viewable at all times within the arsenal, along with the rest of your possessions."
Wow, good job not listening to anybody that plays your game. You've now made everyone angry.
Why do you think people grind FSC everyday, all day? For money. You realize this game has nothing to offer but getting money and buying new gear? There are hardly ever any new bosses or REAL updates (sorry but accessories and the like don't count). So actually you are wrong, because hiding the crowns and energy does nothing to help advancement within this game.
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Isn't the game play already linear? The missions seem linear enough to me. (You can rearrange order of missions within same rank but there aren't any branching.)
And as Fehzor said already, this game is driven by CE. Want a new weapon? You need CE. You want to descend into CW? You need CE. You want to revive? You need CE. This design looks pretty linear to me.
CE gauge is like the gas gauge in your car. No gas? You get stuck on the road. Question is, do you want to know how soon you would run out of gas, so you can pull over to a nearby gas station to refuel? And I think the common sense answer is "Yes" (unless of course, you work for CAA). Same argument can be applied to CR because CR can be converted into CE.
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Also, regarding crowns not appearing on the HUD at all times, we've come to believe that displaying currencies on the HUD creates a very linear mindset regarding advancement within the game.
?!?
Doesn't the game already do that? So assuming that just this one thing actually fooled people's brains into thinking in a non-linear way (which it doesn't), shouldn't you be looking to achieve that with actual gameplay instead of trying to use a UI trick? Then to outright say you're using a psychological ploy, doesn't that work against it's effectiveness?
What this is actually going to do for sure is annoy me, as I have to do an extra step every time I want to just glance at some frequently used information. Why not stuff the health bars into a menu too, that way you can add "excitement and tension" to the play experience!
-_-
Make the levels and gameplay itself more random, including the boss levels. That's something that will make me think in a less linear way.
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"Also, regarding crowns not appearing on the HUD at all times, we've come to believe that displaying currencies on the HUD creates a very linear mindset regarding advancement within the game."
I've came to believe three rings doesn't know what the hell they are doing period. Other then making $ off rehashed accessories and stupid costumes.
There is no advancement in this game it's a grind to get max's on weapons and swag out your knight. Your company forced this linear mindset. So how about you actually advance the game instead of finding ways to annoy the veterans that stick around.
I have an idea on how to make it non-linear, it will display the amount of CE and crown that you don't actually have!
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Yea nick. You'd think the people who created the game know it better than anyone. Correct me if i'm wrong, but it seems like you guys are trying to remedy a core element of the game. The queston that raises then is, why have you built the game like that in the first place then? If ya don't want people to play like that, it'd make more sense to change the core.
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Nick, honestly... That seriously made no sense what-so-ever.
I understand about bringing it up when the player needs it but Energy and Crowns are NEEDED ALL THE TIME. The game completely runs on Energy so it should always be on the HUD at all times. That's exactly like hiding the Vitality-bar during Battle and then showing it up after because it gives a "Linear" mindset to players trying to stay alive. It's a bad example but still.
Also, why the heck is Vitality and Shield-Vitality displayed in Haven?
I'm with Djawed about the health bars for monsters they make fighting feel a bit boring. Sometimes when I hit enemies the the bar shows empty but really still has a VERY small amount left and get annoyed.
Seeing the monsters weakness is kind of lame, I remember when I first started I always had the wiki up checking monsters weaknesses which I think in the end was better since I would end up learning more than just what to hit them with.
The UI oh my gawd... I honestly thought it was a April Fools joke! I told everyone that there is no way Three Rings would ever make something so ***** looking. The picture you guys posted on Facebook looked like some Photoshop'd nonsense that was trying to show SK if it was a traditional MMO.
Why? Why? Why? Why? Why? What was the point in changing it at all? Maybe I just have nostalgia goggles on but I seriously hate it. Streamlined UIs in a MMO always brings a tear to my eyes and SK always had the BEST one I've seen from many games. It gave SK a nice clean look saying "I don't have to be fancy to get the job done, I am what I am." It was unique, organized, and beautifully colored.
