Really hate Health/Shield UI
#26
Posté 18 février 2010 - 12:21
#27
Posté 18 février 2010 - 12:23
#28
Posté 18 février 2010 - 12:24
luk3us wrote...
The only thing about the UI I despise, is how everything you interact with has a stupid blue rectangle around it.
WHY?!
I'll ditto that. You should have to approach something or someone intentionally and try to interact. You don't need a blue/orange/red rectangle to tell you it's interactive. There should be visual cues in the object itself, and people should attract your attention, like with their voice or body language.
At least they didn't go as far as Fable 2 did and make your target completely purple. WTF!
#29
Posté 18 février 2010 - 12:39
javierabegazo wrote...
Funny, cause I love this UI, I think its' infinitely better than a red meter constantly on the screen
Do all the other Bioware peeps feel the same way?
The UI in the Adept class video with Christina Norman looks great. Atleast I can see the sheilds of my allies and myself.
The E3 video also has an ok UI. I'm OCD about my UI in MMO's I tend to tweak everysingle little thing I can and Dragon Age the UI on the PC was great especially at higher resolutions meant more bars. The ME1 UI was great since I saw everysingle tech or biotic power my squad could use. I know ME2 was streamlined in a way so there isn't as much to juggle but I'm not a child and this game is rated M so if you can manage a UI go back to a Call of Duty.
#30
Posté 18 février 2010 - 01:02
ItsFreakinJesus wrote...
God, I hate that. Several times, I got the popup for stuff that was around a corner, prompting me to run around like an idiot to find what triggered it.
Are you kidding me, that makes it so much easier and quicker to explore areas for any good stuff. In ME1 you had to run around every corner of every room to make sure you got every item, now you can do a quick scan and save tons of time. I love this feature.
#31
Posté 18 février 2010 - 01:11
#32
Posté 18 février 2010 - 01:28
out off combat you dont see your health (DUH!)
incombat you can see your teams health and shields, even there powerbar, its right under your frikking health/shield bar.
i think its the same on the pc as on the xbox, so you must be trolling!
#33
Posté 18 février 2010 - 01:43
Which is why it has the lovely low-health "veins" that completely block everything beyond the center of the screen making it nearly impossible to tell what's around you, so it's hard to find cover or whatever it is that's killing you (sorry, I know that comes off as mean, but this has really been pissing me off lately, since I'm playing a Vanguard which means I see this way more than I did as a sentinel or infiltrator.)vdeity wrote...
Mmm, I think it was designed that way intentionally to remove as many obstructions from the screen as possible.
Honestly, I loathe the health-shield UI in this game. The way it's set up makes it very hard to see the status of my health/shields while still paying attention to what I'm shooting at. I'd much rather have something like the health/mana bars in this:

except somewhat less obstrusive (yes, I realize it's a WoW UI. It was the easiest for me to find a picture of.) Since shield/health doesn't show up unless you're damaged, it wouldn't be an issue outside of combat, and inside combat it wouldn't have up enough of the screen to really cause issues. You could even have it potentially show companions health/shields as well.
Modifié par Vaeliorin, 18 février 2010 - 01:43 .
#34
Posté 18 février 2010 - 01:56
Really? My intuition didn't grasp that till now. So I conclude it's not as intuitive as it should be ...(...), even there powerbar, its right under your frikking health/shield bar.
Regarding the health of team-mates: To know about their health more exactly would be valuable, I think. The "color-coding" is far from exact. Following the concept of giving NO FEEDBACK as long as everything is up to normal (= full shields/health), it actually would be more logical to indicate the amount of damage taken. Thus a "damage-meter" could tell exactly enough when damage reaches a critical level.
On the other hand it would be more useful if team-mates were "intelligent" enough to take cover some seconds BEFORE they are about to die. In many cases they are near cover or even IN cover but remain shooting happily in the open until they are dead.
Modifié par ilPianiste, 18 février 2010 - 01:58 .
#35
Posté 18 février 2010 - 04:55
#36
Posté 18 février 2010 - 05:01
jacksmedula1 wrote...
Unbelievable.... Someone actually posted a screenshot of a WoW UI as an example of what a UI should look like.
Haha, yes
Modifié par RighteousRage, 18 février 2010 - 05:01 .
#37
Posté 18 février 2010 - 05:18
racerx85x wrote...
I'll ditto that. You should have to approach something or someone intentionally and try to interact. You don't need a blue/orange/red rectangle to tell you it's interactive. There should be visual cues in the object itself, and people should attract your attention, like with their voice or body language.
At least they didn't go as far as Fable 2 did and make your target completely purple. WTF!
Given that alot of people in many other games actually miss obvious clues and then berate the game for it, can you really blame the developers for giving visual clues as to what's interactive and what's not?
The only game I personally know of that doesn't give cues and clues as to the interactivity of the object is Half-Life, and that's because you can interact with almost everything in that game.
#38
Posté 18 février 2010 - 05:24
#39
Posté 18 février 2010 - 05:54
#40
Posté 18 février 2010 - 08:59
LoweGear wrote...
Given that alot of people in many other games actually miss obvious clues and then berate the game for it, can you really blame the developers for giving visual clues as to what's interactive and what's not?
I'd like some examples of games with obvious clues that are easy to miss. I've missed twists and turns in levels before, like in the belly of the Flood in Halo 3 or in the ilos ruins on Mass Effect, but not obvious clues. Besides that's what QA is for. If people are missing your clues, your clues suck.
