Of the problems I saw in DA2, the one I was most surprised about was how much the interface bothered me. In basic management of equipment, I ran into some very unnecessary difficulties that could easily have been avoided, but that caused a great deal of frustration.
1. Item names/Icons
I don't care realism dictates that no one chose to name each and every ring that I find throughout the world. They all need names. If I have 5 items named "ring" that give different bonuses, and I wanted to give one to Merrill, I would have to go through and find it again, which would be considerably easier if I were looking for "sapphire ring" or "carved wooden ring." Icons can also help with this. I found the icons, insofar as they varied within a type of item, were more varied by tier of item than anything else, which doesn't help when considering multiple items of similar tier.
2. The star system
I have had two items with identical bonuses where one is ranked as 4 stars and the other as 1 star. This does not make sense. If there is to be such a system, it should at least be organized more coherently. A +4 defense belt is just as valuable if I picked it up an hour ago as if I picked it up 5 seconds ago.
3. Organized tiers
I liked the tier system in Origins. I could know a great deal about the value of an item just from its tier. Unlike the star system, a Tier for a piece of medium armor always corresponded to the same stats. At the same time, the bonuses beyond those stats meant that there was still a great deal of strategy.
4. "Start" vs. "Select"
Even when I started my third playthrough of DA2, I kept on pressing "Select" to access the inventory, even though everything was now under "Start". Don't get me wrong, I like being able to access any part of the menu in only two steps instead of scrolling over one at a time like DAO, when so many of the other controls were the same, this threw me off. So for DA3, either stick with the existing control scheme, or create an entirely new one.
5. Viewing item stats
When I pick up an item, I want to see how good it is. I don't want to have to open my inventory each time to see whether or not I want to equip it.
Let's Talk Interface
Débuté par
Sith Grey Warden
, oct. 23 2012 04:33
#1
Posté 23 octobre 2012 - 04:33
#2
Posté 23 octobre 2012 - 04:51
I agree totally, but I think the first priority should be making interesting items that I care to explore, find and collect. The DA2 items were just terrible MMO style percent upgrade crap. Give me more interesting items, and I won't care to open up my inventory, look at them and compare them.
I do agree though, don't give me 200 rings, all named RING. Give me 35 rings, all interesting and named cool names, with cool abilities and background lore.
I do agree though, don't give me 200 rings, all named RING. Give me 35 rings, all interesting and named cool names, with cool abilities and background lore.
#3
Posté 23 octobre 2012 - 05:10
I came to like the simplistic, sleeker look of DA2's UI after initially hating it.
A little complexity and/or a slight drift toward a more traditional, western RPG look (wood-grain in Origins) wouldn't kill it though. On the contrary, I think a best of both worlds look would suit the UI just fine.
A little complexity and/or a slight drift toward a more traditional, western RPG look (wood-grain in Origins) wouldn't kill it though. On the contrary, I think a best of both worlds look would suit the UI just fine.
#4
Posté 23 octobre 2012 - 06:55
I agree, and I think a lot of the problems were due to the amount of generic, random loot. They did away with customizable gear in favor of unique companion appearances, and added a bunch of faceless, nameless junk and equipment to pad the available loot in its place. I've heard they're planning on returning some of the companion customization from the first game, so hopefully it will bring more unique, well thought out loot, with coherent naming and tiers.
An interface change I really liked in DA2 though was the "target next" button. It made looting a lot easier, and helped make combat considerably more fluid. There were a lot of complaints about combat turning into button mashing (though I think consoles had to hit that button for each individual attack, which probably accounts for most of that impression) but what might make it even more tactical would be to make the button programmable, and possibly add one or two more.
By that I mean, in the party tactics menu, give us the option to change what the button targets, with options like "target nearest enemy", "target enemy with lowest health", "target nearest ally", "target enemy attacking", or "target nearest frozen enemy." Basically the same selection you get from the target section of a tactics entry. If you could have two or three of these, you'd have some control over target prioritization. Maybe even program them on a companion by companion basis, so a warrior in your party would target frozen enemies, or the closest enemy, but a mage would target enemies with lowest health, or disoriented enemies.
An interface change I really liked in DA2 though was the "target next" button. It made looting a lot easier, and helped make combat considerably more fluid. There were a lot of complaints about combat turning into button mashing (though I think consoles had to hit that button for each individual attack, which probably accounts for most of that impression) but what might make it even more tactical would be to make the button programmable, and possibly add one or two more.
By that I mean, in the party tactics menu, give us the option to change what the button targets, with options like "target nearest enemy", "target enemy with lowest health", "target nearest ally", "target enemy attacking", or "target nearest frozen enemy." Basically the same selection you get from the target section of a tactics entry. If you could have two or three of these, you'd have some control over target prioritization. Maybe even program them on a companion by companion basis, so a warrior in your party would target frozen enemies, or the closest enemy, but a mage would target enemies with lowest health, or disoriented enemies.
#5
Posté 23 octobre 2012 - 10:08
+1 for thread.
bump this for Staff to see. this is important.
Might i add i always liked the descriptions and these history myth texts in some of DAO unique weapons.
I read them all and felt i was in th game.
bump this for Staff to see. this is important.
Might i add i always liked the descriptions and these history myth texts in some of DAO unique weapons.
I read them all and felt i was in th game.
#6
Posté 23 octobre 2012 - 12:45
I prefer minimalistic UI's. If I could change anything it would be to get rid of the dialogue wheel, not for any reason of functionality, it just irks me aesthetically.
Edit: While I'm on the topic. I played DA2 on the console, can we get the UI formated for widescreens already? All of the UI elements were smushed into the center of the screen. I understand it's to support standard def tv's, but it's almost 2013, I don't expect DA3 to run on my old P486, It shouldn't be formated to run on 15 year old tv's either. Yes, I'm ranty today.
Edit: While I'm on the topic. I played DA2 on the console, can we get the UI formated for widescreens already? All of the UI elements were smushed into the center of the screen. I understand it's to support standard def tv's, but it's almost 2013, I don't expect DA3 to run on my old P486, It shouldn't be formated to run on 15 year old tv's either. Yes, I'm ranty today.
Modifié par relhart, 23 octobre 2012 - 12:56 .





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