What's the point in seeing my character in the top right and knowing my rank? Just put that in the character status window. Having the health bars up there to is bad as well it takes my eyes away from the action. In the middle bottom it was nice and simple to take a quick gander at everything you needed to know (besides the health of your shield) was easy to see. The shield bar is if-y I personally like it. I would always hate pressing spacebar to see if my shield was ready to go, while running away from a pack of Mecha Knights in the arenas. Maybe make it a noticeable icon that shows a fixed shield when it's ready to go, kinda dented one when it nears the end, and a broken in half one to show that I shouldn't be using it. Or take it out completely.
The new art for the vials and pills feel out of place they feel (or "look" for you other people) too real to me. I could maybe see the pills if it wasn't shaded to give it that third dimensional feel. The vials are the worse I wouldn't want to go into battle lugging around those things they look cumbersome.
The energy and mist counter need to come back. @Nick Did you guys do any kind of survey to figure out if people actually thought about it like that?
If you guys insist on not bringing it back then at least make it a real part of the inventory menu and not hanging all out like it wants to be some bad boy/girl. (I know it pokes out when you die but you guys could just show that in the box that asks if you want to revive.)
The maps compass look looks really nice I still would like to expand it more, it looks really small on bigger screens. I like seeing the enimies on the map hopefully I don't get to see enimies that hide like the Chromalisks and Ghostmane Stalkers. The chat is WAY better scrolls bars are great for when I need to look up and see if something someone said contradicts what they said earlier. *wink*
All the shading and bevel added really makes it look tacky, like it's trying to be something its not.
The new area I love it and I'm always happy to see them. The new monsters on the other hand.. are a bit boring. When Three Rings posted the first in-game pics of them a grim smile popped up on my face, but it was a grim smile of joy. "Swarming type enimies!" I thought "Oh this will be fun!" I finally see one in action slash at it once and cry to myself. I want to use my bombs on these things but it seems it would be inefficient to do so, beef them up!
The Dust Bunnies glitched up for me their whiskers were black wobbly squares.
That's about all I can think of for now hopefully the UI is all a very slow April Fools joke and we can laugh at how ugly it is later.
Hopfully all that made sense since this is the first I've ever actually gave feedback during a test I was invited too.
TL:DR
I support Djawed, Spadeax, and Glacies points.
UI is fugly.
New Area is cool.
New mobs are too weak.
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I don't have access to the testing, but removing energy/crowns from the hud is more of a marketing move, than a player mindset move. I'll stress that players not familiar with how fast or how far energy can tour them through the game, are more likely to use it up at a faster rate without a constant reminder to help them ration what they have. Removing this from the hud, is simply just a way to help speed up energy use, which is fine, I can understand why, but i feel calling it a player mindset change is wrong. Not sure where mist energy is shown, but if its not prominent, players are more likely to expend it and continue into ce usage, without obvious knowledge. Again, I haven't seen the new stuff, maybe its shown at elevators now, i dont know, my input is based just from from lurking this thread. I mean no disrespect, love the game, thanks etc.
I would LOVE the health bar on mobs to be toggle-able in the options setting, as well the shield bar under the health bar to be refined and perhaps smaller and smoother. Love it so far though!
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I personally love what I just heard: CE/CR not anymore on the HUD. Awesome! I personally never share screenshots on steam as I want to keep my CE/CR private. So not having that on the HUD, that's nice for me. Anyways, I'd say that, if you are going to revert that cause the majority are complaining, please, add an option to toggle that so I will be able to hide it!
Thanks!
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"I don't have access to the testing, but removing energy/crowns from the hud is more of a marketing move, than a player mindset move. I'll stress that players not familiar with how fast or how far energy can tour them through the game, are more likely to use it up at a faster rate without a constant reminder to help them ration what they have."
/agree
I feel that's the only logical reason for it. The other stuff about non-linear experience is just a nonsensical PR statement.
I took a year or so off from playing, and I come back to see it's still pretty much a currency shell game. A couple of new mission maps, and the rest mostly player aesthetics.
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Have you guys thought of it this way?
Now that we have to press "i" to bring up CE display every time, it would make us more aware of how much CE we are burning during battle. So unless you are in a state of rage, you would actually spend less CE on average because you become more aware of your consumption.
There is an opinion in another thread, citing people take pride and comfort on how much CE / CR they have stocked. Removing the display would change all that.
