"HUD" The Heads-Up Display for ME3- A Discussion
#201
Posté 27 mars 2011 - 09:23
Keep the squadmate power wheel, it works really well.
#202
Posté 27 mars 2011 - 09:23
Dumping the quote ziggeraut, I'll answer this to.AcidRelic wrote...
Sorry, I have to comment on this. You have a problem with change then? Something different is to hard for you to grasp? So you don't play games with different controls because it would be too hard to remember?
The overarching thing I was getting at is it's convention. I'm used to looking at spot X to see Y. I don't want to look in several spots especially in a firefight where I need to see if I have the health to keep doing what I'm doing, the ammo to do it all while looking at one spot ideally. Spending an exstra half second-second checking ammo or health when it could have been placed all in one spot is just simply a pain.
You can change it, yes. But to borrow from zeropunctuation's review about Too Human, 'It's like everyone makes submarines made of metal because that's what works and it's what everyone's used to because it works perfectly fine. And then someone comes along as says 'Let's make ours out of bread.' Yes you can do it different, but why bother? It's like the default setup for pretty much any PC game being WASD. Sure, you could make it TFGH instead but again, WASD works perfectly fine, and it's what almost everyone is used to. Or to use a control pad analogy, right trigger is almost always shoot and (assuming Xbox/PS2/3 controller) A/X is usually use. Now you make right trigger use and left shoulder pad shoot instead if you want but again. Why? All you're really doing to do is just annoy people who are used to the traditional setup because that's what every man and their dog uses. Because it works.
So te reiterate, perfectly aware the HUD's probably been set in stone by now: I want my ammo, armour and health in one spot please.
#203
Posté 27 mars 2011 - 09:32

And something like this, but made with BioWare's talent
#204
Posté 27 mars 2011 - 09:35
#205
Posté 27 mars 2011 - 09:45
Razagon wrote...
I'm not much of a fan of that GOW logo in middle of screen. It's not a huge difference than red veins.
A fair point, however, what was the meaning of those veins in ME2? they were just in there for the sake of it. The CoG logo at least is something related to the game, with a meaning behind it, just like my Harbinger idea, its an allusive detail in replacement of one that didnt had anything to do with the story
#206
Posté 27 mars 2011 - 09:54
#207
Posté 27 mars 2011 - 09:56
If I had one qualm, it would be those horrible red tendrils, wtf?!
#208
Posté 27 mars 2011 - 09:57
xxSgt_Reed_24xx wrote...
Do the inventory screen... in game... just like Dead Space's ... the health bars and what not could be incorporated in some way like dead space's....
No.
#209
Posté 27 mars 2011 - 10:05
#210
Posté 27 mars 2011 - 10:07
1. ME has always been about changing weapons on your back and changing armor. This can't be done with weapons on your back and it can't be done unless you force people to wear a helmet. One of the best things about ME was changing your armor how you wish and not having a helmet on if you wish.
2. The game is already very immersive. You would have to plaster shepards entire body with information in order to succeed at what your trying to accomplish. Having no hud does not make a game more immersive, and there is no clear evidence to say otherwise.
3. Because there is no clear proof to show how no-hud = more immersive gameplay, it sounds like your trying to aim for something that doesnt exist. Why would you want to remove something that is clearly successful and which we have all grown to love.
#211
Posté 27 mars 2011 - 11:03
playing the PC version I generally preferred the ME1 HUD over ME2's.
To me ME2 doesn't give me enough information about my squad's status, which leads to me using them less than in ME1.
I'd love to get health and shield bars back and see the difference between squad-members shield strength in the HUD like you could in ME1.
The addition of the power cooldown timer was great though.
I feel that trying to make the HUD more like Dead Space would be a big step in the wrong direction, we're still playing a squad based action-rpg here, not survival horror.
#212
Posté 27 mars 2011 - 11:09
Les_Carver wrote...
I think ME2's HUD was pretty effective and practical enough. The only thing I would remove are the red veins that appear when you're hurt, and maybe replace them to something allusive to an important in-game element, like for example, Harbinger's lens flares appearing at some point in the middle of the screen like in Gears of War you get to see the CoG logo, here's the example:
And something like this, but made with BioWare's talent
Don't misunderstand me, I'm not saying it was dreadful. The health bar being directly below the crosshair was a good idea, because it meant you'd always have it in the corner of your eye. So... why have the ammo tucked away somewhere else? Heck a half-life option could be invoked even. For those of you who don't know what I mean, in Half-life 2 there's an option that has two little bars incorperated intot he crosshair. One's your gun's ammo, the other's your armour/health. It's not precise but it gives you a good enough idea of what shape you're in, which is exactly what you need in a firefight.
