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UI Overhaul is needed

championshewolfchampionshewolf Posts: 4,376 Arc User
edited August 2012 in Suggestions Box
One thing I've never really cared about in the CO UI is how "loud" it is. This is not saying that it beeps too much or makes too much noise while I am mousing over, but visually it's too loud and very distracting. It needs to be mellowed out. Also, it's not very pleasing on the eyes, to be honest. A UI needs to be there, grant it, but it shouldn't be distracting by just being there, like the CO UI actually is. It also needs to be made softer, in context, not appearing so harsh visually.

An example I would say to use would be to use the elements of HeroGames designs, like the hexagons and stuff, but use a more smart phone approach to it all. I should know the UI is there, but it should feel invisible. In this respect, it's one of the few things I actually give TSW props for. I actually liked the low impact the UI actually had on the physical screen environment and it never felt intrusive. It had a smart phone feel to it, but felt it was part of the natural flow of the game.

This is something I think the UI in Champions needs, to be redone, updated and not be so loud and be less intrusive visually and physically in the game world. The theme of herogames and Champions can be kept but it doesn't need to be obnoxious about it. The Hexagon can be used to great effects in that case.

Here is examples of elements I would definitely change;
Lose the picture on the player's status bar: If a player forgets what their character looks like I think they have bigger issues. This is unnecessary screen bloat. Even WoW UI modders generally take this out by default only offering the option for an image as an after thought most of the time.

Revamp the character Window: I think that the fact that the gear is not in it's own special area as well as the stats kind of being plastered into a small area hurts things. This is one window, unlike others, that should not have been skimped on, especially now given how much has changed in the system over all. All the extra data, such as difference in melee and ranged critical rates, defense, real defense numbers (aka what your actual resistance is, not the false 80% that defense states) and several other facets. This window definitely needs an over haul.

Add a threat indication to enemies Health Bar or healthbar: This is a good one. Target of Target works, slightly, but a real indication for those that want to know if they might be endanger of over threating an enemy and might want to use a threat remover, a highlight on health bars that lets them know if they have threat or not.

Use the hexagons for the powers tray: This one I think would be a good spot to make it out to be a Champions game, at least there. The hexagons would actually add some style and flavor instead of just another generic powers tray. They can also be interlocked in a way that actually works, giving it a more unique feel.

Revamp the Chat Window: First I would allow people to be able to turn on coloring for player names so we can see that different people are talking. In a single chat environment text can get lost easily. Different colors for player names would work wonders. Second, multiple chat boxes is a must. This is a basic feature of any MMO, even in CoH you had this, I can't figure out why this has been neglected so long in Champions.

Angles are your friends: Not every part of the UI needs to be completely square. Putting some angles in and giving it more of the super hero feel and theme will not kill it.
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Comments

  • rokurocarisrokurocaris Posts: 1,079 Arc User
    edited August 2012
    One thing I've never really cared about in the CO UI is how "loud" it is. This is not saying that it beeps too much or makes too much noise while I am mousing over, but visually it's too loud and very distracting. It needs to be mellowed out.

    You mean like they did with the opening screen?
    Where your character formerly stood in a well lit micro version of in-game Millenium City and against the backdrop of a screenshot of it, now we have the top of a dark grey building and a drawn backdrop of futuristic skyscrapers (more than there are in the game, actually) and a very cloudy sky. It's basically just shades of grey. And I noticed the lighting on the character has also been dimmed down.
    It's overall pretty dark and moody now. And I can't say I like that.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited August 2012
    Like how the UI overhauls have been gone to better, fixing the stuff that really didn't need to be fixed, i rather have them not messing around it more....
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  • skcarkskcark Posts: 715 Arc User
    edited August 2012
    While, if memory serves, champwolf didn't really like me much, (really don't remember, and i've been too busy surviving in hospital for ages to rememeber everyone) she makes a good point.

    I always had issues with the UI and controls for CO, it especially irked me when they make changes to things that force you to adjust instead and removes all option of choice, one example was the mission journal/calendar update, not only was it extremely annoying. but i have a tendency to try to close windows that i want to close with the esc key, the calendar didn't work with it, so instead it stays but the menu pops up but it also always reset even if i previoously used active mission tab, but that annoying c key for character info, would stay on the builds tab, because it remembers what you last looked at, which infuriates me to no end if the b key is set to builds tab, and it was always very specific to always show builds which just made no sense.