Both points suggest that the disappearance of the CR / CE display is not the best idea. What would be a better idea is, to provide a toggle so that people can pick whether or not they want to display their CR / CE. This way, if you are taking screenshot, you can toggle the display off first.
Aside. Imagine you are SCUBA diving and you have to click a button on your watch, to open a display to check on your Oxygen level. Does it work? Of course. Do you want to do it that way? No. But you just said it would help us be more aware of consumption (of Oxygen in this case)? Sure, but you forget to take into consideration that the button could be broken.
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Log In Screen:
Under Activities - Add option to go to Guild Hall, if member of a guild. You shouldn't have to hunt for this activity.
It would also be a nice feature to pick which part of Haven you appear in from here, rather then having to navigate extra screens or defaulting to the last place you were. Heck - it may accidentally cause some people to find this place called "Arcade". :P
Options --> Prompts
Please provide a toggle under prompts to "Turn on/off" the Event Hub on log in. You can make it default on for new players, but I don't always want my first in game option to be to turn it off, nor do I really care which one of my peeps is this week's Level King.
Display monster health toggle = good (and works in game).
In Haven - Display:
Will echo others - would like to be able to see crowns and energy without having to interface with a market to spend them.
Suggest either (a) - make this automatically come up any time you are in Haven or a clockworks level where you can use crowns or energy.
(b) make this another prompt option and let players choose. Set it to default "off" if this aligns with the "vision".
(c) replace the health / shields bar with a crown / energy bar when in towns. (Not like you need to know your health or shields here!)
(d) at the very least - your Mist energy should be visible all the time, as you should know what energy you have one running the clockworks.
Add it as another "radial" around the Knight portrait?
Knight Portrait - why is rank value there? It doesn't serve any purpose and is actually kind of unattractive.
@Nick: "displaying currencies on the HUD creates a very linear mindset regarding advancement within the game".
I think displaying the rank level does much the same and what is the point of displaying it, once your reach top rank?
Make it go away or give me us option to not look at it.
Commands / Short Cuts: Where did the toggle go for looking at the Gate Map? Probably not as relevant with I'm guessing majority of players play missions rather than clockworks, but I'm old school - and like being able to know its worth waiting a couple of minutes to get a level of choice.
Level Design:
- there should be more plants, that give you a chance to gain back hearts. They are notably missing here (i.e. plant vs. bush ratio).
- trap / level elements - good mixture of new things here, none are particularly challenging - however - could be fun if you got attacked half way through some of them.
- color palette - very "one" dimensional in some cases - almost too much saturation of one specific color. It kind of clashes with a lot of the other level designs.
New Swarms (running T2 solo):
- a lot of sword swinging is required to make progress. Hoping sprites help enough to make this less of a mouse mashing exercise.
- hope the intent of these levels is they'll appear like other random levels (gremlin grounds, candlesticks) etc as part of the regular rotation - I had to stop after 5 of these because it was just becoming boring.
Other Stuff:
- weapon toggle scroll wheel - don't love it, don't hate it. Now that you've upgraded the potions and vitas in game - the weapon icons look out of place now. :P
- potions - can only get info on them when you have the HUD unlocked. Not so much of a problem for veteran players - newer players may not know which potion is what. Compare this to telling me that rock is a "Small Moonstone" - not sure if I need to know that but you're telling me anyways.
That's it for this round.
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Wow, things just got verrrrryyyy interesting. Can't wait to see what's next.
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i honestly dont see a lot of improvement on the new UI. i get a bit of hard time to get used to it. the only good think i would say its the scroll bar for the chat that people was asking for for a long time.
maye it just me but i liked the new weapon change display.
one question nick: What its the reason that you and co decided to add a big KNIGHT portrait in the HUD? cuz i really want to know the reason to have something like that (which its useless) its get worse when you get full party.
every knight with a moderate knight portrait blocking your left side vision... which isnt good. i prefer the previous party health display because was smaller and didnt blocked the left side of your screen.
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I don't get why the shield meter is 4 times the size of my HP bar...
