I do like the new gameplay interface, although I think the health bars should be shrunk down a little. I'm interested to know what changes have been made to the menus, especially the inventory menu, which I did not like in DA:O.
The UI seen in the new combat video.
#126
Posté 17 décembre 2010 - 04:07
I do like the new gameplay interface, although I think the health bars should be shrunk down a little. I'm interested to know what changes have been made to the menus, especially the inventory menu, which I did not like in DA:O.
#127
Posté 17 décembre 2010 - 04:08
#128
Posté 17 décembre 2010 - 04:09
ErichHartmann wrote...
I wonder what the new codex interface looks like too.
That too - it was serviceable in Origins, but could stand improving.
Modifié par Reaverwind, 17 décembre 2010 - 04:12 .
#129
Posté 17 décembre 2010 - 04:14
Yeah, I understand why they may want the semi transparent map, but functionally, especially depending on what the background is, its use might get obscured. Nermind that it seems unnecessarily large, covering up way more space than the Origins map.TeenZombie wrote...
The translucent map: I hope that there is at least an option to have a solid map. I wear a very strong prescription and my eyesight is still terrible with glasses. I depended on the minimap in DA:O, and I don't want to have to put my nose against the screen to see it in DA2.
Agreed. I guess they want to put them down low to have your eye drawn to them easier, but still, I hate how the portraits are so small and yet the health/mana bars are so huge and gaudy looking. And it doesn't help putting them down on the bottom, where most action occurs on the screen, and yet nothing happens at the top left. It just makes everything very unbalanced when you look at it.TeenZombie wrote...
The portraits, health and mana bars: This is the worst part to me, I think the placement is terrible, since I'm more likely to need to see what's going on at the bottom of the screen, and I hate, hate, hate the long, in your face health and mana bars. What was wrong with wrapping them around the portraits, as in the first game? I thought that was a great way to present them, and it was much more aesthetically pleasing, too.
I really hope any toolset update allows for modding of the UI.
Right, seeing how the actionbar is stretched all the way out, I wonder why? So can we still adjust the size of it or are we stuck with having those potions always on the very end? I really don't get the need to make the icons so much bigger and clunkier looking either- if anything I'd want larger portraits as I click on the portraits to select a character more than I'd actually click on the actionbar, as I'd use the number keys for that.TeenZombie wrote...
The action bars: They look like they take up more space on the screen, and it looks like we are no longer able to choose where our abilities go. I had a very particular order for placing abilities and spells in DA:O, and it wasn't all straight down the line, but rather based on what I used the most. I also question what appears to be potion bars off on the side: once again, they're taking up extra space I'd prefer to be empty, and if I only get a certain number of slots for potions, that's not enough, I always put three or four levels of health and mana potions into slots on my action bars, in order to make sure I wasn't wasting the highest levels or the lowest, when they weren't appropriate. I also would often put items (like the Litany of Adralla, for example) on my action bar, when needed. Is this going to be possible with this action bar set up? I understand that I haven't played, and don't know all the facts yet, but hopefully I'm wrong, and we do have more flexibility than it appears.
Yeah, its like they were trying to make it more sleek, but its entirely generic looking and quite frankly, going by the obtrusive size of things, almost as if it was designed for a TV not PC monitor. Its just funny how you hear so much on how BIoWare wants DA2 to have this great "ownable" art style and distinct visual identity, yet the UI is about as generic looking as it comes and could fit into any random game.TeenZombie wrote...
The overall appearance: As the side by side comparison showed, the old UI was just prettier and more minimalistic, and it makes me sad if this is the final version. If I *knew* this was customizable, or I knew it was just a placeholder, I would not worry. But, much like I would rather spend two to three hours setting up my UI after a patch when I'm playing World of Warcraft, I would rather wait as long as it takes for a modder to fix this, to play this game if I would be forced to use this UI.
#130
Posté 17 décembre 2010 - 04:16
I have heard a lot of complaining about DA:O's numbered system, which I don't understand. Numbers may not be aesthetically pleasing but they make looking up entries very easy. Titles seem much more inconvenient to me.ErichHartmann wrote...
I wonder what the new codex interface looks like too.
#131
Posté 17 décembre 2010 - 04:16
#132
Posté 17 décembre 2010 - 04:19
I hate the new interface GUI, the player icons, the toolbar and icons, spell AOE markers, enemy info bars etc - it all looks very cartoonish and "cheap" - the DAO style was much more imersive and "dark fantasy style", with the scrolling style etc.
The interface looks to be lifted from "my first Video Game" - at least this is the PC version so maybe someone will do a GUI mod
#133
Posté 17 décembre 2010 - 04:24
Qset wrote...
I hate the new interface GUI, the player icons, the toolbar and icons, spell AOE markers, enemy info bars etc - it all looks very cartoonish and "cheap" - the DAO style was much more imersive and "dark fantasy style", with the scrolling style etc.
