April 3 Update - Discussion

Shidra's post sums up my feelings.
Also, due to the devastation of newer players dropping vitas, I have a good idea: make the option for toggling vitas something under the "Game" tab in options. Dropping vitapods starts disabled unless manually changed, something which newer players probably won't bother with doing.
Either that or give a chat command to do this, like /dropvita. This way it's hidden from players who don't want to do it and also makes it impossible to do it accidentally.

Thanks for adding some handy and useful things.
But ... many things, which not so good. All or most have already pointed here. I shall mention only a few.
- CE / ME panel - Make it always on screen or toggle as other panels.
Also inventory panel during "Loading ..." - without CE / ME. - splash on attack - Make it optional.
- new UP / DOWN button - Not even a button and the whole screen. Confusing.
- weapon switching - I can't see the characteristics of the chosen weapon.
- menu by clicking the mouse on the knight's icon - i can remove it only by clicking on other part of screen.
- invites - can't see invites when inventory opened.
When panel is removed - difficult to see the icon of a new invitation. Can't see invitations during "Loading ...". - vials - Hard to see them on the floor. Hard to distinguish from one another. And looks poor.
- Make button-shortcut for Messages (Uplink).
- Add "Compose mail" to knight's menu. I want to send mail to friends and guildmates as easy as /tell.
- May be toggle panels "Social/Help/Messages" and "Loadouts/Inventory" separately ?
- Make button for Gate map ?
The old UI looked more cute for me. New looks like from some shooter or strategy.
Splashes, "Advance" button and some others looks like ... in the comics.
Excuse me, but part of innovations like made for kids.
And i have some suggestions :
SFME

Constructive criticism:
Caketastrophe is fun, as it was last year, and contrary to a ton of people saying it's the same event, it's actually a bit different. One difference is that the nests found in the clockworks can spawn a ton of mini-cakes (OOO is into mobs of enemies lately).
Good:
- Getting any sort of update is a good thing, and this one is pretty cool.
- Vials look cool.
- Minimap is more functional.
- Although placement could be improved, the shield health bar is pretty cool
- Enemy health bars are a welcome addition
- Weapon switcher animation is nifty, however, I find that it can be distracting when in a fight and I suddenly think I'm being ambushed
- Shiny interface is kinda fun
- Last but not least, Devilite nerf. Thank you, thank you, thank you. I hate these guys, and this make them much more manageable.
What I would love to see changed:
- I want to be able to see my Energy window at all times. I find that I have become a paranoid player when I can't see my energy status.
- Please allow us to drop vita pods... when I play with my kids, and accidentally pick up a vita, It would be nice to be able to drop it for them
- The vials, although cool looking, are more difficult to identify when on the ground
- The vials are also harder to ID once picked up, and looking to the bottom of the screen for them is very strange.
- I think the slot number and the vial count number should be switched, it's hard to tell at glance which is which
- Why did the interface get flipped upside down? I'm not a fan of taking almost every UI item and putting it on the opposite side of the screen, it would be nice to flip it back over and keep it more consistent with the old UI
- It is more difficult to get to the energy depot now that we have to open our interface to see the energy meter.
- I can see my energy when I am in the ready room... I'm glad it's there, but this should be a permanent display in ALL areas, not just RR, the Energy meter should always be on-screen. At a bare minimum, mist energy should always be on-screen. We need to be able to very quickly glance down and see how much we have left.
- The inventory is a little hard to look at. Perhaps the contrast is off, or something, but it's a little too shiny, other shiny things seem spot on.
- Did I mention the Energy meter? We need to see it at all times. Period. I think everyone agrees with me on this point.

The ability to drop Vitapod should stay. Sometimes you accidentally pickup a Vita 12 when someone who is less well equipped could benefit from it more. It's all about the spirit of sharing and it's consistent with the SK community standard.

anybody else notice the persistent small energy symbol that hangs at the bottom of the screen when taking an elevator?
lowest resolution for performance boost gives me THIS
):

Regarding Lockdown (or PvP in general) why does it display your own health meter twice? There's the big, main health bar, and then there's a party member display of yourself as well. That should be removed.

