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April 3 Update - Discussion

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Thu, 04/04/2013 - 08:48
#301
Daemiax's picture
Daemiax
^

+1

Thu, 04/04/2013 - 08:48
#302
Deepbluemist's picture
Deepbluemist
What are you all talking

What are you all talking about like seriously

I've been playing SK for about a year and a half now and the old UI was awful, it looked absolutely boring and didn't do anything particularly well. This one takes some getting used to but what everyone seems to fail to understand is that IT'S ALMOST EXACTLY THE SAME.

The options on the top were moved to the bottom, CE is in the inventory menu now and the mission options are on the side now. That's all that's changed in the way of navigation. Yeah they moved the healthbar but it's not that big of a deal. Meanwhile they've given all of the menus eyecatching lighting and added a weapon switch wheel that REALLY helps when I lose track of what weapon I have in a big crowd. I've also been waiting for enemies to have health bars for a long time, it lets me prioritize weak targets and also gives me an idea of when I should and shouldn't attack.

They also vastly improved the attacking particles and it really has an emphasis of power now, both for hitting enemies and when enemies hit you. I love the new screens for going down and up the elevators and they finally fixed that whole not-showing-accessories-in-the-end-of-level-window thing. The new Health Capsule and Vial icons are gorgeous as well, it was a much needed improvement that I hope spreads to weapon and material icons.

The vitapod dropping thing is bad, yeah, and I hate that player names aren't colored to their color anymore, but those aren't because of the UI as a whole.

Also why is everyone complaining about the Devilite nerf, they're ridiculously overpowered and act outside of the concept that Fiends are slow attackers that deal tons of damage.

The fact is that this new HUD is much nicer to look at and gives you much more visual input, but at the same time it's not exactly right to alienate players who liked the old HUD, which is why I propose the old one would make a great "Minimalistic HUD" option for those who liked it more.

Thu, 04/04/2013 - 08:50
#303
Redlawlsy's picture
Redlawlsy
Well,

Instead of hatin' on the haters Im going to list all the things that I dont like about this update,

1. Weapon change wheel is really annoying.
2. UI looks... odd... Of course when ever a game changes something I think it looks odd. But usually I get used to it so...
3. Vials and caps, again they look odd.
4. Why is our health and stuff on the top of the screen? Move it down
5. Let me see my ce and cr without opening the arsenal please?

Thats all I got, other than that good work OOO.

Thu, 04/04/2013 - 09:06
#304
Yanos-Aldrin's picture
Yanos-Aldrin
And so they said... "Let them fight cake."

Here's my two drachmas:

I see a lot of improvements, but there seems to be nearly an equal number of steps backward as well. Everything else so far I guess I can live with on the UI, but here's the things that are not so good:

the new hit sprites and the HUD shaking animation whenever your knight gets hit, and the weapon switch graphic are all very distracting, my eyes were getting fatigued much quicker than usual. Can we have an option to turn that weapon-switch graphic off?

The new location of the health bar is a bit of a stretch. Very easy to see how much health your knight has when it's right under him. forcing me to look away from the action to the top left of the screen only puts my knight at more risk, kind of like a driver not looking at the road. Imagine if your spedometer was at the upper left of your windshield instead of right below it?

I dont know if we really need the shield bar, the orb around our knight changing color from blue down to orange was enough, and given my previous note of the health bar location change, it once again puts the Knight at more risk having to look away from the action. If you want a shield bar, have it show up just below the knight in a very similar graphic like the monster HPs. just make the bar blue & have it dissapear when we aren't using our shields.

Same logic as the previous two issues - the status count-down being at top left makes it much harder to see & keep track of. These count-downs greatly affect split-second decisions whether to use pills or status relief capsules.

The inability to drop Vitas is a bit of a heartbreak, but not being able to organize your pill & vial inventory is a big dissapointment. It's easier on the player to always count on your health pills being assigned to a specific number, and those of us who put these critical items in the same place every time count on that, as pressing the wrong button can mean the difference between getting healed, and having to spend CE to Res. Now, the only way to do that is to drop everything we currently have in our inventory and then re-pick them up in the order we want them to be in. That is a huge liability, as anyone else in the party could swipe the stuff you drop.

The graphical update of the UI is nice enough, there will be a long list of pros & cons, the above issues I list are my only grieviances worth noting.

Thanks.

Thu, 04/04/2013 - 09:10
#305
Supermallow's picture
Supermallow
I hope the devs take all

I hope the devs take all these comments seriously in this thread, haven't seen one quite like it.

I actually got here from the first in-game screen where you get all the news. You said you guys were looking for some feedback, so here it is.

The New UI looks great, but it's incredibly flawed when it comes to functionality, which makes it an overall terrible design choice. Starting with the positive, the colors, graphical enhancements, etc. are wonderful, but outside of that, the UI crashes hard. I will say though that the screens between going down elevators and ending the runs are incredible. By far the biggest improvement. The zooming in with the magnifying glass is also a positive change.

