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The UI seen in the new combat video.


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#201
In Exile

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TeenZombie wrote...
Well, like I said, everyone's opinions are subjective.  But going back to my own concerns, something like the minimap being spread out on the screen, yet also translucent, will cause someone like me who is pretty much legally blind, a lot of problems when it comes to usability.  Whether you prefer pretty gold scrollwork or not, that's something that should be addressed.


I agree. I think that's a potentially serious issue which Bioware might not have had a chance to take into account, given that your potential problem is rare.


There are other issues, like colors that are distracting, and can cause eye strain, that ought to be addressed, too, whether or not people think that those colors look "cool".  When design infringes on the ease of use of a product, it's objectively bad.


I agree that if design infringes on ease of use that's a problem, but I don't quite see why you are saying it's distracting (that seems subjective) and will cause eye-strain.

#202
Ziggeh

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TeenZombie wrote...
 When design infringes on the ease of use of a product, it's objectively bad.

I was going to mention earlier that ease of use may well be objective, but I think it's been increased in several ways, so maybe it's not.

#203
Sylvius the Mad

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In Exile wrote...

Like someone mentioned, bottom right corner. I'm more interested in your thoughts on having a pause button on the quickbar. I'm a huge fan. I know you mentioned that you felt the game being manageable with one hand on the mouse and one child in your lap was important to you. Would this relocation help?

Any clickable pause button on the UI is valuable.  I've very happy that DA2 has one, regardless of its location.

That said, having it with other buttons I'm going to click on a regular basis runs the risk of me clicking it by accident.  I might rather have it off on its own somewhere.

#204
AlanC9

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The Masked Rog wrote...

I like my UIs big and simple, so perhaps I'm not the best judge, but the DA2 UI seems to be uglier, but much more functional. I dig the new positioning of the char portraits.


That's pretty much where I am at with this. Upper left would get in the way since that's where I'll be looking at enemies. Bigger displays mean that the interface can do its job better -- the job is not to look pretty, but to communicate information.

#205
AlanC9

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ejoslin wrote...

I'm curious about the potions -- on my hotbar I had several different strengths of potions; this looks like you lose that element of choice. Are there no longer varying strengths of potions or is there a default chosen when you click the icon?


IIRC potions are going to a shared cooldown timer. That won't remove the usefulness of controlling the strength consumed, but it will reduce it.

#206
Sylvius the Mad

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AlanC9 wrote...

Upper left would get in the way since that's where I'll be looking at enemies

If they put the UI elements in a frame, this would never be a problem regardless of where they put things.

#207
In Exile

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Sylvius the Mad wrote...

If they put the UI elements in a frame, this would never be a problem regardless of where they put things.


Aside from the fact that the frame itself would be obtrusive in the same way the UI is.

#208
slimgrin

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In Exile wrote...

Sylvius the Mad wrote...

If they put the UI elements in a frame, this would never be a problem regardless of where they put things.


Aside from the fact that the frame itself would be obtrusive in the same way the UI is.


I disagree. Nothing is superimposed on the action if all hud elements are in a frame. Your view is clear.

#209
Herr Uhl

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slimgrin wrote...

In Exile wrote...

Sylvius the Mad wrote...

If they put the UI elements in a frame, this would never be a problem regardless of where they put things.


Aside from the fact that the frame itself would be obtrusive in the same way the UI is.


I disagree. Nothing is superimposed on the action if all hud elements are in a frame. Your view is clear.


But it limits the view.

#210
syllogi

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If we could have something like NWN 2 (yesiknowthatwasmadebyObsidian), where the UI was highly customizable, that would be great. OR, if we could have a choice of an "old school" UI, or the newer version...sigh.

#211
In Exile

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slimgrin wrote...

I disagree. Nothing is superimposed on the action if all hud elements are in a frame. Your view is clear.


Except for the fact that a portion of your screen is actually cut out. I find that incredibly obtrusive - far more than screen clutter.

#212
Sylvius the Mad

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In Exile wrote...

Except for the fact that a portion of your screen is actually cut out. I find that incredibly obtrusive - far more than screen clutter.

Your screen has an edge.  Is that news to you?

#213
In Exile

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Sylvius the Mad wrote...

Your screen has an edge.  Is that news to you?


This may well be the least relevant analogy you've ever made.

#214
Xewaka

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In Exile wrote...

slimgrin wrote...

I disagree. Nothing is superimposed on the action if all hud elements are in a frame. Your view is clear.


Except for the fact that a portion of your screen is actually cut out. I find that incredibly obtrusive - far more than screen clutter.


I'd rather have a slightly smaller frame of action if that meanr having completely unobstructed view of the battlefield. Frames reduce the overall gaming area, but leave it completely clean of obstructions.

#215
kardonius

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Personally I generally like most of the new UI shown in the video save a few mostly aesthetic issues that I believe I would get used to fairly quickly.
I like the linear health bars and especially the large translucent minimap.
I found Origins minimap to be so small as to be useless most of the time, and then it mostly served just as clutter.
There's also no real reason I can see as to why they wouldn't be able to make the translucent minimap opaque with a mouseover as well, which would solve any visibility issues that some people may have.