Except when loading, I want to continue always seeing my crowns, ce, and mist. It is tedious to hit "I" or arsenal icon to see these things.
I can't throw away my pillz/vials when i am dead !
and i want to see my energy/crowns without pressing "I"

1. Someone joined the party right before the elevator went down. You might wanna fix that...
2. I'm getting "Health at Max!" and "Inventory Full" messages when other party members walk over vials and hearts (even when the heart no longer appears for me.)
3. It is really hard to tell if a party member's dead or not. Also if they're waiting at the elevator.
4. I miss having the indicators of whether your party members had at least 10 energy or not. I'll tab people if I have enough, but only if they're out- now I can't tell if they're out or not, and I've had too many people trying to get tabbed when they're not out to take people at their word. Teamwork!
5. Let us drop vitapods please. Teamwork, again.
I don't know if these are glitches from the update or not, but since I didn't have any problems with them before the update...
- Sound effects when I hit something are iffy- they come and go.
- Sometimes I can see the sparkles and shadows from vials, but not the vials themselves.

I'm sure this has been said, but don't have the patience to read all of this! So if it's a repeat, take it as a vote.
1) I want to drop my vitapod!
2) Make hotkeys to expand the menus menu and such. That'd be nice.
3) Weapon scroll HUD seems glitched with 3 weapons. With two, I see the weapon I have, and my other, above and below. With three, I see the weapon I have, and a copy of it above, and my next weapon below. In other words, i can never see all three weapons, i always see my equipped one twice.

I HATE how I have to look towards the top-left of the screen to look at Health and usually get killed doing that... The character IS AT THE BOTTOM CENTER OF THE SCREEN, FOR GOODNESS'S SAKE PLACE THE HEALTH AND SHIELD BAR THERE!!!

Just 10 minutes before the reboot but, I will write my opinions anyway.
-Aesthetics: Well, at first I thought the new UI looks bad, but now I am fine with it. You could use the old font instead of Arial though.
-Health bar: 95% of the time I have no idea about how much health do I have, the shield bar is completely useless, I often don't even see the portrait. I understand that you don't want to leave the giant health bar alone here, but you could just keep it down the screen.
-Weapon wheel: Has no use, didn't help me with my new 3rd slot today. I believe I could do better without it.
-Monster health bar: I wish we could toggle them with a hotkey.
-Warnings: Stuff like "Inventory full" "max health" is useless.
-The flash that appears when you hit a monster: Cheap.
-Elevator screen: Kinda cool, you could choose a less awkward position though.
-Screen shake in PvP: Nitronome has 3 big problems for party: 1. Knockback 2. Flash 3. Screen shake. It makes you give openings, leaves you vulnerable. If everything that hits you shakes the screen, then it will become unplayable.
-Party health: Hard to realize if they are dead. You never know if they have enough health for the level.
-Status flasks, pills: They look awful, especially pills. The old ones had a unique and much better look.
-Devilite nerf: I was fine with them kicking my ass in return for me kicking theirs. They were one of the very few challenges in the game.
Conclusion: Old UI was much better, both in looks and use. The new UI is good for newbies. Half of the newbies are under 14 and looks like SK is changing its target audience.