The major issue with the UI is that because SK is a game based on a player based economy, you need to have your crowns and energy showing at all time. To miss this is to literally miss the most obvious part of the entire interface - I have no explanation how something like this could have happened. Suddenly users now have to do extra clicks to find information they want access to repeatedly and for some users, at all times. Right now, this will be ok - shortly after users will have to keep repetitively doing this, it will begin to annoy and frustrate them.

The shield bar on the top left is my personal biggest gripe, but not the biggest flaw. Why does it need to be in haven? It overlaps with everything in haven when I can't even use it. There's no reason to have your health bar or your shield bar in haven, but it's mainly the shield bar that causes the majority of problems with how it overlaps.

When you're in a party, the icons down the left are far too big. They take up too much space.

The weapon switching graphics are good in the sense that I like that they tell me what weapon I'm switching to and what weapon is next in the queue - but if you have an enemy to the right of you, it gets in the way and annoying quickly

Vials and pills are not just a cosmetic change. I tried Tier 1 for the Caketastrophe guy and I can't tell you how many vials I missed because they were so incredibly small. I personally thing they look terrible (especially pills), but they actually have become more difficult to see and use.

Everyone having white text above their head in haven makes it that much harder to distinguish people. Not sure why this was implemented, but having everyone's personal color was a nice touch but also added the functionality of distinguishing all the text floating around in haven. Now it's just white.

That's pretty much all I got. I heard from another knight that OOO actually was looking for an interface designer - I wish I had know, I would've loved to take a stab at it, since after all, this is what I have a master's degree in (HCI) and as a longtime player, I really think I could've done a better job.

Edit: Forgot to mention - First rule: Functionality/Ease of Use > Aesthetically pleasing. Aesthetics matter - the enhance the experience, but the functionality is always going to be the most important. I feel like that has been missed with this update

Edit 2: I have yet to really play a lot (other than Cakestastrophe) so I can't comment on the inability to organize vials and pills and such. But it doesn't sound encouraging

Thu, 04/04/2013 - 09:14
#306
Eltia's picture
Eltia
Cooperstown, ND

@Supermallow. Are you interested to do some mock up HUD? I'm looking for someone who can draw and have knowledge on what not to do in UI design.

I think we got enough feedback here and in the testing feedback forum to consolidate into a more concrete, usable HUD layout. I think it's a good time the community move on to do their own mock up, so we can put together something that people can readily understand.

Add me on Steam.

Thu, 04/04/2013 - 09:18
#307
Feyi-Feyi's picture
Feyi-Feyi
Soooo..

I usually don't take the time to log onto the forums to complain.
However, this time I will.

There's not much to say that hasn't been said so I'll try to sum it up in one phrase:

It is very distractive.
The balance of the 'extra information' (which is really only good for new players) vs how much screen estate it takes is a negative one.
Generally agreed on by designers: a UI shouldn't be noticed. It just has to be there in the background. This one pops out like a shiny ****

Also: Lockdown is now even more laggy. And not seeing the left side of my screen hurts

(A sad) Feyi

Thu, 04/04/2013 - 09:22
#308
Galax-Zero's picture
Galax-Zero
HP and shield on

HP and shield on haven??

http://s1353.photobucket.com/user/GalaxZe/media/2013-04-04_00001_zps5c31...

BAD

Thu, 04/04/2013 - 09:23
#309
Tutajkk's picture
Tutajkk
Most of the bad things were already pointed out

But here are some I didn't see from others:
-After the hp bar fills up once, and the silver part is started, there's no way to tell how much max hp do we have exactly. I want to know, if I have to pick up the big heart first or the small one for reservation purposes.
-Not being able to see party members' exact hp. This one really bothers me. One could join any party in a 5 star costume, while wearing a proto armor, and nobody could tell it. Also, I was always the kind one who, if the others had less hp than me, then I gave pills, vitas to them. Not like it's possible to givee vitas anymore, I really don't get it why was that removed. It's like every update discourages teamwork even more.
-At the end of the maps, it's not possble to see the elevator anymore. I usually wait until the last seconds on fsc or danger maps to see if the party members are going up or down. It's not possible anymore. Also, the going up button is now below the down. Why.

Btw, for those who wants the cr and mist display back, just simply play with the arsenal open. The left side is already taken by the giant portrait and the chat, so this balances it. :D

Thu, 04/04/2013 - 09:23
#310
Deepbluemist's picture
Deepbluemist
@Daemiax

Wow, what a condescending response. Sorry if I offended you, but I assure you I AM fully 5* (aside from a few weapons I'm still tinkering with) and I have been playing SK for a while.
I'm not going to start a fight, these were MY opinions. Some people actually like the new hud and you don't have to be so rude in your response. I would respond to your comments but it's not really necessary because these are all opinions so...
But I do want to say that I do love the new pills, they actually look like pills now to me and have some good shading on them now instead of being flat colors.

