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Please keep the HUD and the map clean of excessive icons


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14 réponses à ce sujet

#1
ioannisdenton

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A plague of games for me, you 've all seen it in most games.
Some of you do not mind it but it kills game design:

  • Icons of the map that tell you where to go,tell you where the supposed thing is when the quest tells you to look for it, so you just end up following the icon without any context from the actual story the quest-mission has. 
  • Icons for collectathon ( My beloved DaI is guilty of this : shards that are somewhat usefull and mosaic pieces)
  • Icons that give away too much information (DaI did this, witcher did this,if you actually disable the "?" the game automatically becomes better)
  • Icons that urge you to hunt them all

Οn a similar note, a HUD that:

  • is too clustered and kills immersion of the otherwise great landscape 
  • features an ugly minimap with too much info
  • has a quest tracker with directional arrows and a description
  • always shows abilities bar-energy bar- ammo bar- whatever bar that feels too clustered with the giant BLUE-RED-YELLOW colored bars
  • has a font that is TOO small or TOO large (let us choose according to inches display!!)

We need a clean sleak looking customisable Map and HUD.
I liked Me2 HUD for the sake of comparison.
I did not like tw3 HUD (alhough it was customisable)
I thought DaI 's hud was pretty much ok as it featured 4 characters = 4 health bars
 

 



#2
Sylvius the Mad

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Quest markers should be optional. We need a way to turn them off.
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#3
AlanC9

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And the dialogue needs to be written so we can turn them off and still know where we're supposed to go.

#4
Silcron

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I think all those icons should exist but you should be able to toggle any and all of them. Using DAI as an example. Say you're not interested at all in any of the collectibles, you could just turn all mosaic and shards icons off.

Just a very customizable UI could solve many of those problems. You could turn all quests off and just leave shards if you're going to be hunting for those. Maybe you're on a third playthrough and you don't need any kind of minimap or questmarker at all.

I am against removing them entirely, because they are useful.

#5
N7Jamaican

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I like being told where to go, especially in MMOs. In games like SWTOR and WoW, I don't care to explore old meaningless content, EVEN if it's a new expansion.  However, in games like Mass Effect, Fallout, etc... I want a quest maker, but I don't mind deviating from the path.


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#6
Calinstel

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Clutter it all ye want!  I'd rather have too much information displayed than not enough.



#7
SolNebula

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I like quest markers and also icons that helps me see what is collectable or not. Like DA:I did or TW3 with the witcher senses. I don't want to become blind searching if something can be looted or not. I liked the ? in TW because frankly I want to know where I'm going and to access the content in game instead to explore just empty spaces. ME1 did something similar with the anomalies and those were good because in all honesty wasting time aimlessly isn't fun for me. Plus I love minimaps that provides me in a glance all the info I need. I loath opening the main map every minute to check direction.

 

I think TW3 did it best as it provided different customizable option for everyone choice.  I like as much info as possible but you prefer instead less information I think it's quite easy to implement a toggle on/off option.

 

I do agree with you though that fonts need to be customizable and TW3 ones (on consoles) are still too small.



#8
Ahglock

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And the dialogue needs to be written so we can turn them off and still know where we're supposed to go.


This.

#9
Odintius

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I wouldn't mine more options at the beginning of the game to set it were your quest don't have icon's displayed on everything. Maybe the main story only the rest I'd like too figure it out myself, would give me more of a explore feel to the game for me.

#10
Sylvius the Mad

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And the dialogue needs to be written so we can turn them off and still know where we're supposed to go.

We should want that anyway. I need a justification for my character to follow that quest marker.

#11
Synthetic Turian

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Give us the option to completely remove the hud and enemy health bars.

 

Then again, never mind, I'm sure they'll be a PC mod for that.  :) 



#12
Enigmatick

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We should want that anyway. I need a justification for my character to follow that quest marker.

Was it not like this in DA:I? I remember the markers just leading you to a general area and then you'd you have to find your way from there.



#13
Linkenski

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yeah, if ME:A becomes a game of cat and mouse between my position on the radar and the quest markers it's gonna ruin it for me. It certainly feels nice and satisfying and OCD-inducing to track those markers down and grind XP for completing objectives but it's not a good lasting impression afterwards and more annoyingly it distracts me from paying attention to the in-game world if the radar/minimap constantly draws attention to itself.

 

I also hope the HUD will generally be better programmed than in DA:I (completely different team, I know, I know) because DA:I's UI system felt really poorly designed and the options for them felt kind of weird too.



#14
sjsharp2011

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I like being told where to go, especially in MMOs. In games like SWTOR and WoW, I don't care to explore old meaningless content, EVEN if it's a new expansion.  However, in games like Mass Effect, Fallout, etc... I want a quest maker, but I don't mind deviating from the path.

So do I I prefer an indicator as to where I'm supposed to be going. I still get a bit lost sometimes on the DAI maps because they're quite big. I don't mind exploring but without quest markers it caqn be hard to locate where you need to get to to get the job done. But if people want the options to turn things off I have no complaints but personally like you I'd rather they stay turned on.



#15
Sylvius the Mad

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Was it not like this in DA:I? I remember the markers just leading you to a general area and then you'd you have to find your way from there.

DAI was like that, yes.

DAI also had some basic justification, in that the areas had already been scouted for you.