I know a lot of these comments have been made before. I'm just adding my two cents and opinion to the mix.
Two biggies:
1. There is way too much distracting text now. Having rank written out above your head, in addition to name and guild makes things a visually confusing mess. Symbols are a faster way to communicate information, and I felt that SK did a good job of that already.
2. There is way too much gradient action going on. Unfortunately it gives the appearance of outdated web graphics. Used judiciously, gradients can have an impact, used too often and it gives an unpolished look to the UI. This is also relevant to communication - simpler is better and it disrupts the coherence of the SK graphic design. The new Heat Acquired bars are in the Flat Vector style (I think it looks good) unlike the rest of the update.
Everything Else:
Portrait in the upper left is pretty unnecessary, it's large and doesn't add to the overall game experience. You can get a similar view of your character with inspect. I liked having a profile headshot next to your name/teammates. Simple and uncluttered.
The same applies to the shield bar. The feedback given by the shield previously was adequate.
That Health Bar. I really can't abide by it. Maybe there's just too much of it. Possibly just the gradients again, but it looks bad frankly. A flat style would be more appropriate, or even a red bar with outline. And yes, please whatever happens, keep it central on the screen.
The new design for the vials/pills is really not visually appealing either. Also very confusing that the color scheme has changed slightly. It'll take some getting used to, but I really would prefer the 2D graphics we were running with. I wasn't there in the development, but the appearance of all the items and symbols in SK had a uniform quality to it that was very appealing. This particular aspect of the redesign feels really out of place.
Zoom feature is pretty cool! I enjoy being able to change the POV to one that's more like wandering among the crowd, especially in Haven. It gives people a chance to show off a little.
Shopping Cart Icon in the supply depot feels out of the games idiom.
The Advance Now screen at the elevators, while cool to see your party and all their gear, seems a little over the top. Also it breaks the feeling of Descending into the clockworks to say "Advance."
I like the weapon switch wheel. Some have argued that the text is troublesome, but that goes back to main point 1.
More later perhaps as I think about it. Thanks.

ya Btw I really hoped there would be some uber cool promos for the anniversary not a grinding event.. I hear we havn't had a promo in a while it would be nice to have one once in a while atleast.. Thank you :c

Guys, just so you know from now these is a new April 5th update discussion thread, you should really post on there now, the update didn't do much, but it's still the most current thread.
See ya there!
(GMs you can thank me later.)
(copy-pasted from another topic)
My first response to seeing this update: "This is an April fools joke, right?". My roommate's first assessment was "This is gross."; I couldn't disagree. After playing with the new GUI, I have quickly come to realize the new GUI is not only completely ridiculous looking, but also poorly functional and very poorly planned out.
This is the type of graphical interface I would expect to find on a video game that came out of a cereal box of the late 1990's. This is the type of UI that Internet Explorer started to use, right before its market got completely dominated by the more sleek, compact, intuitive browsers like Firefox and later, Chrome. This is the quality of UI that I would expect from an undergrad school project of kids who just learned visual programming.
Hear me out, OOO. I tell you this not because I hate you, but because I want very greatly for you to succeed in overcoming this failed attempt.
CONS with the current system:
-mandatory weapon scroll wheel. Here is a thought: maybe people dont want to see a bunch of giant icons pop up on screen every time they change weapons? Aside from the fact that it doesn't work properly, you should at the very least allow people the option to remove anything from their HUD that is visually intrusive, distracting, flashy, and completely unnecessary.
-Blue. Shiny, deep blue. Why. The menu colors, auction house colors, and escape menu colors are at an all time high for ugliness. The best HUD is the one you forget is even there. More contrast does not make it look better; more saturation does not make it look better. Light neon-blue on deep shiny blue is not an acceptable contrast choice for menu coloring. First of all, people are gonna be absolutely sick of blue in about 30 minutes. People are gonna get discomforted by looking at the same bright colors all the time; its just visually annoying. Additionally, the font on the drop down menus is ugly, and many of the characters are way too fuzzy to quickly identify the item. Also, the overall "shinyness" of everything really is not appealing.
-A giant picture of yourself, facing you, while youre trying to play the game. Honestly, I cant even begin to comprehend this. I know a lot of this game involves creating a little "persona" for yourself through costumes and accessories, but no one want a picture of yourself stuck on the screen at all times; that's just silly, distracting, and a waste of very valuable screen real-estate. Just make the portraits optional(and perhaps a reduced size option) and I think you'll make everyone happy.
-Shield indicator getting bigger when you block. Its nice that we can finally see how the shield mechanics work, but things shouldn't be popping around and resizing in the middle of the game. It looks silly. A much easier approach would be to encase the health in a SUBTLE outline that diminishes when the shield takes damage (this would visualize that the shield protects the health, but only when in use and not broken; some people still dont understand this.)
-Health and shield in top left. It should be in the bottom center. You should be able to look at your health without taking your eyes off of anything, and that is just not possible when its in an asymmetrical position off in a corner.
-Screen moving every time you take damage. Distracting, annoying, not at all immersive. Make it optional.
-Enemy and item fog above enemies and items; Giant, very bright triangle indicators moving in circles around what you're targeting. It should be optional, and they both look way too bright and annoying. Remember, subtlety is key.
-New "splash" image whenever you attack. No one needs excessive blue and red lights everywhere. When killing a group of enemies in a vortex bomb the excess lights are so ridiculous that I can't even see what enemies i'm hitting. Completely annoying.
-Neon green guild name color. Really?
-Vials. They are too bright and hard on the eyes. Also, you have still done little to make them distinguished from each other (lightning bolt on the shock one, ect).
PROS with the current system:
-Making "Show Rank" optional. Good decision, as many people prefer less clutter.
-Making the word "Haven" in the top right smaller: it was a button that new users won't really know what to do with, and its not too important. I do think you went a little overboard though; now its kinda hard to read. It should also be white.
-Additional mini map detail.
-The elevator transitions are ok. Its still not a great utilization of space but it works fine.
I'm getting sick of writing so I'll stop for now, but there are plenty more problems.
I hope you give serious consideration to undoing many of the design decisions you made here.
What you said is incorrect; April 5th update was a bugfix patch, with no new content.
The feedback of rage and disappointment from the April 3rd should still be posted here, unless to do with the bugfixes not working etc.

