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The UI seen in the new combat video.


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#326
Piecake

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In Exile wrote...

At least in my monitor, there is nothing wrong with DA2 UI as far as blocking the view is concerned. It is just an ugly as hell theme for a game like Dragon Age, given the very artistic and cared for one they gave us in Origins. Smells production cost reduction to me.


I don't like Dragon Age 2055 either, but the DA:O UI was ugly too.


I'd also imagine that it would be cheaper to reuse an already made UI than to make a new one

#327
slimgrin

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Xewaka wrote...

Maybe I mischosen my words: I meant permanent, overlayed numeric scores over the bars.
Combat progress should be registered in a combat log rather than through in-screen floating numbers.


I'm down with that. A toggle for floating numbers or combat log would be nice. (I know how much they love that word so I put it in a soothing hue)

Modifié par slimgrin, 18 décembre 2010 - 05:25 .


#328
Brockololly

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If they made the portraits a bit larger (like Origins size) you could simply have the BG style health with the portrait itself simply filling up with red to indicate health /damage, with a single mana/stamina bar on one side vertically.

#329
In Exile

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Brockololly wrote...

If they made the portraits a bit larger (like Origins size) you could simply have the BG style health with the portrait itself simply filling up with red to indicate health /damage, with a single mana/stamina bar on one side vertically.


Or we could have numbers.

#330
Xewaka

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In Exile wrote...

Brockololly wrote...

If they made the portraits a bit larger (like Origins size) you could simply have the BG style health with the portrait itself simply filling up with red to indicate health /damage, with a single mana/stamina bar on one side vertically.


Or we could have numbers.


Both, ideally. Bars would serve to do quick at-a-glance evaluations, and numbers would allow a more considerate approach.

#331
slimgrin

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Both numbers and a bar. TW2 is doing this, I think other games have as well. It makes sense. The bar provides at-a-glance info, the numbers give you specific info.

:ph34r: ninja'd by Xewaka. 

Modifié par slimgrin, 18 décembre 2010 - 05:43 .


#332
Ziggeh

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In origins you can get the numbers by mousing over. Dunno if that's taking Mikes statement that if it works in origins, it'll work here, too far, but I'd say it's a reasonable assumption.

#333
Qset

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ziggehunderslash wrote...

In origins you can get the numbers by mousing over. Dunno if that's taking Mikes statement that if it works in origins, it'll work here, too far, but I'd say it's a reasonable assumption.


I play on a PC so yes I can do that. However the console folks don't have a mouse Posted Image

Bars around portrait plus numbers as others have said. That would work for me.

Modifié par Qset, 18 décembre 2010 - 05:55 .


#334
Ziggeh

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Qset wrote...
I play on a PC so yes I can do that. However the console folks don't have a mouse Posted Image

Point.

I would hope the gui would try to give you all the same info this time around though, I get the impression the intention of the last one was to just stuff the game into the box rather than give you a similar experience.

#335
In Exile

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ziggehunderslash wrote...

In origins you can get the numbers by mousing over. Dunno if that's taking Mikes statement that if it works in origins, it'll work here, too far, but I'd say it's a reasonable assumption.


The tooltip is a pain. I want numbers at a glance, because the numbers are just much better information that an arbitrarily sized and half-empty bar.

#336
Ziggeh

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In Exile wrote...

The tooltip is a pain. I want numbers at a glance, because the numbers are just much better information that an arbitrarily sized and half-empty bar.

I agree, I was more saying that they're available in general. That said, I have a thing about redundency, so wouldn't want the information provided in two ways, and I think a visual bar has values the numbers wouldn't. They work better as peripheral information, something the origins bars were bad at as well.

I think numbers would also slightly annoy me if the game didn't provide them throughout, for example, I need to know how much heals heal for for the exact -heal value to be important. Of course, I think that's something we'd both argue strongly for either way, but not something I'm sure we'll be getting in full. Not that this stops it being a good indicator, more that it would bug me personally.

#337
In Exile

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ziggehunderslash wrote...
I agree, I was more saying that they're available in general. That said, I have a thing about redundency, so wouldn't want the information provided in two ways, and I think a visual bar has values the numbers wouldn't. They work better as peripheral information, something the origins bars were bad at as well.


I just happen to think that the bars are inferior in terms of obstructive apperance and information to numbers.

I think numbers would also slightly annoy me if the game didn't provide them throughout, for example, I need to know how much heals heal for for the exact -heal value to be important. Of course, I think that's something we'd both argue strongly for either way, but not something I'm sure we'll be getting in full. Not that this stops it being a good indicator, more that it would bug me personally.


There is an obvious benefit to knowing what exact damage you can take, heal, etc. That's not what I was really thinking of, though. I just think 123/450 is more information that bars.

#338
Ziggeh

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In Exile wrote...

I just think 123/450 is more information that bars.

I do to, but I still wouldn't trade them. Maybe I've just learnt to think in terms of bars. Healing in WoW will do that to you. I have these old screenshots from blackwing lair that are literally 70% UI. Actually seeing the game didn't help what you were doing, I only really had to see enough to not bump into things.

