Your man is made from straw. I sead nothing about a hard time, I said that it was more consistent information. Being "fine" is not the same as being good.CoS Sarah Jinstar wrote...
So you really have that hard of a time unless a health bar is a particular length to denote HP? really? Seriously, the Origins health display on PC was fine, it even had a tick for stamina levels in regards to fatique effects from gear.
The UI seen in the new combat video.
#501
Posté 20 décembre 2010 - 05:34
#502
Posté 20 décembre 2010 - 05:35
I think they're too small now.Upsettingshorts wrote...
I like the scale of the portraits in the new screenshot. Consider my intrusiveness issues revoked. I still think I'd rather have them in the top left, but I'll get used to it.
#503
Posté 20 décembre 2010 - 05:36
ziggehunderslash wrote...
I think they're too small now.Upsettingshorts wrote...
I like the scale of the portraits in the new screenshot. Consider my intrusiveness issues revoked. I still think I'd rather have them in the top left, but I'll get used to it.
It's a Goldilocks problem. Between you and me, we both want to eat the porridge (Sarah and Brock already ate) but disagree on the temperature.
Modifié par Upsettingshorts, 20 décembre 2010 - 05:37 .
#504
Posté 20 décembre 2010 - 05:39
#505
Posté 20 décembre 2010 - 05:46
ziggehunderslash wrote...
Your man is made from straw. I sead nothing about a hard time, I said that it was more consistent information. Being "fine" is not the same as being good.CoS Sarah Jinstar wrote...
So you really have that hard of a time unless a health bar is a particular length to denote HP? really? Seriously, the Origins health display on PC was fine, it even had a tick for stamina levels in regards to fatique effects from gear.
How is it consistent, when there is no "finite" length, apparently, to the bars now? Most health bars in video games are all the same length, no matter how much health each character has when full. When a warrior's health bar is longer, by some abitrary amount, than a mage's health bar, who is also at full health, that doesn't mean anything to me, except what I already knew if I had a lick of sense; the warrior has more health than the mage. It doesn't help me manage their health any better, because the length is meaningless, only the lack of health gives me an idea of what I need to know during combat. Putting numbers on the bars (100/100, for example) would be much more helpful for a visual representation that has meaning.
#506
Posté 20 décembre 2010 - 05:51
I like the scale of the health bars, but I think I'd like proportionally larger portraits.Upsettingshorts wrote...
I like the scale of the portraits in the new screenshot.
#507
Posté 20 décembre 2010 - 05:54
I think that's why I like it. The medieval fantasy UI essentially boils down to whipping brown borders around everything, throw in some stone or parchment textures, add a touch of fantastical creature "metal work" around some borders and bobs a member of your extended family.
This is a good point. I know some people liked it, but the DA:O UI was the epitome of generic medieval fantasy.
Re: That screenshot
I think it's pretty ironic that whereas in the gameplay video, people were complaining that the UI took up way too much space, now people are complaining that it's way too small. Probably not the same people, but still. Game looks good in that one, and I guess now we know the answer to the question of UI scaling.
#508
Posté 20 décembre 2010 - 05:55
That's precisely the information they're representing visually by having the health bars scale in comparison to the largest pool. One pixel of health bar will always represent the same amount in comparison to the other health bars; It will be consistent.TeenZombie wrote...
Putting numbers on the bars (100/100, for example) would be much more helpful for a visual representation that has meaning.
#509
Posté 20 décembre 2010 - 05:55
Sylvius the Mad wrote...
I like the scale of the health bars, but I think I'd like proportionally larger portraits.Upsettingshorts wrote...
I like the scale of the portraits in the new screenshot.
Until your post I didn't really realize that my referring to both the portraits and health bars as portraits was probably misleading. That whole "area" was what was bugging me, though larger portraits wouldn't hurt, I'm just glad the whole portrait/bars thing is smaller.
#510
Posté 20 décembre 2010 - 05:58
#511
Posté 20 décembre 2010 - 05:59
That the UI doesn't scale with resolution is terrific news, because that means players can now control the size of the UI themselves (I was so annoyed when KotOR2's UI did scale with resolution, when KotOR's had not).Upsettingshorts wrote...
Until your post I didn't really realize that my referring to both the portraits and health bars as portraits was probably misleading. That whole "area" was what was bugging me, though larger portraits wouldn't hurt, I'm just glad the whole portrait/bars thing is smaller.
Ideally, I'd like to control the size of the various UI elements independently, but that's not terribly likely, so I'm content with what we see in the RPG France shot.
#512
Posté 20 décembre 2010 - 06:01
I am sure now that we've seen it at high resolution, everyone will agree it's a great UI. You can't deny its sleek attractiveness.
