Interface concerns (Arrows, button prompts, etc.)
#1
Posté 06 juin 2011 - 09:06
#2
Posté 06 juin 2011 - 09:20
Those arrows were pretty big, took up a nice chunk of the screen.
#3
Posté 06 juin 2011 - 09:21
#4
Posté 06 juin 2011 - 09:22
mmmu wrote...
Can't see why there wouldn't be an option to turn them off / on.
I hope so.
#5
Posté 06 juin 2011 - 09:27
#6
Posté 06 juin 2011 - 09:47
#7
Posté 06 juin 2011 - 09:52
#8
Posté 09 juin 2011 - 07:43
Game is primarily grays, browns, and other drab colors, then there's a bright green button showing at the bottom of the screen.
#9
Posté 09 juin 2011 - 07:50
It's not a tutorial, its a UI function. It would be extremely frustrating to be constantly rolling when you expected to slide into cover, or sliding when you wanted to SWAT turn.
Modifié par sp0ck 06, 09 juin 2011 - 07:52 .
#10
Posté 09 juin 2011 - 08:08
Or they could just not have those be the same button.sp0ck 06 wrote...
It would be extremely frustrating to be constantly rolling when you expected to slide into cover, or sliding when you wanted to SWAT turn.
I hate having UI elements obstructing my view of the game world. This is why I keep asking for the UI elements to be confined to a frame, with the game world in the middle.
And what if I come at the encounter from an unexpected direction? How could the arrows possibly accommodate that?
#11
Posté 09 juin 2011 - 08:20
Sylvius the Mad wrote...
Or they could just not have those be the same button.sp0ck 06 wrote...
It would be extremely frustrating to be constantly rolling when you expected to slide into cover, or sliding when you wanted to SWAT turn.
I hate having UI elements obstructing my view of the game world. This is why I keep asking for the UI elements to be confined to a frame, with the game world in the middle.
And what if I come at the encounter from an unexpected direction? How could the arrows possibly accommodate that?
Well, ME is already button-starved on the 360. They're just using the movement/UI system from Gears of War. Once you play for a bit you'll understand the necessity of the arrows. I agree they aren't great for immersion but ultimately smooth gameplay is more important.
As for coming from an unexpected direction...not sure what you mean. You can only really be in a flat plane while in cover, and that's the only time the arrows are relevant.
#12
Posté 09 juin 2011 - 08:20
Sylvius the Mad wrote...
Or they could just not have those be the same button.
Consoles only have a few buttons, and then it becomes cost ineffective to change the design for the PC.
And what if I come at the encounter from an unexpected direction? How could the arrows possibly accommodate that?
They don't and they're not designed to. All the arrow does is allow you to select the appropriate movement for your character.
#13
Posté 09 juin 2011 - 08:28
So if I'm in at the right end of a piece of cover and I push right on the stick, the arrow will show up to indicate that if I press A (while still holding right), I will do a swat turn (or a short roll to an adjacent piece of cover across an open space). If you stop pushing right, the arrow goes away.
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
Modifié par Brenon Holmes, 09 juin 2011 - 08:31 .
#14
Posté 09 juin 2011 - 08:30
Something with which I am entirely unfamiliar.sp0ck 06 wrote...
They're just using the movement/UI system from Gears of War.
Once you play for a bit you'll understand the necessity of the arrows.
I doubt that.
I strongly disagree.I agree they aren't great for immersion but ultimately smooth gameplay is more important.
So the arrows exist only relative the Shepard? They don't persist on the ground?As for coming from an unexpected direction...not sure what you mean. You can only really be in a flat plane while in cover, and that's the only time the arrows are relevant.
That's not as bad as I'd feared.
They'd have more if they were willing to use the buttons in combination.In Exile wrote...
Consoles only have a few buttons, and then it becomes cost ineffective to change the design for the PC.
Remember the hotbars in NWN? You could trigger the items there with the function keys, and then access extra hotbars by holding down Ctrl or Shift, and then those buttons in combination with the function keys would trigger the items on those secondary hotbars.
