User Interface Updates - Suggestions / Discussion

Discussion in 'General Discussion' started by Crazy Phil, Jun 9, 2018.

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  1. Crazy Phil

    Crazy Phil Avatar

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    Note: @Berek , if this is in the wrong place or there is another thread for this already, please move/let me know. :)

    I was so excited and inspired by the UI concepts shown last night that I decided to do a rough mock-up for fun!

    I started by removing some of the excess decoration from some of the windows. Grabbed a grayish-blue from the rocks in one of the Shardfall concepts for my "silver" borders. Grabbed some clouds in another scene concept for the character sheet and inventory window backgrounds.

    One of the things I wish were more defined are the shapes inside the glyph icons that designate what type of glyph it is. Here I've added a gradient to help separate that shape a bit. Some of the text got lost on a few. The text should pop more because of the dark edge caused by the gradient. Anyways, enjoy! :D

    [​IMG]

    Less blue:
    [​IMG]

    Original for comparison:
    [​IMG]
     
    Last edited: Jun 9, 2018
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  2. Anpu

    Anpu Avatar

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    I really really liked the darker ui they showed in the stream. Looking forward to that!
     
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  3. Crazy Phil

    Crazy Phil Avatar

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    Same. This isn't a great shot, but here are the character sheet concepts for those who missed them:
    [​IMG]
     
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  4. Pounce

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    We should be able to make our own buff list bigger, and place group members individually drag and drop, healers love to have the tank in easy click spot for example because... reasons....
     
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  5. Ashlynn [Pax]

    Ashlynn [Pax] Avatar

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    While they are working on it, maybe they could add quantity to it's own column in the inventory list. I mean they have durability, and that doesn't even apply to most items. I'd have thought it being clearer how many items you have would be more important.
     
  6. Vladamir Begemot

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    Yes, quantity getting cut off due to long names is a pain. Shogun Blah blah Room dividers NEVER show their quantity unless you can drag the window to expand it, and that isn't possible in the vendor UI.

    Seems like they are working more on the look and feel than the functionality, but if they do get to functionality:

    • Stances/buffs in the combat bar should have a visual indicator that they are still active so I don't have to squint at the buff list in the upper right/guess
    • Buff indicators: Microscopic right now, and showing a bunch of things that aren't needed in the heat of battle. I don't need to see my food indicator while fighting if it's going to make it so everything has to be tiny. Hide or let me select what to hide. Show them all when weapons are put away.
    • No cooldown indicator on bar that represents Pet Taming Timer Debuff
    • Drag relevant items to bars applies the skills
      • ANY summoning whistle being dragged to the bar means I want the Summon Pet glyph there, doesn't matter if it's the equipped whistle or another one
      • Dragging taming color to bar means I want the "Tame Creature" glyph there.
     
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  7. Daigoji Gai

    Daigoji Gai Avatar

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    Detach equipment bar from deck builder.
    Equipment bar becomes a new window - outfits or gear.
    Allow player to sync a deck build with an equipment slot in the outfit/gear window by selecting the deck in question and picking selecting the # or name associated with the equipment set they want to use.
    Disclaimer: Not advocating for multiple "decks." Keep default and alternate.
    [​IMG]
     
    Last edited: Jun 10, 2018
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  8. Magnus Zarwaddim

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    Most people will probably never agree to any one style. I hope they focus on functionality. Just a few of the things I'd like to see that I am sure would benefit many:

    • Ability to move party frame windows.
    • Ability to move character frame window.
    • Ability to place my name/health/focus bars UNDER my character (as opposed to how it is now, above character)
    • Ability to move mob name/health/focus bars UNDER mob.
    • Ability to pop out the above two and place them where I want.
    • Ability to move certain elements (like the quest tracker).
    • Ability to resize certain elements (hotkey bar, quest tracker, etc.)
    I am sure we all have a lot of ideas that would be useful. I would think that looking at games already out there with good UI elements for inspiration would help. There is no need to reinvent the wheel.
     
    Last edited: Jun 9, 2018
  9. Vladamir Begemot

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    Yes please!
     
    Last edited: Jun 9, 2018
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  10. Berek

    Berek Portalarian Emeritus Dev Emeritus

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    Awesome, thanks guys for the UI follow-up! Glad our livestream on the subject was well received.

    Keep the feedback coming!
     
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  11. Bowen Bloodgood

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    I would very much like to separate the stats from the character window. I leave that window open all the time because I want to keep an eye on my weight carried.

