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Bag layout since "on Alert" update.

Archived PostArchived Post Posts: 1,156,071 Arc User
edited April 2012 in Controls and Interface
OK, I'll quote Awen to start with:
Hi! Please make sure that your feedback and questions on Controls and Interface go in this forum. Be as constructive and concise as you possibly can. We take every effort to ensure that we use your feedback to improve our game.

Have a great time in game!

What I would like to suggest to the UI folks at Cryptic is to reduce the amount of wasted space in the bag contents display. Now at the bottom of this post you can see a 'before' and 'after' version of one of my dudes' inventory (sort of, I wasn't going to copy all the icons across). The text links go to the full sized images, as they're both above the 98K JPG size limit imposed by this forum.

The icons in each picture are the same size, but the bags themselves have a much more compressed layout. Instead of a soft 2-3 pixel coloured border around each item, which in turn is spaced 2-3 pixels from the next item in the bag we have the following:

1-pixel hard coloured border to indicate item quality. I have coloured some icon borders to reflect each of the different item quality grades.
Then a one pixel space between each item. That's it. You don't need any more.

I would suggest removing the "X" button from each bag. Adding a glow effect to the actual bag icon (as in the 'after' picture) is sufficient to indicate that it is open. Click the bag to open, click again to close. It's like a light switch, pretty easy. I have removed the glow effect from one bag icon to demonstrate the difference between open and closed bags.

Leaving the text labels for "Inventory" and "Currencies" intact, there remains the positioning of the new "Fuse" and "Modify" text items, which currently hang off the left hand side of the first bag. My thought on that matter is to remove the actual currency amount from the greyish coloured block at the bottom of the window (it's a currency, so it should go in that window) and put the last two labels down there. I did not draw this in place, however.

Before picture (big)

After picture (big)

Some final points - this setup is for 121 bag slots, which is 3 of the 22 slot vendor bags, the default 30 slotter everyone gets and the 25 slot Vet reward bag.
I know you can reduce the UI size to get more screen real estate, but that doesn't address the fundamentally (as I see it) wasted space present in the layout of the bags.

I do think that even adding a simple glow effect to the bag icons would be a good idea. At present, if I open a single bag, I have no clue as to which one of the three 22-slot bags I have open. Quite frankly that's poor design. A simple glance should tell me.

Oh, I didn't mention it but the after image took me an hour or so to whip up in photoshop.

Feel free to add your 2c worth below.

Cheers,

Stuffy.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    We've told them bag space is too much. They ignored us. Well not really, they reduced it a tad, but not enough.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    It's better than it was on the first pass, but it's still pretty...fat. I like your tightening, but I would keep the corner X buttons.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Not sure why it needed to become a resource hog just to display a bag and contents.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Your mockup is terrible too. They are packed so tightly that the coloured borders start to clash. Might as well get rid of them and go back t the old slots.

    Or is that what you really want?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Mewnie wrote:
    Your mockup is terrible too. They are packed so tightly that the coloured borders start to clash. Might as well get rid of them and go back t the old slots.

    Or is that what you really want?

    Heh, not one for tact, eh?

    As for what I really want, yeah maybe. To be perfectly honest, the outline of colour that shows the quality of the item is the thing that throws the balance all out of whack.

    And to Lohr, yes I saw the comments relating to bag space in the PTS forum. They were pretty massive during testing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    At the very least - how about giving bags their own UI scale option in the settings, and please add an "open/close all" option as well!
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