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The UI seen in the new combat video.


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#251
Guest_Ms. Lovey Dovey_*

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Maria Caliban wrote...
In the DA:O screen shot, which character has the most amount of HP? During combat, if one character has 60% of their HP and another has 45%, who has the larger number of hit points?

You can talk about how pretty the circles are but they lack when it comes to a basic function.


Wasn't too hard to deal with. Still not worth the cheap UI in my opinon.

#252
tishyw

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Maria Caliban wrote...

kingjezza wrote...


Posted Image


People honestly think this looks better than filaminstrel's screenie or say this...

Posted Image

The new GUI looks horrendous and like it was created in about 30 seconds by the work experience kid!


In the DA:O screen shot, which character has the most amount of HP? During combat, if one character has 60% of their HP and another has 45%, who has the larger number of hit points?

You can talk about how pretty the circles are but they lack when it comes to a basic function.


Comparing seeing something in a screenshot to seeing it in actual game play?  Yes, it's hard to tell from the screen shot, but it was easy to see when you were playing the game.

#253
Ryzaki

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Ladybright wrote...

You assume that I bought the Xbox. I share an Xbox with my brother when I am home, and the Xbox itself was a gift. I am a university student. Right now I have neither access to an HDTV nor money for one.

And I never said icons should be increased for people with old TVs. No one else did, either. You are battling a straw man.


I did assume that. Though I do understand how it sucks to be a broke university student. So understandable.

Also I never said you said that so don't place words in my mouth. It was a general statement not directed at you though I should've clarified.

There's a good chance however (especially given how tiny DAO's icons were) that was the reason. (Especially with the fiasco with ME2 with people playing the game on outdated hardware).

Modifié par Ryzaki, 18 décembre 2010 - 05:02 .


#254
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In Exile wrote...

The thing is, the DA:O UI has a really high resolution, while it doesn't look like the DA2 UI is at a high resoluton. This all goes back to what Shorts asked - will the UI become smaller if we increase the resolution?

I popped open DA:O now, and if you lower the resolution, the portraits are really obnoxious in terms of how much space they take up. A solid resolution is very important to making th UI not so cluttered.


Yeah, I tried to match the resolution when I took a comparative screenshot. Incidentally, I dunno if it has anything to do with the high quality video being 720p, but it seems like the resolution they're using is 1280x720, because when I use 1280x720 in DAO, the word "Pause" appears to be the same size as in the video. Of course, that assumes the UI elements' size changes depending on resolution in DA2.

#255
DragonRageGT

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Ms. Lovey Dovey wrote...

I think it looks *not necessarily* ugly, but not as good as DA:O's UI. It's a little too simple and looks cheap.


I agree. It's more that it looks out of place in a DA game than it's ugly per se, although it does look cheap, rushed, unpolished, etc. Like I said, it might fit well in Kotor 3 although, since they share the same squared/block world vision but Kotor HP/Mana bars are well integrated in the icons as well.

Now, subjective as it may be, there are standards which are provided as patterns by culture and era. In our days, 90% of all people will agree that Cindy Crawford is a goddess. (Or at least she was in her younger days. Haven't seen her in a long while). There will always be some 10% that disagrees! Few centuries back and she would be considered ugly. Too skinny, to say the least.

And the portraits on top left would block nothing. Camera is not static like in those good old isometric days. I doubt anyone missed anything in Origins because of the position of the portraits and the fixed health bars. At least I could say exactly when any character other than the main char or controlled one had 10% life. He/she would pop a pottion bottle and drink it! Tactics FTW!  And one movement with the mouse would have my vision centered exactly where I wanted. I bet it still the same in DA2. Plus the camera moves freely if we wish too, in Pan mode.

Origins' interface looks like it was developed for a mature, dark, ffantasy RPG. DA2's, as seen in the video, looks like, as the guy comment on my comparison vid, "Dragon Age for Kids"!

#256
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I don't understand why any health bar, circular of horizontal, cannot just scale to HPs? I should not need to know an individual's number of health points, all I should know is they are at % health.



I guess I feel like anything more than that becomes unnecessarily complicated. You could easily have circular health bars that clearly indicate 25, 50, 75, 100% of health. if you hover over the bar/potrait or go into pause menu, you should be able to see exact numbers of health points.



this to me just seems very easy and functional.