Thu, 04/04/2013 - 09:31
#311
Daemiax's picture
Daemiax
^

No, you didn't offend me, and im also not looking to start a fight.. Tho I might be overreacting a bit, it's understandable ATM.

Yes, some people do like the new UI, but at least give a fair reason why. So far i haven't heard one good one. Not a single one.

Thu, 04/04/2013 - 09:32
#312
Beezyo
crowns

were are the crowns?

Thu, 04/04/2013 - 09:33
#313
Starsoon's picture
Starsoon
All my ideal changes :3

I've been using the new UI for a few hours, and unlike most people on here at the moment, am generally happy with the changes. However, there are small issues which have been bugging me a lot recently, so i'm going to dump it all here, and add to it if i notice anything. Of course though, I play on a 28" iMac, so I guess my experience will be different to the average player anyway! I've added my ideal solutions, too :3

Key:
P: Problem
Numbers: Solutions

Suggestions:
P: The Chatbox is too high, especially feeling so in Haven.
1: Move the chatbox down when the bottom UI is hidden
2: Give an option to move all lower UI elements to the right-hand side

P: The Shield HP bar looks... Awful
1: It needs some kind of texturing, I'm sure it wouldn't take long in Photoshop or something to find something that works.

P: You can't see your Crowns and Energy all the time
1: Change it, seriously. Seeing your crowns is really rewarding, and I look at it a LOT. Pressing the Arsenal button is a pain.

P: The relation colour-coding is confusing in Lockdown, and looks a little funny.
1: Override said colour-coding in Lockdown and Blast Network, so all of the name, title ETC are the team colour.

P: Its not immediately obvious when the UI is Locked
1: When you try and click on a UI element when it's locked, display a message that it is, with the option to never show it again.

P: The animation to the Esc screen lags slower computers
1: Can we have an option to turn it off?

P: Some people detest the new layout
1: Add a Classic UI option
2: Carry on finding out what people want, and adapting it!

This is what I posted before in the wrong place, so its a little TLDR but this is what really annoyed me, and nothing else :3

Thu, 04/04/2013 - 09:33
#314
Deepbluemist's picture
Deepbluemist
Because in your opinion my

Because in your opinion my points are invalid.
Personally I like flashy hud better than minimalistic ones. But that's just me.

Thu, 04/04/2013 - 09:34
#315
Tiroth's picture
Tiroth
...

I haven't taken the time to go through all 300-odd posts in this thread, so I apologise if I'm repeating stuff here.

So! Good things about the update:

- I love the new portraits at the end if a floor and mission. That was a good choice.
- Shiny stuff is shiny. I kinda miss the gears, but it looks alright.
- Knight portraits FINALLY resemble what the knight actually has equipped! :D
- New ally health bars are actually a lot more useful than I thought they'd be, despite the small size.
- I'm told we can see when allies are shocked/stunned/etc as well, although I haven't seen this myself.
- Shield health bar is useful. Much easier to tell how close it is breaking now.

And the BAD:

- I want to be able to see my crowns, mist and crystal energy WITHOUT opening up my inventory, thank you very much.
- The shield health bar is very obtrusive, especially in Haven.
- Can't easily tell who the party leader is anymore, or when party members are waiting at the elevator.
- I cannot for the life of me figure out where you put party invite notifications, despite having received two while on a run last night.
- Do Not Like the weapon wheel. If I might suggest an alternative, have a hideable menu at the side with your equipped weapons that highlights whatever you're using right then. Also, that would let you see what was cursed and what wasn't.
- The change in weapon switch speed is highly irritating, and has probably killed any techniques like alch-switching.
- Name space for knights in a party is not big enough. I know several people whose names now get truncated.
- I'm not fond of the new vial designs. Largely because I can no longer tell them apart.
- The red used in monster health bars is too dark. I can't tell how much health they have left, which kinda defeats the point of having a health bar.

That's about all I can think of right now. All in all, thank you for all the effort, but...please fix the thing BEFORE you throw it at us next time, okay? :/

Thu, 04/04/2013 - 09:39
#316
Eltia's picture
Eltia
Cooperstown, ND

@Deepbluemist. Actually I found your opinions invalid also. I just don't have the patience to type a response to every single of your points because I think a lot of counter arguments could be found in this thread. The Health Bar relocation is a big deal and here is why.

Anyhow, I'm not trying to fight you or anything. This is SK anniversary and I should be playing SK like a happy camper I was 2 years ago. But nope. I'm stuck here helping Three Rings finding ways to fix up this HUD exactly because of the various points that you raised (except in the opposite direction).