I understand we're all disappointing with the new UI and all that stuff, but god-dang, people try not to sound so harsh.
In my personal opinion, here's how I think of it:
Good:
+The new radar is useful
+I like the benefit of seeing monster health and their weaknesses.
+I like that cute little shot of your knight in a "LEZ DO DIS!" pose on the elevator, and a heroic weapon-slung-over-the-should pose at the end.
+Devilites got nerfed? PRAISE TINKINZAR THIS IS THE HAPPIEST DAY OF MY LIFE!
+Monster cakes :D
+I like the new designs of the vials
Bad:
-As a veteran that's been playing this since the first 3 days of its release, and even though it took me literally 5 seconds to adjust to the new UI, it is still kind of tacky.
-I can't move my vials by dragging them. I want to be able to move my health and remedy capsules in the spots where I've always kept them
-One the game's main attractions was being bright and colorful, now everyone's name is white unless you're in the CWs.
-I want to be able to see my crowns under my radar so I can see how much I have just with a split glance instead of opening my arsenal.
-I would like the old Energy meter back in its lower-right part of the screen.
What they can do to fix it:
~Make an option to bring the old UI back. Place it under 'Game' in options > UI, 2.0 or 1.0 (Requires game restart)
~Make everyone's names colored again as their body colors are.
~The ability to move vials and drop vitapods. I always like to drop my stuff for my guys when I have to shut the game off for the night or something like that.
~Although the weapon selection wheel is OK with me, at least make the option to disable it.
What we can do right now:
Get used to it and hope for the best. No need to be all like "UGM THEY RUINED IT THE WEAPON WHEEL BLINDS MY VISION AND I CANT HIT ANYTHING IM QUITTING!!!1!!11"
Since we all think the ranks of people are a clutter, they've added the option to turn that off.
KILL MONSTER CAKES :D
From one of your fellow veterans: Xtweet. I use Steam so I can't use the forums on that account. So yeah.

There is an option to log in with your Steam account.

While I'll give OOO credit for things like monster health (more on that later) and the new UI color scheme, there are more cons in my view than pros.... by far.
= Monster health- thumbs up on the idea, but i think OOO totally flubbed the viewing distance of this stat. While i'm not a gunner myself, my friends that are have voiced complaints of not being able to see it. If you're gonna implement this, make it so everyone can see it perhaps?
= Crowns and Energy- plain and simple: dont hide these from us. i liked it when i could see these 24/7 w/o having to open any window. period.
= Weapon Wheel- while i can see this helping newbies out, people who've completely memorized all their all loadouts for eternity should be able to turn this freaking annoyance off. Duh.
= Health and Player Icons- ok, ill give OOO a point for putting vials and such at the bottom of the screen, but why the heck put the health in a corner?! I think its more useful if your health is.. idk.. maybe where you can see it w/o diverting your attention for Vana's mace?
Then the icons...: I dont like how you cant immediately tell who is the party leader, nor how only certain accessories show up on people. Aka Id like my stuff to show up.......
All in all i think there is still a bit to work on. At least i think that.
~Mush

