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News & Features Discussion  » Guild Wars 2: The UI - Cleaning Up the Clutter

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33 posts found
  User Deleted
1/24/12 5:55:11 PM#21
Originally posted by Vhaln

I'd love to see it configurable, the way DAOC's was.  Don't like the look of it?  Download (or make) a different one.

It's GW2 we're talking about here though, so other than that, I pretty much expect to be able to control it with my mind.

i've been preparing for the gw2 ui by staring at my monitor and trying to surf the internet that way. it hasn't worked yet, but as you said, i expect gw2 to implement the feature.

those of you who can't play gw2 with your minds in this way have bugs in your head. switch your brain off and on again.

  Shroom_Mage

Advanced Member

Joined: 9/21/05
Posts: 856

It's all or nothin'!

1/24/12 8:07:49 PM#22


Originally posted by Master10K
They already have visual ques for all the boons and conditions in the game and they are quite easy to spot once you know them. Having watched tons of videos myself, I can tell what buff or condition a character is under (except confusion & bleeding) and I know it will be something that all good players will learn eventually. Like if someone has the "burning" DoT, they ARE on fire, they are green if poisoned, or if I am blinded, my screen will have a black border and my character will have it's face covered in smoke (example). I believe this is a much better system than having to rely on some mod, giving the ones that use it an advantage. Also having played Rift, I can appreciate the visual ques of GW2.

As for the Health Orb, I do hope there's an option to show the % health, a long with the actual health number. Also your idea about the crosshair thing... I can only see that working with a console port of the game.


Yeah, I knew about the burning effect and some of the others, as I mentioned in my post. I just think it's important that they all have obvious indicators. I think they probably will.

I don't know why you think the crosshair would only work on a console port. If anything it would be worse on a console port. Why would I want mouse-look without a mouse? Almost nobody uses the keyboard to turn, so why not allow the control scheme to actually match the way people play? The only difference is that right-click's functionality is reversed and I can still click when I'm looking around. It has to be one of the easiest things to implement.

"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss

  grndzro

Apprentice Member

Joined: 2/21/06
Posts: 672

1/24/12 8:14:04 PM#23

I don't have even the slightest problem with the GW2 UI.

It's on the bottom, not very high, and out of the way.

Why is this even a topic for discussion? The GW2 UI is tiny.

  Kakkzooka

Spotlight Poster

Joined: 11/06/11
Posts: 602

1/24/12 8:14:43 PM#24

The only offputting aspect of the UI, to me, is the giant "health ball" in the middle of the action bar. It seems like too much screen real estate is being used. By the same token, it kind of makes sense if ArenaNet's goal is to make the player focus on what's happening on screen while still being able to see their health. I think someone else mentioned it in this thread, but how about if the avatar itself changed in someway to reflect health levels? Perhaps the avatar could start to lose or "bleed" color and slowly turn to black and white as it loses health?

Re: SWTOR

"Remember, remember - Kakk says 'December.'"

  revy66

Novice Member

Joined: 11/12/10
Posts: 465

1/24/12 8:15:37 PM#25

Good god. The UI is one of the most neglected features in MMOs today. I hope they pay enough attention to it. I can't imagine someone trying to get the achievement for the full map explore in GW without cartographer *cringe*. Granted that was one of my very few problems with GW UI but the mods certainly helped. I think the GW2 UI is looking great so far,I guess the way their skills work certainly helps for minimal clutter.

  Jetrpg

Advanced Member

Joined: 4/22/06
Posts: 2359

1/24/12 10:04:07 PM#26

Fully customizable and modable (xml/lua/etc) Ui are requirments for mmorpg that want to be concidered AAA. Anythign less and ill call you AA+ at best because you you cannot offer the play the ability to improve their interaction with the game (its easy you simply allow it) then you cannot hope to offer the players with somethign that takes actual effort.

Otherwise stated, if the player must experience your game via your controls/ui then the theory hold true that they muct play and enjoy it as you planned. This is in place of the play enjoying the game in the ways they find enoyable, which is a key factor to having an actually sucessful AAA mmorpg (IE most oif the initial player base play it for more than 3 months).

Its a prespective thing and you better believe dev.s that think they know better on the UI also think they know what you enjoy better than you do.

"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

  Epic1oots

Hard Core Member

Joined: 2/01/11
Posts: 793

1/24/12 10:05:53 PM#27

Originally posted by Serelisk




Originally posted by arji




Among all the above i would like to see a fully customized UI. Like Rift and Warhammer Online.




A UI that gives you the freedom to place everything everywhere.







 




This would be great, except that ArenaNet's focus for the game is that no one is concentrating on their UI. Thy may give some flexibility, but I doubt you'll see very much of it. And certainly no mods will be available for the UI because of the reasons I described earlier. They want players to be focusing, the majority of the time, on the center of the screen. 





 


There should be an option to turn all UI off, and play the game like a true elite and know your toon/character down to every move. 


  User Deleted
1/24/12 10:29:41 PM#28
Originally posted by Kakkzooka

The only offputting aspect of the UI, to me, is the giant "health ball" in the middle of the action bar. It seems like too much screen real estate is being used. By the same token, it kind of makes sense if ArenaNet's goal is to make the player focus on what's happening on screen while still being able to see their health. I think someone else mentioned it in this thread, but how about if the avatar itself changed in someway to reflect health levels? Perhaps the avatar could start to lose or "bleed" color and slowly turn to black and white as it loses health?

It's not the avatar, but the edges of the screen do turn red when you go below half health.

http://www.youtube.com/watch?v=vsUcGBL56Ng&feature=player_detailpage#t=107s

  HurricanePip

Novice Member

Joined: 3/07/04
Posts: 157

1/24/12 10:41:13 PM#29

For all the WoW hate sometimes ... I miss the addon system and despise static UIs now.  The UI is kinda like game music.  I'm just going to replace it with what i want anyway.  Just give me the tools to do it.