Thu, 04/04/2013 - 09:41
#317
Deepbluemist's picture
Deepbluemist
Yeah, the healthbar is in the top left...

But all that means is looking up instead of down?
I don't have a problem with it, anyway.
Oh yeah something else nobody seems to like is the shield meter. It gives me a lot more feedback on how my shield is doing because the shield colors are kinda vague and the whole thing flashes transparent after a hit. And hey, they didn't make the shield always blue or anything.

Thu, 04/04/2013 - 09:42
#318
Supermallow's picture
Supermallow
@Eltia Doing a mockup UI

@Eltia Doing a mockup UI isn't too hard, though to get the full best user-based UI, the way I've always done it is to do some basic user experience research. Though with the player base as hard as it is, that shouldn't be too difficult

Thu, 04/04/2013 - 09:43
#319
Eltia's picture
Eltia
Cooperstown, ND

Again, read that thread I cited. Look at the diagrams. It's not just relocating of an indicator, it's a totally shift in field of view (or center of attention), which is a BIG deal.

Thu, 04/04/2013 - 09:44
#320
Acck's picture
Acck
Oh, and......

Just because I open Party Finder, doesn't mean I want to fill the chat box with "Party Found"

Thu, 04/04/2013 - 09:45
#321
Deepbluemist's picture
Deepbluemist
But I still don't have a

But I still don't have a problem with it.
I'd be looking over there to check on my party's health anyway. With mine there I can check on everybody's.

Thu, 04/04/2013 - 09:50
#322
Eltia's picture
Eltia
Cooperstown, ND

@Supermallow. Alright I'm not looking for publishing papers. I just want someone who can do mock up and know what not to do in UI design.

I also believe best improvements have been brought by incompetent ones not trying to do good. Hence, my emphasis on knowledge of what not to do.

Thu, 04/04/2013 - 09:55
#323
Thinslayer's picture
Thinslayer
I like the UI.

Key:
+ means I like this feature
- means I dislike this feature
= means I'm neutral about this feature

______

+Interactive areas, NPCs, and enemies are noted on the minimap.
=Several UI features are retractable. It clears up part of the screen, but not by enough for me to care.
-Crowns and energy are buried in the Arsenal button.
+The current strength of your shield is listed.
+The health bar is now much easier to read.
=Vials are now on the bottom of the screen. They're still just as hard to numerically identify now as they used to be when they were on top.
-Vitapods are not removable. I sometimes like to drop the ones I pick up for the sake of teamwork and generosity.
+Stuff is now named and identified on screen.
+Enemy health is now displayed. It allows for better tactical decision-making.
=There is a large character portrait on the top left corner of the screen. It's easy to click on.
-The option to invite people to your guild is confusingly listed in the menu under the character portrait. I wish it were an "invite to party" option instead.
+The weapon wheel is useful. I like knowing which weapons are next in my list.
=The health percentage reading is an interesting feature.
-I can't tell whether a party member is dead or alive. Their health bar doesn't make it obvious by disappearing like it used to.
+I like that invites and notifications don't interrupt your gameplay anymore.
+I like how everything combat-related is on top where you'll use it, and everything non-combat-related is on the bottom, where you're not looking anyways.
+You can zoom in on your character in Haven.

9+
4-
4=

Overall, I like the new UI. It has its faults, but I do not consider them serious. The new features are really useful, and sometimes even amazing. I'm still baffled by everyone's strong negative reactions to it.

@Daemiax: The above are your requested "good reasons" to like the new UI.

Thu, 04/04/2013 - 09:55
#324
Stwhitestorm's picture
Stwhitestorm
April Update

I personally think this update is the worst thing to happen to the game, I am not the only one who thinks this either my entire Guild and a good number of my friends feel the same way. We all agreed that this update only needs to keep is the Rank display, enemy radar on mini-map, enemy health bar/gauge and the new elevator screen that is it. Other than that the rest of the update just gets in the way of game play and provides blind spots, not to mention we can't drop vials/capsules or even our vitapods once we are dead like we used too before this update. Hope nobody gets offend but I though I should just share my opinion just like the creators asked. Have a nice day Spiral Knights community and God bless!
- OPN's Divine Crusader

Thu, 04/04/2013 - 09:57
#325
Supermallow's picture
Supermallow
@eltria I meant like asking

@eltria I meant like asking people to make more informed decisions, not formal research XD

Thu, 04/04/2013 - 09:57
#326
Deepbluemist's picture
Deepbluemist
@Thinslayer

I agree with most of this, for whatever it's worth.

Thu, 04/04/2013 - 10:01
#327
Eltia's picture
Eltia
Cooperstown, ND

@Supermallow. Alright let's talk on Steam.