#257
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The straight absolute value bars do make it easier to tell at a glance how much health/stamina they have relative to their individual total and relative to their companions' totals. I'm curious, though, if you managed to acquire an obscene amount of health, if you'd have the bar extending all the way across the screen, or if there's a cutoff point somewhere.

#258
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filaminstrel wrote...

The straight absolute value bars do make it easier to tell at a glance how much health/stamina they have relative to their individual total and relative to their companions' totals. I'm curious, though, if you managed to acquire an obscene amount of health, if you'd have the bar extending all the way across the screen, or if there's a cutoff point somewhere.

If I remember correctly one of the developers said it is in comparison to whoever has the most health. So I think the current bar length is as far as it goes.

#259
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I'll see if I can get a 1600x900 In action screenie of DAO




#260
soteria

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filaminstrel wrote...

The straight absolute value bars do make it easier to tell at a glance how much health/stamina they have relative to their individual total and relative to their companions' totals. I'm curious, though, if you managed to acquire an obscene amount of health, if you'd have the bar extending all the way across the screen, or if there's a cutoff point somewhere.


Mr. Laidlaw said that there is a cutoff.  The character with the highest health reaches the cutoff, and all other health bars are sized relative to that.

#261
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scyphozoa wrote...

I don't understand why any health bar, circular of horizontal, cannot just scale to HPs? I should not need to know an individual's number of health points, all I should know is they are at % health. .


Well, that's the question -- what information do you want from the health bar?

For me, the information I want is whether I need to do something because a character is about to drop. Knowing the percentage of max HP the character has doesn't tell me that, but the actual HP total does. If the bar scales, I can still figure this out if I know how many max HPs the character has, but this is inefficient. I'd rather have the display tell me exactly what I want to know at a glance.

Edit: of course, the current bars don't tell me the exact HP total either. But they do all scale at the same rate, which is close enough for me.

Modifié par AlanC9, 18 décembre 2010 - 05:29 .


#262
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Sigil_Beguiler123 wrote...

filaminstrel wrote...

The straight absolute value bars do make it easier to tell at a glance how much health/stamina they have relative to their individual total and relative to their companions' totals. I'm curious, though, if you managed to acquire an obscene amount of health, if you'd have the bar extending all the way across the screen, or if there's a cutoff point somewhere.

If I remember correctly one of the developers said it is in comparison to whoever has the most health. So I think the current bar length is as far as it goes.


I see, well that's good then.

#263
Maria Caliban

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Ms. Lovey Dovey wrote...

Maria Caliban wrote...
In the DA:O screen shot, which character has the most amount of HP? During combat, if one character has 60% of their HP and another has 45%, who has the larger number of hit points?

You can talk about how pretty the circles are but they lack when it comes to a basic function.

Wasn't too hard to deal with. Still not worth the cheap UI in my opinon.


Sure, you could pause the game and mouse over the character to get a pop up in the lower corner that gave you that information in numeric form. If you moused over all the companions, you'd then know much they each had.

However, in a game that's 80% combat, I think the UI ought to tell me at a glance who has the most amount of health to the least. I agree the circles look better but the health bars are more informative.

#264
tmp7704

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Maria Caliban wrote...

In the DA:O screen shot, which character has the most amount of HP? During combat, if one character has 60% of their HP and another has 45%, who has the larger number of hit points?

Why does it matter?

#265
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AlanC9 wrote...

scyphozoa wrote...

I don't understand why any health bar, circular of horizontal, cannot just scale to HPs? I should not need to know an individual's number of health points, all I should know is they are at % health. .


Well, that's the question -- what information do you want from the health bar?

For me, the information I want is whether I need to do something because a character is about to drop. Knowing the percentage of max HP the character has doesn't tell me that, but the actual HP total does. If the bar scales, I can still figure this out if I know how many max HPs the character has, but this is inefficient. I'd rather have the display tell me exactly what I want to know at a glance.


Oh well then yes, we have very different needs from UI. All I need to know is if I'm looking at a tank or a mage or a rogue and then to see if they are within 25, 50, 75, or 100% of their HP. I find anything more is superflous and not to my liking. 

#266
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AlanC9 wrote...