    I think showing the character face is pointless too, and i never really liked how buggy the xp bar was if you're the kinda person who clicks the hp/energy and xp bar to toggle number display, because xp bar numbers only refresh when moused over. and also bugged me how no option for numbers to be permanently toggled on for mobs. i know some people will just rant "it has a red bar if you can't work out when it reaches 1/2 or 1/3 etc then you need help" when some people still prefer it, and i like to keep a precise eye on the hp drop
  • zenzenarimasenzenzenarimasen Posts: 185 Arc User
    edited August 2012
    skcark wrote: »
    While, if memory serves, champwolf didn't really like me much, (really don't remember, and i've been too busy surviving in hospital for ages to rememeber everyone) she makes a good point.

    Sorry to hear that you were hospitalized. I hope you're doing better now.

    I'm inclined to agree with the OP as well. The UI could use some serious trimming. Sometimes less is more, and this is one of those times.
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  • kaiserin#0958 kaiserin Posts: 3,226 Cryptic Developer
    edited August 2012
    Where I agree the UI could use some cleaning, I doubt the devs will ever dedicate time to it. I would rather see the option of letting the players mod it (much like wow/warhammer can, but more restrictive).

    There was actually talk in the early days of letting us mod the ui, I guess that never came to be.
  • chalupaoffurychalupaoffury Posts: 2,559 Arc User
    edited August 2012
    I'd agree with this, but...

    I used to have a functional chatbox, and then I took an arrow to the channel selection.

    I fear what they'd do if they tried to clean it up. I do like your suggestions, though. Especially the multiple chat windows thing. Tabs just don't cut it.
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  • ruiijiruiiji Posts: 55 Arc User
    edited August 2012
    I have long had the same opinion as the OP. I visited TSW and STO and much prefer the cleaner UI's there. I'd add font type (comic book font is fat) and the redundant double - triple borders as changes for for consideration.

    Unfortunately, there is no money to be made in UI; though no doubt I would make a c-store purchase to have better options (that and skipping cut scenes).
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  • angelofcaineangelofcaine Posts: 9 Arc User
    edited August 2012
    ...Here is examples of elements I would definitely change;
    1. Lose the picture on the player's status bar:...
    2. Revamp the character Window:...
    3. Revamp the Chat Window:...
    1. /agreed (CO has a host of numbers that the player has no access to, put them HERE)
    2. /agreed
    3. /agreed (Color coded chat, and multiple chat tabs/boxes made CoX so nice. We need them.)
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  • agentnx5agentnx5 Posts: 2,026 Arc User
    edited August 2012
    Good suggestions overall, Silverspar! (even if several of them were said months ago in the PTS forum, which Cryptic ignored, it's good to see them again and grouped like this)
    Lose the picture on the player's status bar

    This is an artistic styling thing, but I can see your point and would agree with it being option, certainly. :smile:
    Revamp the character Window

    Great suggestion as you wrote it! /signed
    Add a threat indication to enemies Health Bar or healthbar

    Erm... This already exists, sort of. It's the skull icon over the enemies' heads. (dark skull for challenging strikes, and a glowing dark skill for crippling challenge) What's wrong with the current system? Is it not correctly displaying the sprite for you?
    Use the hexagons for the powers tray

    No... but for the slotted passive icon this would be very cool indeed! The rest of it is much more compact when it's rectangular.

    So disagree for the power tray, but agree for the slotted passive. Sound good?
    Revamp the Chat Window

    I strong agree with your suggestions for this one, /signed, again.
    Angles are your friends

    Also a great suggestion! /signed
    ruiiji wrote: »
    I have long had the same opinion as the OP. I visited TSW and STO and much prefer the cleaner UI's there. I'd add font type (comic book font is fat) and the redundant double - triple borders as changes for for consideration.

    Unfortunately, there is no money to be made in UI; though no doubt I would make a c-store purchase to have better options (that and skipping cut scenes).

    Actually a sharp design does promote sales. Ask graphic designers, it keeps them employed. :smile:

    1. /agreed (CO has a host of numbers that the player has no access to, put them HERE)

    Good amendment suggestion. I'd recommend considering adding this to the OP, Silverspar.
    Sorry to hear that you were hospitalized. I hope you're doing better now.

    I'm inclined to agree with the OP as well. The UI could use some serious trimming. Sometimes less is more, and this is one of those times.

