Zopy's UI Redesign:
I suppose there were some valid points in your last post. I actually even decided to hunt for some issues with the new UI and I noticed it didn't show if a party member was eligible to go down another depth, it didn't have an organized way of showing who was party leader, during Lockdown some of the team members health bars and names were hidden beneath the chat, the NPC chat and party wasn't all neatened up as I expected it would have been, it's not very customizable, camera angles make it difficult to see certain messages in Haven, color scheme didn't go together very well with gameplay and loading screens, many people experiencing lag, etc.
I guess I should have explored the new UI a bit more before assuming things. Anyway my point was just that OOOs put a lot of work into it, and I doubt that they would ever go back to the old UI after they had just spent plenty of money and time on this new UI.
I wouldn't say that we need EXACTLY what you made, just maybe a few minor improvements I guess, but still nice work on the UI. It's really either this or a more customizable version of the one we have right now.
Just because you have spent your entire life savings, and life itself, on creating a magnus opus, does not mean that your work is/will be good.
Have you poured your soul into creating this piece? Yes.
Will this alone make the piece "good"? Not necessarily.
because whatever the biggest number is, it can always be bigger. ex: (tbe = the biggest number)
person 1: tbe is the biggest number!
person 2: what about (tbe + tbex10^tbe) + itself tbe times?
person 3: what about [that number] +1?
and on and on and on...
Now for something about the actual topic, @Zopy: The "flashy" buttons being a downside is a matter of opinion. I actually kind of like them, but it's hard to appreciate them since it's only half the buttons that look like that and only half of those are actually fully converted and don't have jagged lines around the inside or outside.
Would be nice to add a charge attack bar right under the statuses.
better than current, but too much useless things.. so old one is still the best.
Need to know if any of the GMs can See this Awesome UI !
I feel like it's too much. Forgive me, I just happen to like clear spaces a lot.
+Leader slot positioning
+Pips
Even if there were so many pips that you couldn't see your teammate's entire hp bar, I felt like knowing anymore of their hp bar would be useless, because it was obvious they were in a safe margin anyway.
+Show/Hide chat
I hate what people say in ld. With the new ui, I'm also constantly typing /clear to see my teammates' hp. I want to see their hp in case they happen to revive alongside me, so I can go team up with them.
+Show/Hide options
+Show/Hide vital info
Emphasis on show. It's too necessary to see when you're reviving yourself, joining a friend, and stepping onto an elevator.
-Small Portrait
It takes up space.
-Monster HP
It takes up space and I don't want to take my eyes off the enemy to look at the top of the screen.
-Cursed Equips
Well. Here's my argument. In some games, you buy a cursed item, and you only realize it when you equip it. In this game, I feel like there should be some dark freaking aura spouting from the weapon. Personal preference.
-Equips
I honestly would rather never see a locked slot. It's like a huge advertisement because you'll always see it. Although, an easy solution is just make the locked slot invisible.
-Shield & Shield bar
I could live with color references. My shield rarely breaks anyway. T3 shield in a t1, t2, and t3 situation.
-Sprite
I think there's a cooldown effect here somewhere and I'd rather not be staring at the top of screen to see when to recover.
?Activites
Does... anyone pay any attention to that? I've been trying to, but across the map, you basically try to find the elevators and not die.
@Rage-Pillows:
Monster HP: since presumably floating HP bars would stay in as at least an option, you wouldn't need to look up at that window. Heck, we didn't have it until a week ago, anyway.
Cursed stuff: You know how curse works in this game, right? I think a giant eye over the player and the weapon icon is enough.
Activities: Return to Ready Room is one of the best things about the new UI, especially with the quick-everyone-join-my-party-i-found-cake system my guild is using.
also re-add feature where players waiting on the lift, waiting on the party button and dead, who's party leader. At this new UI, I always late to realize my teammate all died. I think the ready room option was the loneliest, forever alone person's option, kinda depressing. It's nice without downloading screen, I guess. I don't really mind with charge time bar and shield bar (both can't appear together obviously) with some transparent colors at the top of the head.
So I'm bumping this entire thread for a sec... since I really like this UI design.
Typing during class, so I'll be quick.
I'm really appreciative of all the positive feedback from this idea, but I think we all have to realize that OOO probably isn't going to change the UI back to the old format. It was just far too much work making the new UI, which involves not just the combat UI here, but all the windows and buttons and such. It would be a total waste of money/time for all that worked on it.
The least they could do is move things back to the old locations on the screen. Even with the ridiculous glossy, bright, high-contrast look, this UI would still be so much better than how they have things set up now. There are dozens of posts pointing out just what's wrong with the layout, how things are out of field of view, parts are covering other parts, how there are important parts HIDDEN behind other windows, there are a LOT of missing features from the old one (elevator tab system has NO visual representation anymore), etc.
I wouldn't mind the new UI's look as much if it didn't move and break so many other things. It would still look ugly as sin in my opinion, but at least I could still play without having to reteach myself where everything is and learn new habits to get the same info from the old one.
If they can't even do that, the absolute very least they could do is type up an explanation. I keep saying this, but 30 minutes is all I ask for OOO to type out their reasoning for breaking everything.