Thu, 04/04/2013 - 10:02
#328
Bulby's picture
Bulby

I sure hope OOO is taking our feedback seriously. I haven't seen this much negative feedback since the shard bombs and now more than ever, the new content needs, I repeat, NEEDS to be optional. Sometimes simplicity is the best thing.

I liken this to using high quality vs low quality. Some like it, others can't handle it. If we were all forced to use high quality, I dare say not many of us would be playing anymore.

Thu, 04/04/2013 - 10:03
#329
Deepbluemist's picture
Deepbluemist
The old hud really should be an option

Something like this is a big change and not everyone can make or enjoy that change.
Not to mention I still have a soft spot for the old hud, which I'm sure others do as well.

Thu, 04/04/2013 - 10:04
#330
Morrigan
animation to menus is

animation to menus is annoying

when I'm in the party menu, I can't talk to my party
can't tell party member's health
can't help party member by giving them a vitapod
(let's just kill teamwork altogether, it's not like that was what the game was about anyway)

? levels now tell you what the level is before you decide if you're going up or down. Why even bother having a ?

I want to be able to have my vials lit up (so I can SORT OF tell what they are) without having my hud unlocked which causes a ton of other problems (like opening the party options by accidentally clicking on my GIGANTIC character portrait.

Everything in the new UI is brighter and sharper than the surrounding graphics. It's distracting and not even remotely cohesive with the rest of the game. The old ui felt organic, like it was a part of the world, not a gateway keeping me from the world.

I don't need to see my health and shield while I'm in Haven/Guild Hall etc. (actually I don't want to see my shield at all) Valuable screen space is used on useless crap and things I hide, and I can't even see if I have enough crowns/mist etc. It's not displayed ANYWHERE. I get to see my health and shield somewhere they don't matter, but I don't get to see my very necessary mist/ce/cr without digging into menus.

Thu, 04/04/2013 - 10:09
#331
Freezeton
Overall UI is good but...

Yeah, As the title says, The Overall UI is good but there's one thing that bothers me:
The Crowns and Energy being hidden in the inventory.
When I'm in a clockwork, I always check my energy and crowns and ENERGY.
So yeah, Everything's fine except for that.

Thu, 04/04/2013 - 10:11
#332
Bulby's picture
Bulby

As a side note, I believe it would be INVALUABLE to be allowed to minimize/disable ALL UI displays. I'm no longer going to rage about how much I hate the new hud, but will request that we be able to disable any interfering interface we desire.

Thank you

Thu, 04/04/2013 - 10:11
#333
Coolnew's picture
Coolnew
Since my post has been locked

Since my post has been locked in general discussion, i put here what I wrote there:

This game is already too easy. Instead of buffing TERRIFIC MONSTERS like beasts (sarcasm), you nerfed devilities. They was the last thing that gave us a little challenge. Just say you want the pegi-2 certification here so we won't rage anymore. This game is becoming a toy.

Thu, 04/04/2013 - 10:12
#334
Vicarious's picture
Vicarious
★★☆☆☆

Well, not that I was expecting anything amazing from OOO seeing how the last 2+ years haven't been very eventful, but here is my review I guess (not that it matters):

Pros:

+ Clean UI, after you hide everything that is
+ More of a streamlined feeling
+ Weapon wheel is actually not as bad as people were making it out to be

Cons:

- Horribly executed UI idea overall
- No constant CR/CE/ME display without running around with the inventory open
- Unless you know most of the keyboard shortcuts, it's extremely annoying to navigate
- I have to open my inventory to buy CE now
- A lot of white names is annoying and hard to read
- Useless features such as zoom

There are more on the UI alone, but it's all been pretty much said already. The following is about the rest of the updates and some of my personal opinions.

~ Why nerf another monster? Literally nothing in this game even comes close to a challenge anymore. Don't even get me started on the new mobs were about to get either, lol.

~ Way to go on another no content "major" release. I hardly play this game anymore because I'm sick of doing all the same junk over again. RELEASE CONTENT FFS. Make new levels, monsters, weapons, and bosses. Not these dumb Danger Missions. Get back to the basics (clockworks). Do work.

~ I can't drop my vita I accidently walked over to make the game somewhat more challenging. Way to go.

This game is a joke now-a-days, lol.

Thu, 04/04/2013 - 10:16
#335
Bulby's picture
Bulby
@Vicarious

I'll acknowledge that the weapon wheel has the potential to be useful (especially for newer players), but again it's something that a veteran or lockdown player like myself would toggle off.

We don't need the wheel, but hey, some might. So, like the new monster health bars, let's have the option shut off that display as well.

Thu, 04/04/2013 - 10:19
#336
Daemiax's picture
Daemiax
@Thinslayer

Yes, it better. But still, funny. Why is everyone mentioning shield bar?! I really wonder how some of you managed to grind so far as you did.. I cannot understand how can that bar even be useful, are you tryin to tell me that in the heat of the battle, while 5 monsters are attacking you, it's easier for you to look up at that bar?! That is not logical, if anything, it's dumb. No offence, but it is.