The only game I personally know of that doesn't give cues and clues as to the interactivity of the object is Half-Life, and that's because you can interact with almost everything in that game.
Gears of War uses shimmering surfaces to call attention to objects. It's subtle yet after a few missions you notice the shimmer without thinking. And Gears had the option to remove all the button prompts.
As far as NPCs, you don't need two HUD elements (the blue rectangle and the TALK prompt) to alert you. If I'm in a bar, I'm going to talk to the bartender. If I want to talk to strangers I look at a few people and see if they acknowledge me.
It's really a debate over players adventuring freely versus being lead around (in a hundred directions at once).
Modifié par racerx85x, 18 février 2010 - 09:09 .
#41
Posté 18 février 2010 - 09:05
racerx85x wrote...
I'll ditto that. You should have to approach something or someone intentionally and try to interact. You don't need a blue/orange/red rectangle to tell you it's interactive. There should be visual cues in the object itself, and people should attract your attention, like with their voice or body language.
Are you serious? You want visual clues that a box is interactive? It is a box what more do you want? Special boxes which then is basically the same as wrapping a blue highlight on it.
#42
Posté 18 février 2010 - 09:20
Sidney wrote...
racerx85x wrote...
I'll ditto that. You should have to approach something or someone intentionally and try to interact. You don't need a blue/orange/red rectangle to tell you it's interactive. There should be visual cues in the object itself, and people should attract your attention, like with their voice or body language.
Are you serious? You want visual clues that a box is interactive? It is a box what more do you want? Special boxes which then is basically the same as wrapping a blue highlight on it.
By visual clues I mean subtle effects that catch your eye as you pass by. Thermal clips could glow red, Med stations could have a blinking strobe light, Fragile crates all look the same anyway.
My point is, if you want someone to experience a virtual world, they shouldn't have to rely on rectangles to survive. They should be free to turn off the spoon-feeding and find their own food. There should be that option.
#43
Posté 18 février 2010 - 09:40
Jalem001 wrote...
I've never had a problem really soloing everything. They're more for soaking damage and laying down cover fire.
Am I the only one that thinks this is a problem. My team should be useful and offer support, not just be bullet spunges.
In the case of the UI, I do hate the "veins" effect as I approach death, and I do wish there was a more accurate read out for my squad mates when in combat. I think their portrait changing color isn't enough.
#44
Posté 18 février 2010 - 09:40
#45
Posté 18 février 2010 - 09:58
Sanguinius_nz wrote...
I have to agree, not being able to see at any moment my shield + health levels along with those of my party as well as the relative strengths of their health and shield pools is something frustrating to me.
ME2s UI appears to be striving to be a shooter but I feel it is leaning to far in that direction and missing the point that is also an RPG
this. rpg players love information...all of it everywhere, all the time, at a moments notice. WoW is a perfect example of this: virtually every UI mod is ADDING to it, not taking something away; the original everyone seems to think is cluttered has unanimously been classified by the players as not cluttered enough. now there isnt nearly as much information to consider in ME, but id sure as hell like more information on my team than shields up/ not up; is that really the difference between a Condemned:CO UI and heavily modded WoW?
'streamlined' UI is for games with extra-pretty enviromental appreciation sections and/or games for people who want to press buttons and see things die with as little visual obstruction in the way of things dying. ME2 as a combat RPG is supposed to consider way more than a typical shooter so a typical shooter UI doesnt cut it, and there is countless more times where id much rather have the proper information than not have a health bar to the extreme lower right corner of my field of view.
#46
Posté 18 février 2010 - 10:16
People want info in the UI. I want to see the strength of my shield and my health bar along with those of my team in an easy to read style.
The UI in the Adept class video is 100x better than the current UI.
#47
Posté 18 février 2010 - 10:23
Beastfoot wrote...
How do you know when it's a good time to heal your squad? In ME I always knew, but now I don't have a clue. Am I missing something obvious?
You can't heal them, you can use your medi-gel when they die.
#48
Posté 18 février 2010 - 10:25
Magimel wrote...
Am I the only one that thinks this is a problem. My team should be useful and offer support, not just be bullet spunges.
In the case of the UI, I do hate the "veins" effect as I approach death, and I do wish there was a more accurate read out for my squad mates when in combat. I think their portrait changing color isn't enough.
The squad info is fine it is the lack of info on me that is the bigger problem and then when I do get info the vision obscuring red roots of death aren't the best way to handle it. If they wanted to copy the clean UI of Dead Space then use the same sort of visual markers that Dead Space gives you so you get the info w/o it being stuffed into your face.
#49
Posté 18 février 2010 - 10:30
Sidney wrote...
Beastfoot wrote...
How do you know when it's a good time to heal your squad? In ME I always knew, but now I don't have a clue. Am I missing something obvious?
You can't heal them, you can use your medi-gel when they die.
Lol, that's stupid! So now they're just cannon fodder
#50
Posté 18 février 2010 - 10:30
I agree with the point made about the interaction system. I don't like how the little little blue interaction icon pops up for things that are blocked by solid objects. I often find myself looking around for things that are in another room or a place that's not easily accessible. It's pretty much an annoyance more than a help. I also don't like how the brown icon pops up in the same place for things like explosive crates. That's also an annoyance more than a help.
Modifié par CraigHB, 18 février 2010 - 10:40 .




Ce sujet est fermé
Retour en haut