Oops, forgot this little thing. It's not about the UI but it's about the update
(new block textures don't make sense)
They just don't. They seem to be supposed to be pipes, but why would you put a pipe randomly in the middle of a floor? Also, they are often rotated wrong. And there are no bent-arm connectors, tri connectors or quad connectors where appropriate. Also, what was wrong with the old ones?
Some minor gripes that were likely not covered:
Have QC go through each popup window at each resolution, and figure out which windows can be made slightly taller to eliminate scrollbars. Scrollbars that move content up and down a grand total of 10 pixels are stupid, as is putting everything EXCEPT the Start button above the fold.
The hotkey labels on the UI buttons at the bottom now make it more glaringly obvious what things are lacking hotkeys. Please add in hotkeys for the remaining buttons. While you're at it, please make hitting ESC close the main menu; the main menu is currently the only thing that cannot be dismissed by hitting ESC, and you can't control your character until you dismiss it.
While we're at it, PLEASE separate "attack" and "interact" into two separate keys, and have the default mapping be one key for both (much like the arrow keys are mapped to both "Face NSEW" and "Move NSEW"). If you had the time to do a complete UI overhaul, you have the time to do this.
There is now a substantial delay between stepping on an elevator and being presented with the end-of-level stuff.
The loading screens are now even more obviously outdated than they used to be.
There is now no visible icon of your currently equipped weapon. Please consider adding that back into the interface somehow.
Oh, and specifically related to the anniversary event: Big cupcakes don't display status effect particles properly (presumably because the particles are aligned exactly like how they would be for jelly cubes, which are smaller, so the particles end up inside the cupcake).
It would be nice if the interface design was a little less... Microsoft Word-y overall but out of combat there isn't anything wrong with it.
After two days of using it, I still have a few small problems with it in combat. Having interface elements suddenly popping up onscreen is slightly distracting and really annoying. Both the monster reader thing (which cannot be disabled?) and the weapon swap could be given permanent boxes on the interface to appear in, rather than suddenly obscuring part of the screen. Also, this is probably just because of my low resolution from what I've heard, but they could both be shrunk considerably.
Likewise, it is wonderful to finally have a shield display, but I do have to wonder why it needs to take up so much space. A heat-collection style circle with the shield's current colour would work at least as well. Possibly better considering it's easier to check a colour out of the corner of your eye than compare the current bar length to the total bar length.
What I do really like is the change of level screen and the mission complete screen. Add a bunch of randomized poses for those, it would be cool!
Two things I'm still confused about: Why the game suddenly needs a drastically different interface at this point in its artistic life, and why you patched in placeholder graphics for the vials/consumables instead of just taking the time to finish the icons.
Here's a few pictures showing the the field of view at lowest resolution. It's not the best evidence but I hope it at least gets a point across :
-Old UI vs New UI in battle at the most minimal level.
Note: This isn't including any elements that pop up such as Targeted Enemy Health Bars or Claypots/Keys/etc.
http://i.imgur.com/qP0ABiX.png Old UI "field of vision" when fighting
http://i.imgur.com/3R1aIeZ.png New UI "field of vision" when fighting
http://i.imgur.com/kW9M10T.png Old UI(Purple) vs New UI(Orange) overlap
So by the looks of it, with the addition of actually hiding alot of the buttons, the UI 'windows' that really have changed the most in terms of space is the bottom right with the CE/Mist 'window.' When you're in a guild, there will most likely always be chatter and it seems a bit cumbersome to type /clear every so often. For the low resolution players, the New UI definitely seems to impede their vision from the left side compared to the old style. Looking at them seperately, it looks like the new UI seems less 'cluttered' but when doing a comparison, it tells a different story IMO.
-Weapon 'scroll'
http://i.imgur.com/wyPjhfx.png As the text says, the slag guard is almost completely covered by the weapon scroll wheel. Knights are of similar size so this feature can also entirely cover up an enemy knight in Lockdown.
-Pop-ups
http://i.imgur.com/fJTVScq.png Just having 3 different elements appear for one thing seems a bit overboard.
And just adding haze to an already easily visible "Crosshair" again seems to be overdoing it. The old version was enough to tell us everything we needed to know in one single step.