"The weapon wheel is useful. I like knowing which weapons are next in my list."

Again.. do you even think about what weapons do you take with you? Do you have some super extra weapons slots so you can carry 10 weapons and you get confused? For the love of god, most people have 3 weapons! Is it really that hard to remember on which slot they are?

"I like how everything combat-related is on top where you'll use it, and everything non-combat-related is on the bottom, where you're not looking anyways."

If you still dont get it, Eltia shared a link about that.. Go and read it please.

"Enemy health is now displayed. It allows for better tactical decision-making."

Like everyone who mentioned this, you obviously prefer the game to be easier. Most of us don't. I believe at least 80% of players would like this game to be harder, not easier due to some visual HP bars over enemies. But hey, I can turn them off, so no problem there.

(you were asking for it..)

Thu, 04/04/2013 - 10:19
#337
Stwhitestorm's picture
Stwhitestorm
Replies to old HUB users

Bubly I agree with you, it's not always about the graphics that make the game great. Plus the GM's need to remember that about 90% of the Knights in-game are minors so they can't afford the HD graphics or Gaming computers unlike the other 10% of adults that play this game for relaxing, stress control or in my case the pure love for the game.

Deepbluemist that is an excellent option, for the few that actually like this new HUB keep it for them or do as I suggested just keep the good parts from this update and mix it into a hybrid HUB of Old and New.

Yes Morrigan I saw that problem also and was doing a Jelly King run on my alt and noticed that I couldn't help the one team mate that was alive by not being able to drop a health capsule. I was so enraged more so about the update when I could't drop my stuff like before.
- OPN's Divine Crusader

Thu, 04/04/2013 - 10:22
#338
Namaquensis's picture
Namaquensis
hungover but ill try to be coherent

deepbluemist: 'Also why is everyone complaining about the Devilite nerf, they're ridiculously overpowered and act outside of the concept that Fiends are slow attackers that deal tons of damage.'

> the upgraded devilites attack extremely slow, though, just like greavers. they fit in with the pattern, in my opinion. both are incredibly fast movers with an incredibly slow chargeup time. the only reason they're overpowered is because people who don't know how to deal with them end up getting mugged and endanger the whole party. trojans don't follow this rule because they have a shield, and i never thought of them as proper fiends because they're adventurers who were lost to the clockworks.

i'm half and half on the devilite thing. i have no trouble with them alone, but people just dont know how to handle them, and that's the real danger.

i think the thing that frustrates me most with these nerfs and this UI is that all of it is like they need to hold your hand to play the game. I wouldn't mind it so much for new players, really, but it's implemented in such a way that you can never turn it off. one of my guildmates admitted to almost quitting as soon as he got to haven (prior to the mission update) because he didn't understand what to do. i understand that, but everything this update did to make things 'simpler' for the player just made it more complicated.

this game, just like most everything, is a learning process. i think a lot of long-time players feel borderline insulted that the UI has to tell you every little thing (shield gauge, percentage of HP when the bar was literally in your face and very simple to understand, how your slots are full when you go to pick up consumables, how your health is maxed out even though you have a 100% percentage AND a full HP bar) like you don't know it already. the presentation is gaudy and distracting.

also, as someone artistically inclined, i have to ask who thought it was a good idea to use all those gradients. usually i dont get up in arms about style publically because, whatever, to each their own, but fill gradients on everything makes it look like you are trying too hard to impress. It reminds me of when I was in grade school and I thought WordArt was the coolest thing to put on every single project I ever did. The best thing you could have done instead of putting in all of those NEAT TEXTURES WOW COOL was smoothing out what you already had. it clashes really, really horribly with the game.

I agree with everyone that is of the mindset that SK's biggest 'selling' point was its simplicity; the UI it had before was just fine for that. Now we have all these cumbersome details we didn't need before, and the important things, like the HP bar, crowns, and energy, are pushed off to places that hinder concentration on the targets trying to hurt your character.

The new design is linear, alright, but in a bad way. you focus on attacking instead of SURVIVAL, which i thought was the point of the game. attacking instead of surviving was how i started to play, too, i noticed, and that really bothered me that i was so easily caught into that web, as well as knowing that newer players were going to be introduced and encouraged to that way of thinking, however subtle it may be. Spiral Knights was never about that, not for me, and having that taken away from me is kind of upsetting. DPS and efficiency comes later. that's what i feel, anyway.