The interface looks to be lifted from "my first Video Game" - at least this is the PC version so maybe someone will do a GUI modif there is a toolset of course and its not buried in the engine
-coughs-.......no UI altogether would be more immersive actually....Dead space was one of the most immersive games I've ever played because it had NO UI whatsoever
UI in and of itself is always not immersive because it is a constant reminder you are playing a game. That said, whether it is created in a way that pleases you and suits your tastes (or not) has nothing to do with how good/bad/functional the UI is because your trastes are.....well.....as subjective as anything can be.
de gustibus non desputandum est
#134
Posté 17 décembre 2010 - 04:29
#135
Posté 17 décembre 2010 - 04:33
I like that the quickbar is see-through, for the map.. not that much. The map isn't all that clear this way, if the background color is almost the same as the map lines, then you see next to nothing.
At the same time I really love the new map design (yes, I don't know what to think about it), The big arrows for exits and all that, it is detailed but at the same time easy to look at..
Conclusion; I like and dislike the map design.
Quickbar looks pretty good, I like that they gave the sustained and activated talents a different form. Like I said the fact that you can see through it is a pro (in my eyes).
What I don't like are the health/mana things in the bottom. I don't understand why you would want them there, they are in the way -> block your view on the field, but it is a good thing that the bars are see-through once you lose mana/health/stamina.
Outside all of the above I like the video and I'm really happy that they picked a rogue because I am going to start with a rogue character. And I have one question about the rogue, that talent 'miasmic flask' can a rogue always use that or do they need to have a specific flask/grenade in their backpack?
Pretty sure you are not going to answer it, but it's worth a shot.
#136
Posté 17 décembre 2010 - 04:44
crimzontearz wrote..
-coughs-.......no UI altogether would be more immersive actually....Dead space was one of the most immersive games I've ever played because it had NO UI whatsoever
UI in and of itself is always not immersive because it is a constant reminder you are playing a game. That said, whether it is created in a way that pleases you and suits your tastes (or not) has nothing to do with how good/bad/functional the UI is because your trastes are.....well.....as subjective as anything can be.
Well, in Origins you can turn the UI off if you want.
As for Dead Space, yeah it works in a more futuristic game like that, integrating things into Isaac's suit. But not every game needs to be like that or else you end up with the over simplified mess of Fable, where they try to streamline away everything and instead make a much less intuitive experience.
#137
Posté 17 décembre 2010 - 04:49
I think it's safe to assume we can just drag and drop them just like in DAO. At least as far as the quickbar is concerned, what we're looking at is just a change in visual style than actual functionality.
Itkovian
#138
Posté 17 décembre 2010 - 04:55
Itkovian wrote...
One thing: what evidence is there that we cannot place our action icons where we want on the quick bar?
There's no lock/unlock thingummy.
OK, not great evidence, but still evidence.
#139
Posté 17 décembre 2010 - 04:57
I think it the new UI looks fine. Sharp and clean like the rest of the game.
#140
Posté 17 décembre 2010 - 04:58
Wulfram wrote...
Itkovian wrote...
One thing: what evidence is there that we cannot place our action icons where we want on the quick bar?
There's no lock/unlock thingummy.
OK, not great evidence, but still evidence.
Probably because it is now in the option menu, or perhaps you can only move them when you have the abilities or inventory screen open.
They're using the same engine as DAO. It'd probably be more trouble removing this capability than keeping it. Let's not be alarmist.
Itkovian
#141
Posté 17 décembre 2010 - 04:58
#142
Posté 17 décembre 2010 - 05:01
Itkovian wrote...
Wulfram wrote...
Itkovian wrote...
One thing: what evidence is there that we cannot place our action icons where we want on the quick bar?
There's no lock/unlock thingummy.
OK, not great evidence, but still evidence.
Probably because it is now in the option menu, or perhaps you can only move them when you have the abilities or inventory screen open.
They're using the same engine as DAO. It'd probably be more trouble removing this capability than keeping it. Let's not be alarmist.
Itkovian
The lack of an unlock icon, the lack of visible slots beyond the abilities we currently have, and the addition of potion slots (which to me, indicates that we can't place items or abilities wherever we want on the action bar), are what worry me. But like I said, I'd be happy to be proven wrong about this point.
#143
Posté 17 décembre 2010 - 05:04
#144
Posté 17 décembre 2010 - 05:08
TeenZombie wrote...
The lack of an unlock icon, the lack of visible slots beyond the abilities we currently have, and the addition of potion slots (which to me, indicates that we can't place items or abilities wherever we want on the action bar), are what worry me. But like I said, I'd be happy to be proven wrong about this point.
You can move icons around. Why else would there be that large stretch of bar past the icons?
Guys, when I say "It works pretty much like Origins," I say it so that you can guess that if you could do it in Origins, you can do it in DA II.
#145
Posté 17 décembre 2010 - 05:10
slimgrin wrote...
What's the thin brown line on the top of the quickbar?
I think that's the XP progress bar.
#146
Posté 17 décembre 2010 - 05:14
#147
Posté 17 décembre 2010 - 05:17
(pretty please)
Edit: we've angered him. Now we're getting Michael Bay explosions and a hud that will make an air traffic controller wince.
Modifié par slimgrin, 17 décembre 2010 - 05:27 .
#148
Posté 17 décembre 2010 - 05:18
Chereck
#149
Posté 17 décembre 2010 - 05:29
#150
Posté 17 décembre 2010 - 05:31






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