I find it interesting how your energy supply doesn't show up when you're on the elevator, but it does when you can energy revive in PVP.

I have a few very important questions.
- Aside from Eury, patient soul that she is, reading through all of our comments and keeping a tally of our feedback, are any of the OOO devs looking through all of this?
It's one thing to ship a product and say give us feedback.
It's another thing to ship a product, ask for feedback, and then never read it.
I think OOO could honestly learn something about what we want if they sat and looked through a fraction of these posts.
Snowdusk originally posted this, but it is still painfully relevant.
- Are there any plans for the OOO crew to explain why they changed things the way they did?
I've never seen the forums this riled up about something before and I strongly believe this needs to be addressed personally by OOO. Just hand waving it by saying, "Oh, it's for the Battle Sprites," is a complete load of snipe... poop.
There is NO doubt in my mind that the old UI would have worked PERFECTLY for any incoming content. Sure it may need some very minor changes, but it worked and looked great.
So can they PLEASE just take 30 minutes out of their day to type out a reason for their doing this? If they're worried about the lost money from taking such a small amount of time out of their day, I am willing to pay them for their time so they can explain this.
Just please don't leave us hanging here with an ugly UI, a broken art style, and no explanation whatsoever. PLEASE.
*****
And this last question isn't nearly as important, but is related nonetheless. Here goes...
- Has OOO seen my thread?
As much as they're not obligated to, I nevertheless want to hear why they felt the need to change the UI when the old one could have functioned just as well (and judging from the feedback on my thread, even better than the current iteration.)
This is something that is going to bug me for a LONG time because I just did not see the need to change the UI, which more or less defined the soft and simple nature of the game.

Main Menu Panel:
- You have both "Help - F1" and "Support" options, but they both open up the same panel. Eliminate support. Players should be smart enough to switch between the various tabs.
- You don't have Bug Report - F2, hot keyed in the menu. This is useful and something that should be more obvious... ? Yes, it is in the help tab, but it doesn't immediately stand out.
- Missions is hot keyed as "M" but also works as "F8" - probably simpler to eliminate the duplication (F8).
- Map Messages as "F8", if you take the above suggestion (this keeps the onscreen button numbering consistent).
- Gate Map has no Hot Key. Please map to a function key. (Long time request by MANY players).
- Consider removing Arsenal and Character from this menu, since they show with their hot keys on the right panel - or - add Loadouts (L) here as well to be consistent with what is on the right side tab.
- Suggest organizing the panel alphabetically or alphanumerically by function #
Activities Panel.
- make Missions button the same size as the other buttons (aesthetics) - maybe add some type of icon for consistency
- same for Coliseum and Party Finder
- would like options to pick any of the 4 Haven Zones to go to directly (convenience) instead of having to run through zones. Since client logs you in to your last Haven location, this isn't completely unrealistic.
Arsenal:
- integrate Crowns, CE and Mist all in the same module.
Mini-map:
- separate monsters on radar from option to toggle off monster health bars. I understand why and how you've linked them but one is a "screen clutter and client lag issue" vs. a couple of pixels on a screen.
- map zoom function - doesn't really do a lot at top resolution - does it do more at lower res?
Character Portrait:
- take away Rank Level, adds no value, crops top of image, tie in to "display rank" option under chat as a way of giving players an "all or none" choice.
- health and shield bar, not necessary in non-combat levels, agree with many, was better in original location.
- shield bar at minimum, should be translucent blue, rather than solid to match energy field, of actual shield (big blue bar = eyesore).
Events Hub:
- when special event, like current anniversary, why is the mission not listed here, as a first item default?
- option to have event hub default be "closed" when logging in, rather than always default "open".
Descending Levels:
- The Advance now (running to the right) graphics are a bit cheesy. The old way was frankly, better. If you keep this, please add in some different graphics or images to provide a bit of variety.
- The choice of Advance is an odd choice of wording. Advance is usually used in a lateral sense rather then vertical. The whole premise of the game is to go to deeper and deeper levels, so why not just say "Go Deeper ?" and "Go Up to Surface?". Should be intuitive, no?
- the little energy window at the bottom center feels very out of scale in comparison to the rest of whats on screen. This should perhaps be bigger?
- When going to a no-pay clockworks level, the "black bar" should disappear after the prize wheel stops, to show the elevator descent
- Please take away the "Heat Levels up your weapons and gear and makes them stronger" banner. This is covered in basic game tutorial missions. Absolutely do not want to see that forever. If there's a toggle already to turn it off, please make it more obvious.
Returning to Haven:
- New "battle pose" graphic is great. Could only be better if I had a foot propped on something that was killed on the level (a la "big game hunter"). ;)
Vials, Vitas and Potions:
Maybe it's just me, but when ever i see a test tube or flask like icon - I automatically think that its something drinkable (I blame Alice in Wonderland).
In reality - the flasks are more like grenades.
- instead of the current different sizes for each level of pill or flask - maybe one type of icon that has more markings, gradations to show they're of a higher level.
- make both health and status capsules "pills" for all types, vs the L1 "pokeball" for health
- number of vials in inventory is very hard to read - maybe the quantity needs to be offset off the top right, like the function # is off bottom left?
More at another time.

