I'd like to preface my spiel with a tantalizing bit on me as a player. I know you care deeply I know, but also to help paint an understanding of where my influences lie. I like DAO. I meh DA2 but love sarc-hawke. I like ME, ME2 and 99% of ME3. What I think impressed me most about the ME series was the evolution of the user interface with each release. The ease of use and fluid navigation left me not in want. And yes I view that ideal with rose tinted nostalgia glasses. Also many apologies for possibly beating a dead horse, breaking the stick being used and promptly gathering another to continue. Now then, prepare thine eyes for interface nitpickery!
Inventory Menu
Navigating is a nightmare just in general. Particularly though flipping through characters to reach the one I want and in doing so suffering a loading circle every step. Why? It comes across as archaic but more importantly obtuse. I recall doing the exact same thing in DAO but the loading times were wonderful. So perhaps the loading time is the catalyst for this being a point at all, but I believe it's ancillary to the real issue. It's time to move on to a new mechanic that allows for easier character navigation. Another use for the tarot cards perhaps? There is so much empty space on this screen. I encourage you to explore the periphery.
Better explanation: http://imgur.com/ozBTv8C
The thrill of menu navigation harrows on. Insofar that your weapons, rings and accessories are all compartmentalized. You should be able to equip whatever you want from one item pool of equippable items. So what's stopping that? Seven is stopping that. That's the maximum number of items that can be displayed within that scrolling window. Please expand that number by scaling down items in that scrolling window. It doesn't make me view items with a more discerning eye or value them any more. They are tools to be used. Function and practicality should be worthwhile hallmarks.
Quick points:
1.) Item comparison in regards to properly displaying when mouse wheel scrolling. View an item for comparison, mouse wheel to a new item. Still viewing the old item in the comparison. Minor bug, just thought to mention it.
2.) Skill rings. I have no way of telling if a ring that boosts a specific skill will be beneficial to the character being viewed. You are required have to have some providence in the matter or exit the menu and navigate to the character sheet for that character. Remember or write down what skills they use and then return to the inventory screen.
3.) Mouse over tooltips for “Core Stats” and “Defense Stats”. Those bars are great and all but it would be nice to be able to see what they mean in real numbers without heading over to the character menu. Speaking of which...
Character Menu
If only a segue between these two menus could be performed in game as easily. As mentioned above with skill rings, it is simply austere that you must exit one to access the other with no direct link. There should be some button or tab to press to interchangeably navigate between these two menus.
Now I apologize for the hubris of this next statement but my eyes are not super terrible yet. I can read size 12 font proficiently. And I believe data should be readily digestible. Which isn't the case for the Attributes tab. To see the attribute stats in their entirety I must scroll and scroll a lot. I actually want to know what the borromean rings mean... I'm still unsure if they represent only magic resistance, all elemental resistances added together or my character's level of faith in the chantry. I implore you to reduce the height of the individual stats tiles so I can see more at a glance. You could even hypothetically divide the attributes into two separate columns. Though in terms of coding it seems to go against every other scrolling feature.
Continuing on readily available information. The Abilities tab. Why do I have to click and drag the tree to see the skills? It incited an eye rolling “vraiment?” from me. The implication seems to be that there is some lacking of empty space on this screen that prevents the tree from being fully visible...
Quick points:
1.) The arrows directing the user left and right on the Abilities tab occasionally disappear. A minor UI bug that doesn't affect usability. Just an FYI.
Crafting Menu
Why are the ingredients listed alphabetical? Why not by rarity tier (rarer up top) then alphabetical keeping with the prior? Or custom sorts even. By amount, rarity, ascending, descending? The current sorting choice is understandable because it's easy, but from a user standpoint it's awkward. Personally when I make something I want to hang on to it. If only for a bit. I do not set out to create a hat out of cotton, though I hear it breathes well. Instead I'm using the culmination of all my arduously acquired materials to create a hat - with exotic phoenix feathers, and sparkling gemstones, and tiny nug skulls with gemstones for eyes, and every nug skull also has a tiny hat. Paragon luster not iron bluster. Silverite not drakestone amirite?
Quick points:
1.) Item comparison if applicable. I know that ”The” Iron Bull can not wear my, as of yet made, cotton cowling of nuggy death - but if he could, it would be nice to compare it against his current headgear.
TL;DR: Menu navigation and information presentation needs some loving.





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