#513
Posté 20 décembre 2010 - 06:01
hahaMaria Caliban wrote...
I am sure now that we've seen it at high resolution, everyone will agree it's a great UI. You can't deny its sleek attractiveness.
#514
Posté 20 décembre 2010 - 06:02
I generally expect game UIs these days to be optimised for a 16:9 aspect ratio, so having this feature work for taller screens as well is a nice change.
#515
Posté 20 décembre 2010 - 06:05

This dude cannot catch a break.
Glad you agree!ziggehunderslash wrote...
hahaMaria Caliban wrote...
I am sure now that we've seen it at high resolution, everyone will agree it's a great UI. You can't deny its sleek attractiveness.
Modifié par Maria Caliban, 20 décembre 2010 - 06:05 .
#516
Posté 20 décembre 2010 - 06:05
Maria Caliban wrote...
And that cleared up the one problem I had with the new interface.
I am sure now that we've seen it at high resolution, everyone will agree it's a great UI. You can't deny its sleek attractiveness.
This is going back to matters of taste -- while the health bars don't look as intrusive, I still want them on the top left, and I want a more visible minimap. And I can certainly deny it's attractiveness, it's blocky and bland, and doesn't look like it belongs in a fantasy game. Some people prefer that, some want the geegaws and doohickeys that proclaim "this is a graphical user interface for a game about elves and dwarves and dragons, and we're proud of that".
#517
Posté 20 décembre 2010 - 06:15
Given the playstyle BiOWare is pushing (control a single character - probably Hawke - and rush into battle), I'm very glad to see Rogue Hawke getting beaten up.Maria Caliban wrote...
I'm amused that, once again, rogue Hawke is getting his ass whooped.
Charging into combat with a Rogue absolutely should get you killed.
#518
Posté 20 décembre 2010 - 06:15
#519
Posté 20 décembre 2010 - 06:18
You mean "brown".TeenZombie wrote...
some want the geegaws and doohickeys that proclaim "this is a graphical user interface for a game about elves and dwarves and dragons, and we're proud of that".
#520
Posté 20 décembre 2010 - 06:24
TeenZombie wrote...
ziggehunderslash wrote...
Your man is made from straw. I sead nothing about a hard time, I said that it was more consistent information. Being "fine" is not the same as being good.CoS Sarah Jinstar wrote...
So you really have that hard of a time unless a health bar is a particular length to denote HP? really? Seriously, the Origins health display on PC was fine, it even had a tick for stamina levels in regards to fatique effects from gear.
How is it consistent, when there is no "finite" length, apparently, to the bars now? Most health bars in video games are all the same length, no matter how much health each character has when full. When a warrior's health bar is longer, by some abitrary amount, than a mage's health bar, who is also at full health, that doesn't mean anything to me, except what I already knew if I had a lick of sense; the warrior has more health than the mage. It doesn't help me manage their health any better, because the length is meaningless, only the lack of health gives me an idea of what I need to know during combat. Putting numbers on the bars (100/100, for example) would be much more helpful for a visual representation that has meaning.
Bingo!
#521
Posté 20 décembre 2010 - 06:25
ziggehunderslash wrote...
You mean "brown".TeenZombie wrote...
some want the geegaws and doohickeys that proclaim "this is a graphical user interface for a game about elves and dwarves and dragons, and we're proud of that".
No, I'm thinking of the "gold plating," parchment, leather and scrollwork on DA:O's user interface, or the stonework and gems that were on BG and BG2's UIs. If I am playing a fantasy game, I have come to expect that the UI reflects this.
#522
Posté 20 décembre 2010 - 06:30
Maria Caliban wrote...
Dragon Age 2 isn't about elves, dwarves, and dragons.
Flemeth appears in dragon form in the beginning of the game, even if it is just Varric's exaggeration. And are you saying that elves and dwarves don't matter, now that you can't play as one as the main character? Varric is the first narrator, and I assume that Fenris plays a role, since he has a page on the website.
If DA2 *isn't* a fantasy game, what do you think it is?
#523
Posté 20 décembre 2010 - 06:31
#524
Posté 20 décembre 2010 - 06:33
I'm still not sold on the primary colours, the same symbols with a smoked glass theme would be interesting.
#525
Posté 20 décembre 2010 - 06:39
I know, I'm being facetious. Personally I see all that as highly generic, even repetative, which makes peoples "bland and generic" comments over DA2 kinda funny from my chair.TeenZombie wrote...
No, I'm thinking of the "gold plating," parchment, leather and scrollwork on DA:O's user interface, or the stonework and gems that were on BG and BG2's UIs. If I am playing a fantasy game, I have come to expect that the UI reflects this.





Retour en haut