#213
Posté 27 mars 2011 - 11:18
Loki330 wrote...
Don't misunderstand me, I'm not saying it was dreadful. The health bar being directly below the crosshair was a good idea, because it meant you'd always have it in the corner of your eye. So... why have the ammo tucked away somewhere else? Heck a half-life option could be invoked even. For those of you who don't know what I mean, in Half-life 2 there's an option that has two little bars incorperated intot he crosshair. One's your gun's ammo, the other's your armour/health. It's not precise but it gives you a good enough idea of what shape you're in, which is exactly what you need in a firefight.
Ah, to clarify, I didn't read your post when I posted mine, I was at page 1 lol, so this seems to be a coincidence
Putting that aside, I think that's a nice idea, but maybe the feature to pause the action basically makes up for it. Personally, even when it's way easier to play that way, I kinda like doing it and have no problem with it at all. But now that you say it, having an option like that for players that would rather play non stop action and have an easy access to that info could be nice.
#214
Posté 27 mars 2011 - 11:30
2) RADAR.... must have RADAR
3) Crouch... must have Crouch button
4) As people have mentioned... the actual silhouette of an enemy shouldn't be different based on what they do... they should behave differently. Along this same point, AI need to be much smarter
Don't change the HUD dramatically. Keep ME3 HUD similar to the already established ME1-2 HUDS. It still needs to feel like an ME HUD, just better. Adding a health meter on Shep's armor needs to make sense within the ME universe as well.
#215
Posté 28 mars 2011 - 12:10
lol I use my middle finger to type everything I don't Know why though.Brenon Holmes wrote...
Terror_K wrote...
Go on, Brenon. You know you want to throw us all a bone. We're all starving for some ME3 info.
You don't want to upset the puppy, do you? :innocent:
Oh wow... but... I like my thumbs. Preston would totally take my thumbs... and I need them to type... otherwise there'd be no spaces in my posts...
#216
Posté 28 mars 2011 - 12:32
Brenon Holmes wrote...
Gill Kaiser wrote...
The only thing I hope they change is the horrificly ugly red tendrils that appear when you're low on health.
This is also something we're actively iterating on.
What? How on earth can you say that? It's a gargantuan improvement from ME1. There was no way to tell you were dying in ME1 unless you looked directly at your healthbar. The rumbles were minute and the screen didn't change. one second your alive, the next your dead. Please, I beg you, don't get rid of the ME2 version. Or at least not completely. Having an indicator of low health as the way ME2 portrayed was an absolute blessing for me. I loved when all sound died away except Shepard's heavy breathing, and that methodical thump of his heart.
#217
Posté 28 mars 2011 - 03:57
DxWill10 wrote...
What? How on earth can you say that? It's a gargantuan improvement from ME1. There was no way to tell you were dying in ME1 unless you looked directly at your healthbar. The rumbles were minute and the screen didn't change. one second your alive, the next your dead. Please, I beg you, don't get rid of the ME2 version. Or at least not completely. Having an indicator of low health as the way ME2 portrayed was an absolute blessing for me. I loved when all sound died away except Shepard's heavy breathing, and that methodical thump of his heart.
The veins are horrible, as are any of these "Bloody screen! SO REAAAL!" type indicators, IMO. ME1 was fine with the heartbeat, heavy breathing and just the edges of the screen going slightly red and out of focus. The veins are just ugly and end up resulting in you dying more than anything else at that point. It's not immersive at all... it's not as if anybody actually sees that when they've been shot-up.
#218
Posté 28 mars 2011 - 04:47
Modifié par Praetor Shepard, 28 mars 2011 - 04:49 .
#219
Posté 28 mars 2011 - 05:13
I liked Sheps health and shield arch and the overall layout but I woud like to see more specific amounts for the squadmembers.
Oh and the veins, remove those, if you have to replace it, just use a standard red aura.
Modifié par Emperor Mars, 28 mars 2011 - 05:14 .
#220
Posté 28 mars 2011 - 08:42
#221
Posté 28 mars 2011 - 08:43
#222
Posté 28 mars 2011 - 09:14
Also, if possible, make the radar visible at all time (a la ME1).
Jebel Krong wrote...
i hate the veins of ugliness - just a progressive red-tint on screen would have been enough, perhaps with blurring, the veins are awful and look horrendous to boot.