If a 360 would use a shoulder-button like a Shift key, that would effectively double the number of buttons available for commands. They could doubie it again by using both shoulder buttons.
For some reason, console games don't typically require you to use buttons in combination, but if they did they'd be able to offer greater gameplay freedom.
And they should all be mappable, dammit.
The game isn't supposed to decide the "appropriate" movement for my character. I do that. That's my whole job within the game.They don't and they're not designed to. All the arrow does is allow you to select the appropriate movement for your character.
#15
Posté 09 juin 2011 - 08:31
Good news. Thanks Brenon.Brenon Holmes wrote...
As has been mentioned... they're not prompts, they're feedback.
#16
Posté 09 juin 2011 - 08:33
#17
Posté 09 juin 2011 - 08:34
Brenon Holmes wrote...
As has been mentioned... they're not prompts, they're feedback.
So if I'm in at the right end of a piece of cover and I push right on the stick, the arrow will show up to indicate that if I press A (while still holding right), I will do a swat turn (or a short roll to an adjacent piece of cover across an open space). If you stop pushing right, the arrow goes away.
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
Would the PC just replace A with space, and use the same context sensitive array?
#18
Posté 09 juin 2011 - 08:34
The arrows are not persistent and they do not "tell you where to go". They will briefly pop up in certain very specific situations to let you know what's going to happen when you press "A". Thats all. And yes you WILL understand once you play it, lol.
If you"strongly disagree" that a comprehensible UI is more important than "breaking immersion," not sure what to tell you. Do ammo counters break immersion, or health bars? The arrows are just as critical in this kind of combat.
Modifié par sp0ck 06, 09 juin 2011 - 08:36 .
#19
Posté 09 juin 2011 - 08:35
#20
Posté 09 juin 2011 - 08:35
Brenon Holmes wrote...
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
Edit: nvm
Modifié par shinobi602, 09 juin 2011 - 08:36 .
#21
Posté 09 juin 2011 - 08:35
Brenon Holmes wrote...
As has been mentioned... they're not prompts, they're feedback.
So if I'm in at the right end of a piece of cover and I push right on the stick, the arrow will show up to indicate that if I press A (while still holding right), I will do a swat turn (or a short roll to an adjacent piece of cover across an open space). If you stop pushing right, the arrow goes away.
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
So, is this "feedback" going to be optional, or will we be forced to watch these arrows throughout the game?
#22
Posté 09 juin 2011 - 08:36
In Exile wrote...
Would the PC just replace A with space, and use the same context sensitive array?
Sure would. I was just testing something on the XBox so my brain was still on that platform :happy:.
Modifié par Brenon Holmes, 09 juin 2011 - 08:36 .
#23
Posté 09 juin 2011 - 08:37
Relix28 wrote...
Brenon Holmes wrote...
As has been mentioned... they're not prompts, they're feedback.
So if I'm in at the right end of a piece of cover and I push right on the stick, the arrow will show up to indicate that if I press A (while still holding right), I will do a swat turn (or a short roll to an adjacent piece of cover across an open space). If you stop pushing right, the arrow goes away.
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
So, is this "feedback" going to be optional, or will we be forced to watch these arrows throughout the game?
The arrows will actually be on your screen for less than 2% of the game I would imagine (just pulling that number out of me arse but you get what I'm saying: you'll barely notice after a while).
Modifié par sp0ck 06, 09 juin 2011 - 08:38 .
#24
Posté 09 juin 2011 - 08:37
Relix28 wrote...
So, is this "feedback" going to be optional, or will we be forced to watch these arrows throughout the game?
Well... I think you'd find it pretty difficult to engage a lot of those systems without appropriate feedback, but I can raise it up as something to consider.
#25
Posté 09 juin 2011 - 08:38
As an aside, I hated that ME2 made Space an action button. Space to me is Pause. Space will always be Pause.In Exile wrote...
Would the PC just replace A with space, and use the same context sensitive array?
Luckily, ME2 did let me remap the controls. I made E the action button, just as it had been in ME.





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