UI is badly designed. Too much clutter, and bad positioning of everything. I'm sure every flaw of the new UI has been pointed out already, but I'll just give my harsher opinion.
Unfortunately, the game died along with Anderzej leaving, so the only I direction I see this game going in is not forward. I actually enjoyed playing SK since Beta, but I just realized how quickly things are going downhill. Thanks, OOO.

• New UI does not show what weapon you have equipped after the switching popup goes away. Not a major major issue, but it's good to know what weapon you have out when the vision is obscured by holding a key/pot, a large group of monsters, or using a small weapon and facing your character to the left.
• There is no way to tell who the party leader is. If there is, it's far too subtle or I'm blind.
~Still hoping for a fix in the next few weeks, sometime before the Sprites update. And somewhere along the way, an explanation for releasing an admittedly unfinished and untested UI to the general public's version of the game.
Also, can I point out that it might be a good idea for the UI to show if you are currently tabbed or not? And if you are, then by who?

Ya know one ye swank dev / playas may really use the UI.
New UI, when I hit F8 at the end of a cake button, ye can hit more than just a sliver of the START button to get more clock.
Man I can really live with most of this. outside the text scroll bar most of it is not ideal and runnin really slowly on meh box. sok though.
The one gig that is most Whack is the weapon wheel. SOk to add that I(had it in a badge on the bottom OG UI) buy having that weapon rotation right next to a toon is thrashing the video for a sward swinger. Moreover, ye need ta lessen the Top Left "toon" art. Can not even see all of some of my longer friends names. I hear this is even worse in 6 man teams in LD, I just don't wanna play LD due to that weapon wheel gig. I am all GUn DA GUn DA on the zombies in FSC. Can not even imagine Pokey swing towards Faust vs others.
Meh Tru Cents.

Rwar sit down. Yer drunk :p.
Ya the weapon wheel would be neat if it'd be transparent. Alchemer switching means i have a temporary blind spot on the right side of my character.
The only other thing would be the status icon timer. It's hard to take yer eyes off of combat to look at the top left of the screen to see how long you have to be on fire etc.
Besides that, love the new UI! Watchin bars fly off of people is a neat effect.

Looks like ye nerfed cursed debuff a bit too, no?

Ye never yrally been sward swang, Blueflood.
Ye all the West in yer pockets. yo.
Close melee ye may not really relate to the graphic weapon switch overlay.

I've been doing almost exclusively hybrid for the past month or two, it's kinda fun :). But ya, being at a distance makes it less of a disadvantage... i think that's what you meant

I didn't notice I didn't have 10 mist again and wasted my CE when joining a party! I want to see that bloody mist tank! I'm far too cheap to use CE for clockwork levels!
The sad thing is, that the old UI felt like a lot of thought was put into it - at least considering the clockwork relevant parts (meaning position of health bar, team members etc.).
The new UI feels like it needs to be fancy fancy fancy, but the usability is lost. Was it done by a different designer compared to the old UI?
The style... we will get used to it one day, the lost usability however is really painful.