    Skc wasn't feeling well, but now that she's better I'm the one who gone (for a few months). Alas... :frown:

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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited August 2012
    agentnx5 wrote: »
    Erm... This already exists, sort of. It's the skull icon over the enemies' heads. (dark skull for challenging strikes, and a glowing dark skill for crippling challenge) What's wrong with the current system? Is it not correctly displaying the sprite for you?

    That skull tends to be one of the victims in situations when crap tons of effects are going on. I rarely see it anymore when tons of graphics effects are being used, and it's even harder to notice if an enemy has an even slightly bigger hit box than a normal character, let alone a giant monster. It's kind of a poor indicator as far as threat given those situations. Something as simple as a glow around the target box of the enemy would work better in this situation to provide actual threat value.
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  • vorshothvorshoth Posts: 603 Arc User
    edited August 2012
    Agreed especially for the life bar. The image is unnecessary. I would argue that a small Inge of the face isn't necessary for most enemies in all honesty but I would just change the player bars.
    I would suggest that health, energy, and xp, be separated into three bars that can be resized and moved at will into any rectangular shape. That would allow players to hide bits, such as the energy bar which is unnecessary for some builds, or the xp bar, which is rather unimportant from 35 onwards for myself at least (also I would prefer to play without it, not being aware of how near I am to the next level, for immersion.).
    So yeah. /signed
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  • ruiijiruiiji Posts: 55 Arc User
    edited August 2012
    agentnx5 wrote: »
    Actually a sharp design does promote sales. Ask graphic designers, it keeps them employed. :smile:

    Actually, you're 100% right. Apple Inc. uses UI as part of product design differentiation -- and they are making loads of money. I misrepresented myself. To clarify, what I meant to say is that good UI isn't a "get rich quick" payoff like say, become devices or costume packs. I think it's one of those "needs lots of time, iterations, and the right brainpower" to make it look and feel effortless.

    *waves at agentnx5 since we are posting in the same threads*
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  • rokurocarisrokurocaris Posts: 1,079 Arc User
    edited August 2012
    Now that the "Invincible Ripper Patch" as some call it has also screwed up the UI (most notably the speach bubbles and the item pick-up windows), we actually need an overhaul in one way or another!
  • skcarkskcark Posts: 715 Arc User
    edited August 2012
    Sorry to hear that you were hospitalized. I hope you're doing better now.

    I'm inclined to agree with the OP as well. The UI could use some serious trimming. Sometimes less is more, and this is one of those times.

    Well... kinda, they're making me see a psychologist because of the entire thing =\

    And i'd be inclined (i just noticed i likely used that word from the quote i'm quoting >.< Now i feel like a sheep o.O) to side with the option of letting users mod their own UI except i don't know how to mod... unless they atleast make it possible to... share? for lack of a better word each users UI design it would still be lame for anyone not quite good with computers... i'm still struggling to pick out parts for my own custom build PC, i thought all i needed was 8GB RAM and 1GB Graphics card etc... then find out there are still differences between each type of card from their size >.<
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited August 2012
    ruiiji wrote: »
    Actually, you're 100% right. Apple Inc. uses UI as part of product design differentiation -- and they are making loads of money. I misrepresented myself. To clarify, what I meant to say is that good UI isn't a "get rich quick" payoff like say, become devices or costume packs. I think it's one of those "needs lots of time, iterations, and the right brainpower" to make it look and feel effortless.

    *waves at agentnx5 since we are posting in the same threads*

    I understand your view, but I would honestly counter by saying that a good UI can actually keep me in a game longer, especially if it doesn't cause eyestrain, thus promote the possibility I might buy more things. If it wasn't for the shoddy combat in TSW, I might actually play that game, the UI alone felt nice, un-intrusive and natural.

    To be blunt, CO's UI is a bit cumbersome where it shouldn't be and completely lacking where it should have more. The character window is a place where there is too much but at the same time not enough going on there. Too much part comes from there is a whole lot of blue space with no real purpose there, but the not enough comes from the fact we don't even have any of the basic information we need since the game has changed so much for stats.

    How I would do that would be to make it bigger, make the avatar image static, at best, move the gear into it's own slot area with offense, defense, utility and soon the aura slots, then the stat information beneath that, with extended information in choosable tab format like every other game out there, so you can see your offense, defensive, healing, or control stat adjustments quickly. And if they want to go the extra mile they can let us have two of those up for our character.
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