Partner HP bar: Meh don't like it so much TBH... if you could add the real % value then it would be perfect
Weapon wheel: make it transparent so we can see through it
I see you have removed the Anniversary merchant but the arenas are still there... Kinda cool since I wasn't there last year ^ ^
Overall: Seems the masses (which is not me) don't like the Knight/HP part of the UI (I don't like the shield meter TBH, way tooo big. And I mean REALLY too big, it gets bigger when you block for god sake!)
Side note: Love the heat meter
P.S. CE at the bottom right was cool, maybe put the cr down there somewhere so it fits well with it. A glance at bottom right to see your cr/ce seems a good option IMO.
P.P.S. I have the chance and opportunity to run the game twice on the same PC and had the chance to had 1 on the test server and 1 on the normal server and could switch back and forth from old to new UI with a simple click. The new looks and feel is a little shinier and it feels somewhat the same (except the obvious being pointed out). Maybe do another 2 day preview/test when it gets revamp ^ ^
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I agree with the fact that i'm a little disappointed that i cant see my CE/Mist or Crowns in game unless i need them. How else will you gloat to your friends or give out charity when you don't know how much you actually have? Currency plays a big role in this game and i really hope that they bring the display back.
Also i never got to see the creature name or display that "supposedly" pops up when you damage a creature. It just never appeared for me, granted i could be ignorant of the options menu but i'm pretty sure that everything was on by default. So is it a Glitch or Bug?
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@ glitched you have to play with AT to see their names and HP in the upper right corner... I don't but I have the AT button so I click on it to see the HP mobs then stops and the HP goes away (pretty slick once you get the hang of it actually)
Same apply if you have AT on, press the AT button to take it out (it only activate when you hold it, if you don't then it stop)
>inb4 you have to pay real money to get the old UI back
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Just a small notes, I don't like my name in white now (while at haven)... i prefer it to fill with my personal colour, so is the the guild name.
If all the names is just plain white, why letting us to choose our own personal colour when we first start?
Going to add to points to prove that this new UI loses spending of crowns.
Scenario 1:
A few times in SK, I have bee tired, and not thinking straight. I see I have lots of crowns and think: "Hey, I should try to get CTR VH blitz :::DDDD."
600k cr later, nothing good, but it was all started by me seeing my wopping 600k cr on screen. I didn't pay to get that money, but if I wanted more, I would be more likely to buy it in this scenario as I'm more likely to spend it.
Scenario 2:
I am still tired, and bored, so I go the AH. I never think of rolling UV's as I dont see how much money I have and so end up keeping 600k cr for something useful. I will spend even less money here.
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The concept of hiding one’s accomplishments and energy consumption only hinders a player more than anything. A game like this, whose focus is upgrading gear through three forms of consumption, heat, energy, and crowns, makes it even more difficult to find just how much earnings one has made and how much energy has been spent just traversing through the depths, cannot function without constant access to this information. Its like being blindfolded and told to walk in a straight line, but you’re allowed to peak occasionally. In the end, you find yourself veering way off course often and just feeling absolutely blindsided. It just doesn’t work!
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the new UI for you health should be incorporated with the vial icons at the bottom of the screen
1. get rid of the heat icon and use the players portrait backround as the new heat icon . would look awesome :P
2. get rid of the shield bar and have just a shield icon with a percentage amount, could change color if its maxxed or depleted
also the BOSS character's health should be at the top left i guess because having health bar for vana is pointless...
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as for currency why not make an extra tab below ACTIVITIES for just currency > CE / CR / mist ?
shouldn't a CE market icon be added to activities ?
the tab to the bottom left would be great at the bottom right which would allow for larger chat area :)
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> (...)we've come to believe that displaying currencies on the HUD creates a very linear mindset regarding advancement within the game.
I swear to every god known to me that was my only response I could think of.
A visual representation, that is clearly visible without opening a backpack, of in-game currencies of MMO creates very linear mindset regarding advancement withing the game? Oh, okay.
Now excuse me when I help my guildmate in mission that clearly looks like previous one, that is last before HoH, after when they get stuck for several days, trying to farm enough crowns to exchange for CE, and try to craft a 5* helmet that costs only 800ce and 30k cr.