Three Rings are going to need more than 30 minutes. Maybe a day or so.
This idea is perfect, +1 :)
Great job! But still would be good to be able to hide whatever player don't want to see.
1+, Really like how you can minimize almost anything.
BUMP!
see, i bumped it from being the first thread here to the first thread here.
I'm kinda really late on this but,
>that general "shiny" look to make this two year old game look "new." Though now it looks like a cheesy game from the 90s now...
Is there anything wrong with it looking cheesy? Heck, when I started up this game I was almost let down by the lack of cheese here. I mean, cheesy. Cheez. Fromage.
...Whatever. Point is, is that really a bad thing? Why?
It's a change of style, which appeals to a different kind of person. If you liked the old minimalist/simplistic UI style, you might not like the "shiny" one. And also, it wasn't a well-executed switch... about half the UI looks the same as it used to, and it creates a really weird, half-finished look. Whichever one they pick is up to them in the end, but they need to go all the way with it.
i agree. i hate how i hop onto the elevator, then see that i have to leave, or buy energy when i have no money. i dont realy like it. like this, i cant get tabbed, so i have to leave the mission, then just chat until i can retry it.
Honestly like the look you came up with it's actually thought out.
Although a flashy new look is nice but it usually doesn't even run stable, throwing amazingly useless things into view and taking away the more useful things. Honestly the last thing this game really needed was a new look with all the crap that was wrong with the game before. I'd say it should have more so been addressed AFTER the fact of getting the game to run totally smooth and accordingly to how people wanted it. Since after all it is a game pretty much run from people throwing money at the company to produce better results. Come on this game is fun and all.. I think it could of been better then what it was and is now it's one thing to have an idea but it's another issue getting it to work.
I just read _every single post_ on this topic to make sure that someone else didn't say this before. In addition, this has turned into a combination of a "yes/no" fest and a legitimate discussion on user interfaces, so I think this is the best place to put this:
With the old interface, when I was in combat, everything was either on the top center (vials, vitapods) or the bottom center (weapons, health) of the screen. This was fine, as it allowed me to keep a general focus on what's going right in front of me, and was really handy in several pinches. However with the new interface, the pills have been pushed to the bottom, and the health has been pushed to the top left. Now whenever I want to check my health to make sure that it's within personal acceptable boundaries, I have to look at the very top left corner, and I suddenly lose focus on what's happening in the center of the screen. This can be really dangerous in places where focus really matters (PVP, boss fights, danger missions, shadow lairs).
Though I do have to disagree with some of the people here and say that I actually like the new shield meter. At the stage where my character is at, if I'm hit with a rocket on tier 15 on my way to Roarmulus Twins, then my shield drops down by more than a third and glows yellow. I get much more information from "1/3" than from "yellow".
My suggestion for combat interface: I understand that some people may prefer the new interface, but I would love an interface feature (only accessible through the options tab or something so that we don't accidentally toggle it during combat) where we can set the location and size of the health meters and vials. This way everyone can optimize their combat experience without the developers having to guess at what we want in that respect.
I hate to be the one bumping my own thread back, but I really have something to say and I don't feel like starting up a new thread about it.
I've tried to get used to the new UI. By Vog have I tried because I still like the game despite its constantly accumulating flaws. But I just can not get used to it.
After two years of having everything in a certain spot, being habituated to look in those spots for the information I need for TWO YEARS, and suddenly having everything changed and moved around at the drop of Nick's pipe... I just can't adjust to it.
I find myself constantly dying to statuses and losing track of how much health I have because I keep looking at the wrong part of the screen.
I find myself looking at the wrong spots to find the stupid tabs that I want.
I find myself hating this new UI more and more the more I play with it.
I wanted to give it a shot, I really did. But aside from the terrible layouts, over saturated colors, and art theme shattering looks, there's so many other things wrong with it. The loss of a lot of easily readable party options (tabs, party deaths, leader, etc.), the annoying new pop-up windows for elevators, that annoying portrait staring at me all the time, and just so many other stupid things.
OOO, please prove to me that there was a good reason for this UI change. Show me that the Sprites or your new Bash and Dash REALLY needed this stupid change. Please convince me that this wasn't the absolute most useless and needless change to the game I've seen.
great, great, GREAT design.
too bad OOO will never care.
The battle spirite is a little too big though but still nice +1.
I know that I'm necroing, but this has to be accepted.
There are some really good ideas out there so i think that it is okay to necro as long as it's a maximum of 5 every 1 or 2 weeks. Cause necroing too much will block up the new ideas that could come up.
It's too noisy.
What needs to happen is just that everything but pickups and equipment/hp/shield tab can be hidden through the use of hotkeys.
I'm crazy, but the OP has a point. Yes, their last post was in 2013, but seriously, we need a UI change that is less... Childish? I liked the old, simple UI because it didn't look like it was meant to be the center of attention. No one complained about it then, but if we changed it back, don't you think new players give us the "What the heck is this crap?!" look?
Nice idea like it. Please loook my idea too for a better gameing http://forums.spiralknights.com/en/node/110755
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