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  #71  
Old 05-08-2012, 08:06 PM
revel911 revel911 is offline
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You know, I don't even look at the cool-down timer. I just spam it till it comes up. And a cool-down power for what? Which power? Not like health, energy, xp which do not change in color. The powers just need to be unique enough that you can quickly tell the difference, with the cool down color off enough to easily see the transition.

But, I do agree that any number of players, plays any number of ways.

Crate could do themselves a favor, but categorizing the elements in some kind of priority though, removing the bottom and then working with the rest knowing what needs the most visual space.

For me larger energy and xp bars are high on the list. Character portrait, level, and map (at least in the hud) are on the bottom of the list.

And I still think a way to cleanup the bar would be to remove the text and use tooltips over the bars, powers, menu buttons and map.
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  #72  
Old 05-08-2012, 08:44 PM
wizardz wizardz is offline
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i don't know if that was discussed previously, but is it possible to make the UI scalable? i mean, i game at 2560x1600 and having a UI take a quarter of my screen when there are those gorgeous graphics...i dunno...

is it feasible to have the UI as, i don't know, an overlay? so we can scale and place the UI as we want it?

i mean i like to have my health/mana "globe/bar" visible, like in the center of my screen, but my action buttons, i like to have then on the side of my screen (i use key-bindings), mainly to see what the cooldown is on a certain ability.

my 2 cents
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  #73  
Old 05-12-2012, 12:34 PM
Cerno Cerno is offline
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Post Custom UI

Sorry I did not read all the posts.

Would it be an outlandish task to offer customizable UIs? If you define an xml format for the UI and have a folder devoted to keeping all the graphics, then modding this would be a blast. Everyone would be able to choose among a few default UIs and the modding community would be able to present a whole world of new designs.

Modifications would range from simple (change UI element positions of an existing design) to more complex (switch from bottom to side bar) to complete redesign (custom graphics, different sizes, etc).

I think this would be a feature to make the game even more special. Also it would end this discussion almost immediately. Just do a poll for the final five designs to go into the game where you are the one to design the default one.
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  #74  
Old 05-12-2012, 05:20 PM
JackGud JackGud is offline
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Question

Hello!
There are questions.
In the early screenshots (Jul-Aug 2011) interface copies Titan quest. This layout is in my opinion the interface familiar and perfect.

However, the screenshots (Nov-Dec 2011) interface has been changed. The developers decided to make all compact. But this map does not fit into the bottom of the movement of the interface.

This is purely my opinion. It would be a vote on the subject.
I watched the video Occultist Class. I did not notice it at the bottom of the window card. Still not fully decided where to settle down box maps the movement?
I understand completely the interface is not approved?
And it will be scaling the interface for different screen resolutions?
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  #75  
Old 05-13-2012, 11:29 AM
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eisprinzessin eisprinzessin is online now
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Quote:
Originally Posted by Cerno View Post
If you define an xml format for the UI and have a folder devoted to keeping all the graphics, then modding this would be a blast.
Quote:
Originally Posted by medierra View Post
Yes, that is a possible alternative as the UI can still be modded. It is rather tricky and annoying but it shouldn't be any more difficult than TQ.
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Quote:
Originally Posted by JackGud View Post
I watched the video Occultist Class. I did not notice it at the bottom of the window card. Still not fully decided where to settle down box maps the movement?
Quote:
Originally Posted by medierra View Post
Mini-map was just hidden. There is a button on the top right of the HUD to open it.
_____________
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Originally Posted by JackGud View Post
I understand completely the interface is not approved?
Quote:
Originally Posted by medierra View Post
UI feedback has been fairly negative. This is something we'll put more work into later on in development. We really need to get a UI artist to take a shot at it but that's something we'll have to find outside help on.
... here you go
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  #76  
Old 05-14-2012, 02:22 PM
revel911 revel911 is offline
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Glad to know that medierra knows how bad the UI is and may look to elsewhere to clean it up.

I do feel though, that there are some elements on here that can put them on the right track if they want to do it themselves.

If the replicated THIS design (which means bigger energy and health bars, remove the useless 3D portrait, rearranging the elements to where they make sense, and removing the level) , but used their flourishes and adding in some good Tool Tips instead of numbers on the HUD, it could be enough.
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  #77  
Old 05-14-2012, 03:04 PM
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Quote:
Originally Posted by revel911 View Post
Glad to know that medierra knows how bad the UI is and may look to elsewhere to clean it up.
I'm not sure it's bad, it just needs some tweaking!

Quote:
Originally Posted by revel911 View Post
If the replicated THIS design (which means bigger energy and health bars, remove the useless 3D portrait, rearranging the elements to where they make sense, and removing the level) , but used their flourishes and adding in some good Tool Tips instead of numbers on the HUD, it could be enough.
I actually liked the location of the health, energy bar, and level indicator. I also liked the location of the portrait (which I don't think is useless) and the map. The example you provide requires me to scan left and right to see the health bar, then the energy bar; whereas the current positioning all three are easily scanned.

Ok, the portrait may not be useful in terms of the game mechanics, but I think it'd be nice to see my characters face!
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  #78  
Old 05-14-2012, 03:19 PM
revel911 revel911 is offline
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How are you having to scan left and right? Maybe in Diablo you have to do a quick left and right scan, but these are bright colors inches from each other just outside the center. Your character is already in the center of the screen, so it should be in easy peripheral vision to see the bars.

About the face, I just don't like HUD elemental that lack a very specific purpose, especially one so large.
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  #79  
Old 05-14-2012, 04:30 PM
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How are you having to scan left and right?
How are you not? Perhaps I'm quirky?

Quote:
Originally Posted by revel911 View Post
Maybe in Diablo you have to do a quick left and right scan, but these are bright colors inches from each other just outside the center. Your character is already in the center of the screen, so it should be in easy peripheral vision to see the bars.
It's a peripheral thing to me. The example screenshot didn't look like a full sized screen to me.

Quote:
Originally Posted by revel911 View Post
About the face, I just don't like HUD elemental that lack a very specific purpose, especially one so large.
Then you would get rid of the scroll like elements at either end of the HUD?
Sometimes it's an aesthetic thing and not a practical one.

I like Eve's (Eve Online) HUD which sits in the middle, is round and contains your energy, shield, armor, and hull levels. You see all three at once and it's easy to see at a glance how things are. I'm at work, so I can't get a pic of the HUD.

It would be nice to try having the portrait during alpha to decide if it's a nice element, or gets in the way.
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  #80  
Old 05-14-2012, 06:45 PM
revel911 revel911 is offline
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Can't really use EvE because it is so easily alterable. I know that I reconfigure the basic EvE setup.
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