I also like that they added distinct icon shapes to separate sustained and activated talents similar to how WAR did so. I am a bit disappointed in how the icon art itself seem to be rather simplified compared to Origins however.
I also agree that the style is very modern feeling, which unfortunately kind of clashes with the fantasy theme, but since the UI is fairly transparent I imagine it would be easy to forget about that while immersed in the story.

The only real non-aesthetic issue I personally have is a small issue with the replacement of the Select All button being replaced with the Pause button on the quickbar. I would personally just about never use the mouse to pause when both auto pause and the spacebar hotkey is much faster and more convenient, especially since it is such an oft used function.
Buttons like Select All are something I use on occasion but not frequently, and find more convenient to click when I use it then bothering with the = hotkey. If they had added the Pause button seperately however that would also be a non-issue.

Modifié par kardonius, 18 décembre 2010 - 12:24 .


#216
Miss Greyjoy

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I really don't like the look of the new UI at ALL. I hope there will be a way to mod it.

#217
TRSniper4

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I really like the new UI. It gives the game a fresh look, and quite frankly, I can identify what the actions are supposed to be based on the icons :P. Confining the UI to the lower part of the screen allows for much of the view to feel... untainted by game mechanics. I'm very pleased :).

#218
Vaeliorin

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I'm not a huge fan of the UI, but with a high enough resolution, it appears tolerable.



But I still want numbers on those bars. That's the one advantage I can see with this new UI scheme, that it's now possible to have the actual health/mana/stamina numbers visible without me having to mouse over portraits.

#219
In Exile

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Xewaka

I'd rather have a slightly smaller frame of action if that meanr having completely unobstructed view of the battlefield. Frames reduce the overall gaming area, but leave it completely clean of obstructions.


I prefer the UI to the frames. They are so aggravating and visually unpleasant that anything is preferable, at least for me.

#220
Sylvius the Mad

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In Exile wrote...

Sylvius the Mad wrote...

Your screen has an edge.  Is that news to you?

This may well be the least relevant analogy you've ever made.

Do you find the edge of your monitor obtrusive?

If not, why not?  How is it different from the edge of the game window inside the UI frame?  It's still an arbitrary barrier that has nothing to do with the in-game events.

What's the relevant difference between the edge of your monitor and the edge of your game window that causes such a disparate reaction from you?

Modifié par Sylvius the Mad, 18 décembre 2010 - 01:15 .


#221
Sylvius the Mad

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Xewaka wrote...

I'd rather have a slightly smaller frame of action if that meanr having completely unobstructed view of the battlefield. Frames reduce the overall gaming area, but leave it completely clean of obstructions.

I'd accept a significantly smaller frame of action if it meant it was unobstructed.

I really hate floating UI elements.

#222
In Exile

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Sylvius the Mad wrote...
Do you find the edge of your monitor obtrusive?


Again, this is irrelevant. It's making a false comparison between one type of border and another.

If not, why not?  How is it different from the edge of the game window inside the UI frame?  It's still an arbitrary barrier that has nothing to do with the in-game events.


It is partially an aesthetic preference, and partially a 'screen-shrinking' problem in that I do not appreciate it that a large portion of the screen is largely now unused.

What's the relevant difference between the edge of your monitor and the edge of your game window that causes such a disparate reaction from you?


The fact that it is impossible for the screen to display beyond its own edge.

#223
Sigil_Beguiler123

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Yeah I prefer to not have a game window since it means that your view area becomes even smaller. This becomes even larger issue if you have a smaller monitor. Also a aesthetic issue for me as well. I vastly prefer UI that is translucent, etc. so if not focused on it it simply fades into the background (or at least I find it does) rather then always noticeably present.

#224
Sylvius the Mad

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In Exile wrote...

Again, this is irrelevant. It's making a false comparison between one type of border and another.

It's only a false comparison if there's some relevant difference between them.

Otherwise it's a perfectly apt comparison.

It is partially an aesthetic preference, and partially a 'screen-shrinking' problem in that I do not appreciate it that a large portion of the screen is largely now unused.

So you're judging the adequacy of one arbitrarily-sized display based on another arbitrarily-sized display?

The fact that it is impossible for the screen to display beyond its own edge.

And it's equally impossible for a game with a UI frame to display beyond its game window.

I fail to see the distinction you're trying to make.

#225
In Exile

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Sylvius the Mad wrote...
It's only a false comparison if there's some relevant difference between them.

Otherwise it's a perfectly apt comparison.


And there is. You happen not to think there is, but that's nothing more than your tendency to beg the question.

So you're judging the adequacy of one arbitrarily-sized display based on another arbitrarily-sized display?


No. I am using a particular subjective standard to define when something is obtrusive, which does not match with your subjective standard that something is obtrusive.

Your particular idiosyncratic take on thigs is not objective.

And it's equally impossible for a game with a UI frame to display beyond its game window.


No, Sylvius, you're just not getting it. The screen could display more. It has simply been programmed not to, for the sake of showing the UI. The edge of the monitor is an imposition by the physical laws of our universe on when the screen can no longer display content. The UI is just a design decision. The physical laws of our universe allow for the any posssible combination, including one that includes the whole screen.

All of which is to say your comparison is false.

I fail to see the distinction you're trying to make.


That's because, like always, you've invent some idiosyncratic standard you hold as objective and then try to filter every view through it.