TL;DR:

- Please stop trying to hold every player's hand. It's okay if we need it at first, but it's like we're handcuffed to these tutorials and tips.
- We don't need all the repetition (i.e. being told about your health in more ways than one all at the same time. Make the different viewings optional?)
- The new UI is potentially inaccessible and distracting during battle. be it because it's too large, or too flashy, it's just not good.
- another thing i didnt mention: i think this new UI is so heavy it's making people lag, even though just mentioning this is gonna make me sound like a dick, lmao. it's something i have to mention though, because even with my beast of a computer that can run assassin's creed 3 on high quality EVERYTHING i started lagging down in FSC, so i dont know how other players with older, less equipped computers are handling it :$

Thu, 04/04/2013 - 10:27
#339
Eltia's picture
Eltia
Cooperstown, ND

Well, put the BS and Shield bars at bottom center, put the weapon wheel on the left hand side of the bars (since the bars grow from left to right like everything else in the game). Health and CE gauges at the bottom corners. Move all the boxed buttons to the top, utility belt back to top center (because people hold and drop down, almost never up). Re-brush all the buttons to return that organic feels that old HUD has. Re-texture the shield bar (no gmask please) to give it a more translucent, energy feel. Keep the radar but put the CR counter below it.

I don't know, that's my take on how to fix the HUD. And I'm not a UI designer by any means, I just want to play my SK and that's where the placement of features I found least obtrusive.

Thu, 04/04/2013 - 10:28
#340
Stwhitestorm's picture
Stwhitestorm
Reply Vicarious

I honestly have to say that the old HUB shouldn't have been majorly changed like it has been now, yes the Zoom and I think the weapon wheel is a useless feature. Like I mentioned before I understand it is designed for minors but it should be the minors job to actually learn the game play and how all the keys/hot keys work instead of being lazy and just want to jump into action and beg for stuff (I know this due to past gaming history and a few friends). Take time to read stuff and learn how to play the game and a little of the story behind it so the game play can be awesome!

+1 Eltia
- OPN's Divine Crusader

Thu, 04/04/2013 - 10:31
#341
Deepbluemist's picture
Deepbluemist
On the subject of Devilites

Getting killed by a couple of projectiles that came right at you from offscreen isn't exactly balanced.
Not only that but most Fiend levels are designed to essentially make all of the Devilites overtimers before you have a chance to do anything about it.

Thu, 04/04/2013 - 10:31
#342
Wodanct's picture
Wodanct

Whatever happened to "simplicity is the ultimate sophistication"? Giant health bars. Monster health. Boss health. Shield bar. A giant mugshot of our knight taking up the top left. The crowns and ce being hidden. Menu buttons moved to other locations in the UI they have no business being at. Player health bar at the top left out of view when you are focusing on the middle of the screen.. oh and its acting all "shiny" with the silver and gold pips.

I could keep going on but why did we need any of this stuff? Why did we need any of it at all? I can't think of a single reason we needed these things. The shield aura when shielding was easy enough to read. If it was anything below blue you might want to stop shielding.

Yellow = Caution
Orange = ???

and if by some luck you actually saw Red.. red was obviously Danger.

You know.. I don't even want to talk about this anymore. The new UI has too many problems compared to the old simple UI that had everything we needed already.

Thu, 04/04/2013 - 10:31
#343
Oolon's picture
Oolon
I am kind of hoping this is just an april fools a bit late.

My Biggest HATE, if you have the inventory window open (which you now need to do to see your energy/cr levels) trade notifications cannot be seen as the tab is covered up! So if you miss the sound there is no visable notification, Ok I understand why the pop up does not appear by default to peoples screens to stop the annoyance of newbes spamming requests, however notification is very small. comparied to the wasted space of the portrate.

Why can't CR and Energy, be on a pull out tab of there own its NUTS that I have to open the inventory to see the figures, SK is all about energy and money, I like to know if my trades have gone though while playing, what my mist level is so if I should continue etc. (Not revived yet) however I will be very upset if I cannot see my energy level when reviving.

Don;t like the new cut screen for the elevator, Continue on/return while being simpler to understand for new players, kind of loses the appeal of it being down on a big elevator. Might as well install a door and call it a dungeon!

I don't like the new heath bar, I think the shield should be on top, as that bar is generally longer and its ugly having a small bar then a big one. Exactly why do I need to see those heath states in haven? I liked being able to count the pips rather than it being a percentage based bar, its easy to see the effect of different armour combinations. I think the Heath bar should be at the bottom of the display in the center were it was before.

I think my personal portrate is far to big. not a problem on 1920x1200 where all the other screen elements are FAR to small, however on a smaller display it takes way to much space and its just a button, but the other elements are the right site. I really don;t need to see what I look like, I can use the portate window for that if I do.

WHY.... WHY can't 3 rings put the gate map on a hot key! Why can't the gate have context text on it saying what the level is rather than just the picture, the difference between decon and mechanised mile is very import!

Personal colours are now pretty pointless, now everyone is white except friend and guild, haven is boring, we cannot even set the colours ourselves. Really I don;t care if people are vanguards or not. Allow us to turn of some of those lables. Give us the option of using personal colours on players.