    Also, it's easier for me to glance at the stats in a fight to see what buffs I have active or need to throw up. Knowing my current resist and avoidance helps me to better gauge my condition than scanning a list of small icons that can be in any order.
     
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  12. Floors

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    I really don't get this. I mean I understand UI is one of the biggest complaints but just changing the skin without improving how it works is just... I mean really ? There are so many more important things
     
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  13. Anpu

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    In the stream they were mentioning, just getting it to be less obtrusive. It’s just too bright etc... more for a more minimal UI. Functionality will probably come at a later time. Like moving info windows etc...
     
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  14. Pounce

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    There are i think two ways to go at it.

    Make an UI self

    Make an Interface that allows people to make UIs for the community.

    The second is my fav, because you will soon find UIs specialised for crafters, for tanks, for healers and what not, more than Port could make avaiable.

    My biggest issue is that the buff icons are too small for example, they are so small that they are pointless beside "do i have any or not" because my eyes never where really good.
    But i have to go with what i get right?
    So if UIs can be done by players one for the really shortsightet people would be around soon, i bet.
     
  15. Feeyo

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    I like this:
    [​IMG]
     
  16. Echondas

    Echondas Bug Hunter Bug Moderator

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    Just a reminder that the text interface is still missing (Lord British put in a JIRA for this, IIRC, when I mentioned it during a telethon a while back..)

    /help
    /?
     
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  17. Vladamir Begemot

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    Intense combat is a mess of unneeded information and lacking needed information (like my own focus next to my health bar).

    New Goal: Make Upper Tears battles clear of excess info so that we can tell what is going on. If you can do it there, where it is dark, the enemies are dark, and the bodies pile high, it will work everywhere.

    Probably a UI bug:
    • Enemy health bars can't be seen if you have the camera close (they are off the top of the screen), they should float closer to their bodies when the camera is zoomed in.

    We all have different needs (healer needs different info than tank), so we need some options on nameplates.

    Due to the number of possibilities, I would recommend a little mini-options window for these, available via the Window Selector, rather than having to go into Options -> Interface -> Down to the bottom.

    Toggle for each of these:
    • Show/Hide Nameplates, same as now except Show only reveals the information you have selected in the following
    • Other players health
    • Other players name
    • My name
    • My health
    • My focus
    • Enemy names
    • Enemy health
    • Overrides: Only show my targets name and/or health (overrides everything but the settings for my name/health/focus)
      • Useful if you are at a dance party and wanting to check a single persons name without flooding your screen with 100 other names
    • Only show corpse names when weapon is put away
      • Corpse names make it really hard to tell where the living enemies are. Hiding them during the fray would be great, but they need to easily come back for quick looting.
    I would even consider having two user defined rule sets for the above, an "In town" Tab and an "In adventure" Tab. This automagically switches when changing scene types. I would set mine so that I see players names and maybe health in town, but neither in combat. During dance parties I would hide all of it. My name/health/focus would hide in town, with health and focus appearing for combat.

    • My nameplate/health/focus needs to not be dead center of the screen. Let me move it, and yes it could probably be smaller.


    I've also got a request for some way to see "My target's target" so that the Tank can see who just got Aggro from him and adjust accordingly.
     
  18. Vladamir Begemot

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    • When entering a location with Quests that you have in your Task List, (optionally?) autosort those to the top so we don't have to dig, and do see what is relevant for the moment.
    • An "In Journal" Task List, the exact same as the normal Task List, but now we can see all 20 items in one page instead of strung out across 10 pages.
     
  19. Anpu

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    FYI, the test server is using some of these less saturated elements of the UI. But only a few things right now.

    The Compass has the grey border, the Utility Bar is now de-saturated. And the Character Window doesn’t have a border around it. We aren’t supposed to take pictures of stuff from the test server, so if you want to see some of this, you can have a look for yourself. I really like it so far! It’s much less intrusive.

    Of note, this is still just a very early build (currently). They are mainly just looking for critical issues that might be present currently.

    EDIT: Also the Skills Icons on the right side that show when you level them are also de-saturated.
     
    Last edited: Jun 19, 2018
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  20. Astirian

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    I'd like it if there were default margins on newly opened UI windows, at the moment they snap to the top left hand side of my screen. Or failing that, if I move my lootbox window, the position should be remembered (same as what currently happens with inventory and crafting).

    But yeah, I'm very excited for this! So happy they're working on it. Go go Port!

    Did they mention anything about the quest journal or dialogue box? I missed the stream.
     
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