And this.
#223
Posté 28 mars 2011 - 09:52
#224
Posté 28 mars 2011 - 11:42
Foxhound2020 wrote...
I beg to differ with the OP. There is absolutely no point of putting ammo,health figures on the back of shepard.
While I agree that ammo shouldn't be on the back of Shepard, you would be more connected to your Shep if the ammo counter was placed somewhere both you and Shepard could view ammo. Having it as a hologram on the right hand side of the weapon would solve this. The display could also show which ammo power was being used, so the ammo count could be housed inside the current "bullet" symbol and show how many in the clip and how many in reserve eg. 6/54 that would do away with the symbol bottom left of the screen.
I wouldn't put health and defenses info on Shepards back either, I'd make the loss of shields/barriers/armour much more distinctive, so it was clear how much you had left - give it some fizz and have the omni-tool flash when you were down to your last hit.
Once your defences were depleted and you were down to health, the omni-tool (which would be always 'on' in battle) would turn red. Further loss of health would result in changes to Shepard - gore, muffled sounds, gore, panting/heartbeat, more gore, dramatic slowdown in movement, MOAR GOAR, and a flashing omnitool when you are down to your last hit - that are clear indicators of your current situation.
I'd drop health regen and have only defenses regenerative, in favour of something like Ben Sniper does in the teaser trailer and make it only available when in cover. Don't know about you but I'd love to hit a button and see Shepard pull out a syringe full of medi-gel and stick it in his leg. OUCH!
Foxhound2020 wrote...
1. ME has always been about changing weapons on your back and changing armor. This can't be done with weapons on your back and it can't be done unless you force people to wear a helmet. One of the best things about ME was changing your armor how you wish and not having a helmet on if you wish.
Your right, but I hate the way weapon switching is implemented on the 360's X button. You have to set up two weapons to switch between before each battle, and if you want to change the pair of weapons mid-battle, it's an absolute rigmarole - you are forced to change each weapon one at a time by pausing the game (not very visceral)
A better way would be to hold X and Shepards right arm cycles thru the weapons on his back (you could even use the left thumbsick at this point) when you're over the one you want, let go of X and that weapon will be drawn.
For squadmates weapons - similar to before, and with the same controls, except it's done using the omni-tool and more importantly the game isn't paused. The omni-tool could be used in the same fashion for the powers doing away with game pausing, immersion breaking pauses in the game for those that don't want to pause (there could be a 'pause combat' option in the menu)
Foxhound2020 wrote...
2. The game is already very immersive. You would have to plaster shepards entire body with information in order to succeed at what your trying to accomplish. Having no hud does not make a game more immersive, and there is no clear evidence to say otherwise.
3. Because there is no clear proof to show how no-hud = more immersive gameplay, it sounds like your trying to aim for something that doesnt exist. Why would you want to remove something that is clearly successful and which we have all grown to love.
http://www.xboxedge....31-dead-space-2
http://thekingofhate...ts-Dead-Space-2
"Most third-person video games still give you an obtrusive HUD that pretty much takes away the feeling of immersion."
http://joinpgn.com/p...76-dead-space-2
I could point to loads more articles too - Dead Space is synonymous with immersion, but opinions and taste differ.
Other things to consider:
Reticule
As it is, the reticule being on the screen, Shepard can pass behind it. At times it's even got the back of his head in shot. The Palanx's laser sight was a great improvement, and it would be great if all weapons projected the reticule and fire/blast radius onto the environment.
Squad health & Powers
The hardest one to implement in the gameworld, but I'll try: Lose the heads and bars on the bottom of the screen and put that info on the omni-tool so it shows up on the opposite side of the weapon to the ammo counter when You are aiming. It could also be pointing in the direction of the screen when shepard is in cover, as I mentioned above, the omni-tool in always on in combat.
The global cooldown could be a bar that runs along the top of the gun then disappears
Radar
Same button as before, but with the direction projected onto the floor. Holding the same button down would see Shepard perform a radar sweep of the level which highlighted enemies and loot when it passed over them.
There, I think that's every HUD element taken off the screen and put into the gameworld, so that the player and shepard are getting the information at the same time making it an immerive experience and being distinct from Dead Space 2.
Sorry about the length of this post, but I'm passionate about ME3 being an awsome immersive experience, and with all the GOTY contenders coming out this year, this sort of gameplay change could tip the balace in Shepards favour.
#225
Posté 28 mars 2011 - 12:03





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