I would not say I HATE the new UI, but I do dislike the way it functions, its obviously not been play tested by anyone who has not been writting the code! It would have been much better to allow an option to select the old and new UI, to give people a chance to give you feed back, before switching over to the new one.

Old accessories and almost disfunctional untested UI not really much for players in this update sorry.

Thu, 04/04/2013 - 10:40
#344
Rogdon's picture
Rogdon
Not Sure About This...

Although I like the new HUD, I liked the old one better. I miss being able to see how many crowns I have without having to open up my inventory. The "Proceed?" screen is kinda' cool, but the elevator buttons made much more sense in that context. Speaking of buttons, it's nice to see shiny, new versions of otherwise unchanged buttons. Still feels like SK, but looks better. I'm not sure about the new icons for useable items, though. It's hard to tell the difference between normal and super vials, and some of the icons weren't changed at all, and look really out of place. Being able to see enemy health is the best thing that has ever happened to this game. The Devilite nerf did almost nothing, as far as I can tell. They still kill me easily every time I get anywhere near them, and it's really quite frustrating. Though, I should add that I was (barely) able to get through a Tier 2 mission alone for the first time in what seemed like forever yesterday, so that's always good. Also, in response to Stwhitestorm, I'm pretty sure the majority of players are over 18...

Thu, 04/04/2013 - 10:39
#345
Daemiax's picture
Daemiax
@Stwhitestorm

I do not believe there is only 10% of players that are adults. That number is way higher. To be honest, without them, this game would be dead already. How old do you think all these players that complain about new UI are? I am almost sure, most of them are over 18 years old.

About graphics, no, SK is not about that at all. Heads up: I have a pretty powerful PC, overpowered when it comes to SK, but the new UI is lagging more than the old one was.

Thu, 04/04/2013 - 10:36
#346
Skold-The-Drac's picture
Skold-The-Drac
After reading this

I fear tdlob left at the right time.
I also hope I can see reason to log in tonight.

Thu, 04/04/2013 - 10:47
#347
Xenonguard's picture
Xenonguard
I'll just drop this here.

In case anyone's interested.

http://forums.spiralknights.com/en/node/77576

Thu, 04/04/2013 - 10:59
#348
Rewolverine's picture
Rewolverine
AAAh Bezel in my eye

I liked the UI when it was flattened and the vials and capsules are looking awefull.You want A feedback so here it is

Dear OOO, I am Rewolverine, and i hvae been playing this game of yours since 2011 and i have to admit that the updates couldnt suck more, the game is not fun any more, i mean it is fun but the new UI has made my SK experince suck.I liked it when there were tortodrones,when the cr and ce would be right up on the screen,when devilites forced me to revive, when i was mad at jellies...To be continued, my mom is getting angry at me.

Thu, 04/04/2013 - 11:06
#349
Korhl's picture
Korhl
Let them eat cake!

Most of this has already been said but I will add my complaints to the list.
1. The player portrait at the top left is useless. We know what our character looks like and can open a window for closer inspection. All it does is talke up a huge chunk of the screen and reduce visibility.
2. Gradients everywhere! Seriously, the new UI sticks out like a sore thumb. Where was the Art Director to ensure continuity of look? It is way too shiny and distracting to the game play.
3. Same goes for the new art on the vials and pills. What was wrong with the way they were? Going around changing thing just for the sake of change is just confusing.
4. Why can't I drop pills when I am down? if I have a health pill that a teammate needs to revive me I can't give it to him now. I don't really care about dropping vitapods. I don't see any strategic purpose in that anyway but why not just let us do it?
5. There are so many pop ups and mouse over stats and crap flying in my face all the time I can't even tell what is going on. I understand I can turn them off but if they weren't slathered with sparkly gradients it wouldn't even be a problem.
6. The are and portraits that pop up after levels and things are always overlapping so you can't see what is going on. That is just poor planning. Make everything fit together or get rid of something please.
7.Also when talking to merchants and inspecting items at the bottom of their list (especially recipes at Basil) the mouse over pop up is so big it runs off the screen and you can't read the last few lines.

I'm sure I will come up with more as I play more.
Oh and also, the release of these changes with the anniversary event feels a little like Marie Antoinette and " let them eat cake" if you get my drift.

-Korhl

Thu, 04/04/2013 - 11:21
#350
Aimheady
About the New Design

I have enjoy the latest design in Spiral Knight but I prefer old design.

But some new designs can maintain, like:

1) Weapons Changing in Icons. (It was totally refreshing. Very nice)

2) Monsters HP bar sure is nice but it can design better.

3) Shield Bar are nice too but still the same. The design can make more nicer like abit 3D feel and make it short a bit, It too long

Others can maintain to normal like before.

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