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My thoughts on the new hud:
-The placement of buttons-
Lower right and left corner, not a huge fan of it as I have a rather sizeable screen and I play in almost fullscreen. Used to be much easier to open item menus etc. from the top of the screen without having to drag the mouse all around the screen. I guess I'll have to learn the hotkeys to avoid carpel tunnel :/
-The health bars on enemies-
As a gunslinger I can't see the healthbars most of the time unless I let my enemies come really close which is counter-intuitive and dumb. That should definitely be fixed - preferrably the same way you can toggle names on players (hover/distance/always)
-The knight hp/shield bar-
I like how accurately you are able to see your hitpoints now. Not really sure that the top right corner is the best place though. From what I've seen I don't really have the time to turn my attention up there in the heat of the battle whereas before the hp bar was located below the knight so it was usually in peripheral vision. The shield bar is nice but it's shape is a bit rough and it ends so suddenly in a straight line whereas most of the hud is all nice, round and polished
-The currencies-
Should be toggleable at least if you don't want to force them on anyone. I've set goals of fortune behind me but I still would like to see the amount of crowns & CE I have at any time
-The vials & pills-
The models are nice and high quality although the tier 3 health pill is gigantic and could use some downscaling. The freeze vial is pure white and I've heard poison and sleep can be easily confused. Maybe a little status symbol indicator could help to make these more readable?
-The elevator screens-
Brilliant.
-The zoom in haven-
Very nice. I can appreciate the little details much more. Some of the speech bubbles appear really low-res though when zoomed in. Not sure what can be done about it
-The names above knights-
I liked the personal color in names but I can live with this. The rank should be off by default, it's not really relevant information. And the button to toggle this should be in the interface tab of the options menu, not the chat tab
Keep up the good work guys!
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After using the new stuff, I find a few usability issues.
With having to have my inventory open all the time to see energy/cr denominations, I cant see party invite notifications or trade requests. Also, i have to close my inventory, open the activities tab, click on the invite button, then accept the invite window. This is way too much to just be invited into a party.
Move these notifications to the bottom, so all notifications are in the same place.
I also have to mention that the actual notifications, for new mail/trade request/party invite (orange ! flag) is way to small, and easy to miss.
Honestly, I'm not sure I like the new enemy health bars. Especially on bosses, it loses a bit of intensity.
The new, precise health bars are good, but I liked it better when your allies' health was shown in bars instead of a single linear bar, if that makes sense. Basically, how it was before. And having it at the bottom was a bit nicer too.
Also, it's now impossible to drop Vitapods, which is a little disappointing.
I don't mind the shield bar, but I could take it or leave it. The shield's color indicated its remaining strength just fine before.
Last thing, then I'll end this scatterbrained comment. I much preferred having the crowns and energy visible at all times, especially energy. Having the energy invisible without your backpack blocking a good bit of the screen makes budgeting energy usage a bit more difficult.
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Im just asking you If you could Bring back the Old UI and also the new UI Could we flip around with both becuase in LD i liked the OLD UI way BETTER and i hate the new UI im justasking could you do that?
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Guys, I doubt Nick is paying attention to this Topic since it has outdated information. I understand that the UI is horrible as I agree on all these views but this is for Testing Feedback about New Sub-Mobs/Minis and the UI.
I'd suggest moving anything about that to the Suggestion Subforum.
As for myself, I'll have a new Topic up sometime tonight about the updated Sub-Mobs.
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While the new UI is very graphical and detailed, I'm still fairly disapointed at some things that are changed adn thinsg that are removed.
For one thing, I liked it when I had my Crown and Crystal Energy always displayed. I find that very important to see all the time, so I won't be accidently wasting ym Crystal Energy if I'm out of Mist. I wish for the Crowns and CE always shown, like before.
I also find it pointless to show your HP, Shield and character icon when you're in Haven. you ain't doing any battle or fighting, so its pointless to have on the screen.
Last, I wish the menu tabs were back at the top. Its just so strange having it below and It looks so clattered down there.I'd like it if its positioned back to the top like the old one.
one thing that REALLY bugs me is that you don't get to constantly see how much money you actually have. the next is that things are all moved from their original spot, which, is annoying when people have gotten used to the typical quick reactions of the old UI