Modifié par ziggehunderslash, 18 décembre 2010 - 06:22 .


#339
In Exile

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ziggehunderslash wrote...
I do to, but I still wouldn't trade them. Maybe I've just learnt to think in terms of bars. Healing in WoW will do that to you. I have these old screenshots from blackwing lair that are literally 70% UI. Actually seeing the game didn't help what you were doing, I only really had to see enough to not bump into things.


I haven't played MMOs, so that might be it?

#340
AlanC9

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I don't like numbers for a primary display method because I actually have to focus on them. With highly visible bars I can get the information without deliberately looking at the interface.

#341
In Exile

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AlanC9 wrote...

I don't like numbers for a primary display method because I actually have to focus on them. With highly visible bars I can get the information without deliberately looking at the interface.


Do you pause & play? That's why numbers are more important, at least to me.

#342
crimzontearz

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Xewaka wrote...
I see the health and stamina/mana values with the bars covering much les screen. How does it not clutter less?


less cluttered,maybe....better? No.
the goal set by the devs was most likely to give a visual representation of how much health/stamina/mana a character has without the proportional operations implied by the wrap around bars. By returning them to "all the same lenght" vertical bars Dave has defeated the whole point. So no...that UI is not better at all, not for what it's supposed to do.

sorry for the delay, I'm at work.

#343
AbounI

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I too got a problem with the hitpoint and stamina/mana bars.It's about their lenght.



It appears the more points you have and the longer the bars are.So the lenght is a problem.Will the bars at max level of the character have all the screen lenght?Hope no!!

Regarding the DOA bar's design, the maximum lenght never vary, but here it seems it's not the case.



Another thing I'm thinking about.It seems for me it's not particualry readable: how to make the difference between the max value and the real time value?

#344
Ziggeh

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AbounI wrote...
It appears the more points you have and the longer the bars are.So the lenght is a problem.Will the bars at max level of the character have all the screen lenght?Hope no!!

Nope, the highest number is always that length, the rest get smaller.

#345
AlanC9

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In Exile wrote...

AlanC9 wrote...

I don't like numbers for a primary display method because I actually have to focus on them. With highly visible bars I can get the information without deliberately looking at the interface.


Do you pause & play? That's why numbers are more important, at least to me.


Sure., occasionally.  At those times numbers are great. I just want bars for the rest of the time.

#346
Xewaka

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crimzontearz wrote...

Xewaka wrote...
I see the health and stamina/mana values with the bars covering much les screen. How does it not clutter less?


less cluttered,maybe....better? No.
the goal set by the devs was most likely to give a visual representation of how much health/stamina/mana a character has without the proportional operations implied by the wrap around bars. By returning them to "all the same lenght" vertical bars Dave has defeated the whole point. So no...that UI is not better at all, not for what it's supposed to do.

sorry for the delay, I'm at work.


You could still scale the bars to the portrait: Biggest health fits the borders of the portrait, lower total health gets cut a little into each portrait. Still less clutter, still scaled.
Besides, there would be no need to scale if they allowed the interface to overimpose the numerical values on the bars.

#347
DragonRageGT

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In Exile wrote...

RageGT wrote...

Actually, the best way to check anyone's life in Origins is just hitting the "Highlight Usable Objects" key. It shows the name of all characters in sight and an elegant thin green bar over the head. (red for enemies) I'm sure every PC player is familiar with that. My question is, does the console ports have such key?


The console version is horror and pain. But no, they don't. Also, I hate that damn tab key.


I have it remapped to X which is quite confortable for me. Hate TAB for iot as well. Not practical. Also, mapped it to my
mouse button 5, for those moments where I need a free left hand, like keeping the wife from hitting me because I won't stop playin... =}


P.S.: TES4-Oblivion is a much better game with teh BT Mod Customization Package!

In Exile wrote...

This is totally unrelated to anything, but could you give me a working link to the mod? I've been looking for it forever and most of the sites I find have broken installers.


http://btmod.beider.org/ for the full info about it. I got it from Planet Elder Scrolls.

#348
DragonRageGT

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After seeing this UI I got curious about inventory and stuff and well, can't say it is a surprise but it is another ugly HUGE step away from Dragon Age exquisite design that Origins introduced!  Talk about ugly! Is there anyone left in DA2 team from the Origins team? DA2 art direction reminds me of some generic not very good ones games... won't even talk about the Skill/Talents page or I will start crying.

From this

Posted Image

To this?

Posted Image


P.S.: Oh... Went to check DA:O credits and googgle'ed some names and found this... Now I understand... http://social.biowar...index/4982457/1

Modifié par RageGT, 18 décembre 2010 - 09:01 .


#349
Zhijn

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Hm yeah the UI is abit of an eyesore compared to DAO.

Its not much the hotkey panel for me, but more about the party having health, stam/mana in a horizontal position across the side of the screen, and the very bright sci-fi colors that surrounds the UI in general.

#350
Sigil_Beguiler123

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I think I like the inventory screen even more then the UI in DA2 (which I already quite like). I quite like how clean it is, easy to read everything, neat style. Just all around well done. I like the style of the Talent page as well.