Why energy tab jumps like ... sun-rabbit ?
http://savepic.org/3200705.jpg
http://savepic.org/3192513.jpg
http://savepic.org/3180225.jpg
Left - Right - Center
(Also energy panel under inventory is hiding, when inventory opens over missions panel. But it's present)
Ok, central position is good and appropriate for the elevators. But what about others ?
IMHO, better to do separated tab for energy at right side with own "hide" and "lock" ("show always") options.
All the names of the same color (can tell, colorless) - it is ugly, stupid and not useful.
Because of this, it is very difficult to find the right person in the crowd.
And unpleasant to look at the gray mass near the AH.
Where colorful points, running around on minimap ? I miss them.
Need back knights with the names of different colors. Or make it optional.
Just compare this screens :
- was before
http://savepic.org/3276277.jpg
http://savepic.org/3252725.jpg
http://savepic.org/3246581.jpg
- now
http://savepic.org/3243509.jpg
http://savepic.org/3234293.jpg
http://savepic.org/3220981.jpg
Is it possible to make one key "clear screen" ("Close / hide all tabs") ? (Esc button not always worked on me)
And also make button to hide all UI elements for making clean screenshots ?
SFME

after 2 years this is what they have come up with?????
this new UI sucks across the board, its like something we would see in a beta..........the icons are confusing plus i dont see how this would improve the game play at all.........
plus just as we think the Player name and guild name would already be enough, OOO has to add our rank title on top on them, i thought thats why they made icon in the first place, to replace this redundant title from showing up...........

-CE/mist bar is not displayed when accepting a party invite that would take energy.

OOO, please return the old UI by adding an option to switch between the new and the old one, then do whatever you want with the new UI. Everyone will be happy.

Accessing Arcade from Missions Tab, selecting T2 or T3 never showed the player the access level CR cost for not having completed the earlier strata.
You can only get this info now by accessing it directly from the gate in the Arcade.
At least with CR on screen in the old UI, a player might notice that they had lost some CR.
Now, there is zero indicator that you've spent any CR, which isn't right at all.
This should have been fixed in any number of ways.
If you are going to take CR or CE from a player for performing an action - then the player needs to know the transaction is happening.

Guys.. Seriously.. There are 10 pages of posts, most of them demanding the old UI back, since there are way too much problems with the new one. If they cared, they would already fix it by now, revert it back. But they didn't. They patched it. But hei, 10 pages of rage and constructive arguments on what is wrong and why, weren't enough. No, they went and fixed Twack Hammer in FSC. TWACK HAMMER IN FSC! Yes, that is a big deal. You efforts should go into things like that, yep... While there are 10 pages of things that are wrong? Nice job, well done.
Stop making fun of us OOO!!!
We won't get our old UI back.. They will only make new changes to the new one. But hei, guess what- crap is still crap even if you put some sugar on it. If they were a company who cared about their community, we would have old UI back one hour after the new one was implemented. Along with an apology.
I mean what else do you need?! If community is raging, if you have 10 pages of reason why it's bad, does that not tell you how much we love your game?! Does that not tell you that you really screwed up?! I seriously don't know what it will take for you to think for a second..
But that's just me..

Calm down. I think you've made your point by REPEATEDLY saying you hate OOO. It gets annoying after a while. Most of us are unhappy with the UI, but we won't get anything done by just screaming at the dev's.

Im not screaming at noone mate. And I don't hate them. Im just dissapointed in them.
Just like to differentiate between the issues of not showing crystal energy and crowns VS. not showing mist energy.
While I'm not sure if I agree with hiding CE/Cr until needed, I can respect the decision to do so. Displaying these very well may have had unintended and undesirable side effects. But this argument does not extend to ME.
Mist energy was introduced to the game specifically to restrict play and encourage players to purchase CE/passes. I believe that the interface should be honest about this fact.
* * *
That said I don't really understand the outrage the interface has generated. There are some things that are better, some that are worse, but certainly nothing game breaking. Got used to it after an hour or so of play. Glad to see new permanent content.