If the bar scales, I can still figure this out if I know how many max HPs the character has, but this is inefficient. I'd rather have the display tell me exactly what I want to know at a glance.


I wonder if they could maybe put a line on the bar marking "low HP" (e.g. 25 HP left), which might rise as you get more powerful and enemies start hitting harder.

Modifié par filaminstrel, 18 décembre 2010 - 05:27 .


#267
Ryzaki

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Posted Image



Here it is. If it makes any difference.

#268
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AlanC9 wrote...

For me, the information I want is whether I need to do something because a character is about to drop. Knowing the percentage of max HP the character has doesn't tell me that, but the actual HP total does.

A character has 40 hp left. Another character has 80 hp left.

Which of them is about to drop?

edit: i can see one use for the proportional health bars -- it's when you have multiple available heals, each of different magnitude. Then the proportional bars can help to quickly estimate what "size" of heal is the most useful at the moment, to top off the hp without wasting too much and making efficient use of available mana. But since DA doesn't have that and the extent of healing depends to a degree on individual character stats, well.

Modifié par tmp7704, 18 décembre 2010 - 05:33 .


#269
Ryzaki

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scyphozoa wrote...

Oh well then yes, we have very different needs from UI. All I need to know is if I'm looking at a tank or a mage or a rogue and then to see if they are within 25, 50, 75, or 100% of their HP. I find anything more is superflous and not to my liking. 


And I very much agree with this. As long asI know the percentage I'm fine. The exact number is unnecessary.

#270
AlanC9

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tmp7704 wrote...

AlanC9 wrote...

For me, the information I want is whether I need to do something because a character is about to drop. Knowing the percentage of max HP the character has doesn't tell me that, but the actual HP total does.

A character has 40 hp left. Another character has 80 hp left.

Which of them is about to drop?


An excellent point. Because armored characters take less damage, I still have to do some work from the raw data. So the raw data does not actually take me where I want to go.

But it gets me closer than a percentage does.

#271
soteria

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Ryzaki wrote...

As long asI know the percentage I'm fine. The exact number is unnecessary.


I didn't think we were talking about what was necessary.  I, at least, am talking about what is expedient.  The percentage isn't very useful information to me unless I know how their max HP, and that's not information I bother to memorize as the value changes frequently.

#272
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soteria wrote...

Ryzaki wrote...

As long asI know the percentage I'm fine. The exact number is unnecessary.


I didn't think we were talking about what was necessary.  I, at least, am talking about what is expedient.  The percentage isn't very useful information to me unless I know how their max HP, and that's not information I bother to memorize as the value changes frequently.


And you can learn their max HP by looking at the character sheet.

How exactly does it help knowing how much HP is left in numerical value rather than percentage wise-? Eh pointless I'll just chalk it up to different styles of play.

#273
soteria

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And you can learn their max HP by looking at the character sheet.

How exactly does it help knowing how much HP is left in numerical value rather than percentage wise-? Eh pointless I'll just chalk it up to different styles of play.


Again, I don't care to look at the character sheet or mouse over a portrait in the middle of a battle to find information I feel should be available at a glance. I don't care about the percentages because I don't have healing spells that heal, say, 33% of max health, and enemies don't have damage spells that deal a % of damage or change in effectiveness based on percent.

#274
Mercuron

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The HUD is servicable by me, but I don't really enjoy looking at it. There are individual parts (like the diamond and hexagon-shaped icons) that are styled nicely but overall, it seems like the HUD doesn't have a theme to bind everything together. It looks as though the elements were designed in 'isolation' (for lack of a better term) from each other and then cobbled together into the current HUD.

The portraits and health/energy bars are really jarring to look at. It's certainly easy to know relative health and energy status at a glance, but that kind of thing seems less important to me in a pause-and-play type of game. I personally don't mind taking a second longer to analyze a more stylized health/energy display if it's consistent with a overall HUD theme.

The DA:O HUD was much nicer to look at, just because everything looked like it belonged together.

#275
In Exile

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RageGT wrote...
Origins' interface looks like it was developed for a mature, dark, ffantasy RPG. DA2's, as seen in the video, looks like, as the guy comment on my comparison vid, "Dragon Age for Kids"!


Did the UI punt your dog through a window or something? I get that you don't like it, but man, you really don't like it.