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suggestion for the pc combat interface


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#1
Guest_L42_*

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this screenshot is just a suggestion for a pc interface that always worked for me, it's outdated regarding the visual (about 15 years old) but everything is there like portraits showing effects on the party members and an action window showing info during combat like what spells are being used and such

 

dragon002.jpg



#2
Knight_47K

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Sorry man, but no. Interface needs to be organic part of the game, no thrown in your face.I have always like Dead space for its in game inventory, health / air on the armor itself. You never feel you are out of the game. Although with 4 people party we can't have that.

 

Dragon age 2 was pretty efficient in that matter. Health bar flashes white when you hit critical. Different status affects are displayed with icons above the heads. Injury is described by red skull beneath the party member logo.

 

You can see in Dragon Age Inquisition, the status effects are displayed as soon the spell hits an enemy. You can also check weakness and strength by hovering your mouse over the enemy.

 

We need details, yes please. But make them organic, so that they don't feel out of place. I don't need a constant reminder that I am in a virtual world.



#3
Sylvius the Mad

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Sorry man, but no. Interface needs to be organic part of the game, no thrown in your face.I have always like Dead space for its in game inventory, health / air on the armor itself. You never feel you are out of the game.

Having UI elements obscuring my view of the game world creates exactly that sort of separation. So does having the UI disappear and reappear depending on game mode (like conversations).

That's why I like having all the UI elements in a frame that is always there.

#4
In Exile

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Having UI elements obscuring my view of the game world creates exactly that sort of separation. So does having the UI disappear and reappear depending on game mode (like conversations).

That's why I like having all the UI elements in a frame that is always there.

 

Having the UI in a frame is the most obtrusive way to convey a UI. It is a constant and persistent reminder that you are interacting with the world through a frame.



#5
Sylvius the Mad

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Having the UI in a frame is the most obtrusive way to convey a UI. It is a constant and persistent reminder that you are interacting with the world through a frame.

Doesn't the edge of the monitor do that anyway?

I like a frame because it stays put, and never is my view of something unexpectedly obscured by a UI element. If I'm watching something in the world, and then suddenly I can't see it because a floating damage number got in the way, that seems much more distracting to me.

I would rank depth of field effects as the only more serious offender.
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#6
Realmzmaster

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Doesn't the edge of the monitor do that anyway?

I like a frame because it stays put, and never is my view of something unexpectedly obscured by a UI element. If I'm watching something in the world, and then suddenly I can't see it because a floating damage number got in the way, that seems much more distracting to me.

I would rank depth of field effects as the only more serious offender.

 

The edge of the monitor does remind that one is in a virtual world, but some gamers do not like having a frame within a frame. I can work with either way.

 

Information can be conveyed either way. There are advantages and  dis advantages to both. StM stated that he does not like to have the elements get in the way of the visuals. Others do not like to have to constantly refer to the edge of the screen to get that information.

 

So basically it becomes a personal preference. Gamers will have to wait and see which method Bioware uses or will Bioware employ a different method.



#7
Guest_L42_*

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The Interface for me should show all Info i need, the flash animations are for the main/action screen. Looking on the combat video i would only play DA:I with that interface if someone would threaten to show me all episodes of Denver clan if i refused. Split-second animations/flashes around the Portraits, how am i supposed to focus on action screen that way and how can i notice animations that appear for a split-second ?

#8
Sylvius the Mad

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The edge of the monitor does remind that one is in a virtual world, but some gamers do not like having a frame within a frame. I can work with either way.

Information can be conveyed either way. There are advantages and dis advantages to both. StM stated that he does not like to have the elements get in the way of the visuals. Others do not like to have to constantly refer to the edge of the screen to get that information.

So basically it becomes a personal preference. Gamers will have to wait and see which method Bioware uses or will Bioware employ a different method.

Ideally, they'd give us the tools to build a custom UI.

#9
In Exile

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Doesn't the edge of the monitor do that anyway?

 

No. It may just be how I am like, but I find it very easy to focus on one thing and tune out the world. While I look at a monitor, I don't "see" the edges of it (even when I'm using a laptop) unless I focus on seeing it. 

Whereas boxes inside the screen do stand out - and then I feel like I'm constantly playing a game. It would be like reading a box where the text is surrounded by a border that has keywords defined (or something equally intrusive). 

 

I like a frame because it stays put, and never is my view of something unexpectedly obscured by a UI element. If I'm watching something in the world, and then suddenly I can't see it because a floating damage number got in the way, that seems much more distracting to me.

I would rank depth of field effects as the only more serious offender.

 
I can't say that I ever had a problem with something obscuring my UI - but then I would just quickly readjust the camera angle if it did happen. I don't think I would ever notice something like that. 
 
I have mixed feelings about depth of field. 


#10
Nayawk

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the less onscreen the better for me.  I think DA2 PC UI  hit a really good balance, slick minimalism allowed it to fade into the background when I wasn't focusing on it.  That said there is a limit to how minimal I like it.. Skyrim made me want to throw my monitor out the window. 


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#11
rocsage

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can't you people agree on a toggle or something?

it's there in origins.



#12
Guest_Puddi III_*

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I prefer the HUD where it doesn't obscure anything unless there's actual information in the spot being obscured, as it has been for the last couple of games.



#13
Sylvius the Mad

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I have mixed feelings about depth of field.

Whst could the upside of depth of field effects possibly be? They draw my attention away from the thing that has my attention. If I'm in character, and I'm paying attention to something, then I should be paying attention to that thing. Having depth of field effects jump in as if to shout "No, look at this instead!" seems like the most intrusive event imaginable.

#14
Guest_Puddi III_*

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Cinematic games expect you to shift between yourself as the audience and yourself as the character, that's just the way it is. You can't imagine the upside because you refuse to use the perspective where the upside exists.

#15
Sylvius the Mad

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Cinematic games expect you to shift between yourself as the audience and yourself as the character, that's just the way it is. You can't imagine the upside because you refuse to use the perspective where the upside exists.

I don't see how that could work. Those moments of being the audience interfere with the character's coherence, because the player is denied access to the character's mind.

#16
Wulfram

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I'd like a combat log, as an option.  And I think there's something to be said for BG's portrait bar, though it probably doesn't need to take up a whole side of the screen, particularly when you've got only 4 person parties.

 

Otherwise, the BG interface wouldn't be a very efficient use of space, particularly for modern screens/resolutions.  And there's really no reason to have a permanent menu of big icons taking up a chunk of the screen, we've got hotkeys.

 

edit:  And I'd like to keep a mini-map



#17
PsychoBlonde

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Dragon age 2 was pretty efficient in that matter. Health bar flashes white when you hit critical. Different status affects are displayed with icons above the heads. Injury is described by red skull beneath the party member logo.

 

Although, one thing I found annoying in DA2 was that the status of charge-up attacks could not be seen unless you switched to that character.  And there was no way to say "when charges full, use finisher".