Without a flexibile UI, I'd suggest that more people are going to be unhappy than not.


If you don't worry about it, it's not a problem.

  Shroom_Mage

Advanced Member

Joined: 9/21/05
Posts: 856

It's all or nothin'!

1/24/12 10:43:24 PM#30


Originally posted by Jetrpg
Fully customizable and modable (xml/lua/etc) Ui are requirments for mmorpg that want to be concidered AAA. Anythign less and ill call you AA+ at best because you you cannot offer the play the ability to improve their interaction with the game (its easy you simply allow it) then you cannot hope to offer the players with somethign that takes actual effort.

False.


Originally posted by Jetrpg
Otherwise stated, if the player must experience your game via your controls/ui then the theory hold true that they muct play and enjoy it as you planned.

You say this like it's a problem.


Originally posted by Jetrpg
This is in place of the play enjoying the game in the ways they find enoyable, which is a key factor to having an actually sucessful AAA mmorpg (IE most oif the initial player base play it for more than 3 months).
Its a prespective thing and you better believe dev.s that think they know better on the UI also think they know what you enjoy better than you do.

Trust me. The devs know better than the player what's good for the player. TRUST ME.

Players generally have absolutely no idea how to have fun. That's the developer's job. If people knew how to have fun on their own they wouldn't need video games. Rules are required for a fun environment.

If you let players do whatever the hell they want, you'll have a miserably disjointed playerbase. Using these mods becomes optimal and the entire metagame is distorted into something the developers never intended. In other words, giving players free reign over the interface results in the devs losing control of their game. (That's a bad thing.)

"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss

  User Deleted
1/24/12 10:54:08 PM#31

I'm really looking forward to The Secret World's UI. In a recent interview, Ragnar Tornquist stated that their UI is just a flash file and if you are creative, you can make your own flash file UI and replace it. I can't wait to see all of the cool UIs people come up with.

What Ive seen of GW2's UI looks pretty good. But it would definitely be nice if it had the level of customization found in GW1, Rift, and Warhammer.

  Etherouge

Apprentice Member

Joined: 11/22/09
Posts: 493

1/29/12 6:11:39 PM#32

UI is one of those things that I really, really care about. It has to look good. It has be minimal, but completely functional. Every single game created from now on should take a lesson from Visceral's Dead Space series. You don't even notice it's a HUD (and UI). It's literally built into the game.


  Jetrpg

Advanced Member

Joined: 4/22/06
Posts: 2359

2/04/12 1:24:41 PM#33
Originally posted by Shroom_Mage

 


Originally posted by Jetrpg
Fully customizable and modable (xml/lua/etc) Ui are requirments for mmorpg that want to be concidered AAA. Anythign less and ill call you AA+ at best because you you cannot offer the play the ability to improve their interaction with the game (its easy you simply allow it) then you cannot hope to offer the players with somethign that takes actual effort.

False.

You must be a shroom mage , because how else would you know my own opinions better than even i do myself. YOUR AMAZING


Originally posted by Jetrpg
Otherwise stated, if the player must experience your game via your controls/ui then the theory hold true that they muct play and enjoy it as you planned.

You say this like it's a problem.

iT IS A PROBLEM, Here is why. If i make a game that has swords and spells [insert w/e] and then some other little fluff/collection items/w/e and people start playing the game for those simple addons. Would i decided one day to remove all of them because, its not a problem if people play the game and enjoy aspects of it they find entertianing?

Thats rhetorical of course, you could do that but you'll lose playerbase and be less popular, because in general people will be less happy with your game.

The same is true of a fixed ui/controls, they must enjoy it as designed and well if that ui detracts from the games enjoyablity then the game is again "less popular, because in general people will be less happy with your game. "

Clear enough?


Originally posted by Jetrpg
This is in place of the play enjoying the game in the ways they find enoyable, which is a key factor to having an actually sucessful AAA mmorpg (IE most oif the initial player base play it for more than 3 months).
Its a prespective thing and you better believe dev.s that think they know better on the UI also think they know what you enjoy better than you do.


 

Trust me. The devs know better than the player what's good for the player. TRUST ME.

I knew you must be a real life mage or something, because here you go making claims are one wrong and two impossible to prove/absurd.

Sidenote- Magic shroom wizard please send all your money to my paypal account, TRUST ME i know how to enjoy it better than you.

Players generally have absolutely no idea how to have fun. That's the developer's job. If people knew how to have fun on their own they wouldn't need video games. Rules are required for a fun environment.

Got me here, before i started playing mmos i would normally spend ~4 hours poking my brain with stick via my ear canal. I mean before video games fun didn't exist.

If you let players do whatever the hell they want, you'll have a miserably disjointed playerbase. Using these mods becomes optimal and the entire metagame is distorted into something the developers never intended. In other words, giving players free reign over the interface results in the devs losing control of their game. (That's a bad thing.)

I know your so right. This is my major complaint about allowing people to make video games. Some make fps, rpg, mmo, srat, tactical, sim, etc. I HATE IT THEY ARE ALL DISJOINTED. They all go around and do different things and have fun doing it. I hope congress, the UN, or maybe some like flying space meatball monster puts a stop to this debauchery asap. The horror, we need just one game forever.

The only way that devs lose control of their game via interface is by improvements and thus greater enjoyment and apeal to their game , i bet the devs hate that.... you know having a popular game that people are enjoying.

The dashs of sarcasm and reductio ad absurdum are free btw.

 

"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

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