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Reader Comments (29)

Posted: May 7th 2011 9:26PM Apakal said

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awful

Posted: May 7th 2011 10:05PM Alex Oglitchkin said

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@Apakal What is so awful about it? It's your typical standard UI.
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Posted: May 8th 2011 9:22AM Jenks said

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I'd like more companies to embrace dual monitors, with gameplay on 1 and UI on the other. Here's a mediocre example

http://www.blogcdn.com/wow.joystiq.com/media/2007/02/ps-021507-1.jpg
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Posted: May 8th 2011 6:07PM Apakal said

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@Tempes Magus

To me, entirely modular, entirely unrestricted UI elements are the only solution (which I think TERA is doing to an extent).

This so-called standard of putting all relevant information at the edges is just terrible.
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Posted: May 8th 2011 6:45PM Apakal said

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@Tempes Magus

Well that's a little more complicated. Different roles and different classes have different concerns when considering what is and isn't relevant. And I'm not going to fault anyone for wanting a lot of information. I've seen healers and raid leaders effectively interpret crazy amounts of information and play with amazing skill and awareness. And there's of course the opposite, though equally impressive scenario. Different strokes for different folks and what not.

But again, having a highly modular, highly configurable UI alleviates this problem.
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Posted: May 9th 2011 12:33AM Averice said

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@Tempes Magus

sounds like you reaaaallly hate wow.

Anyway, I do agree that many systems are overly complicated. I do feel that way about WoW right now, but it's hard to blame them, they have to juggle introducing new abilities each expac with all the old ones. They'll probably streamline abilities more in their next xpac, like they did with talent trees this time.

That said, it's not like you need everything on the screen... you don't need to see your keybinds to know they're there. You can set up WoW so that the only time you see an icon on the screen is when it's on cooldown, letting you know it Isn't available. And the rest of the time it's invisible, bound to your key, and no issue. I've seen videos of a few people that play this way, and it's really not that difficult to pull off if you're already using keybinds like you should be in the first place.

More information can be useful, but it's never necessary. WoW can be an incredibly visual game, knowing what CD abilities are on a target based on the visual effects they have just gained. It's all about what you feel comfortable with. Some people feel like they understand lots of bars and words popping up everywhere, others prefer seeing the visuals and knowing what they mean.
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Posted: May 9th 2011 12:38AM Averice said

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@TempMag

And wow, that UI is incredibly streamlined I have no idea what you're talking about. You can shrink the mini map, disable the quest tracker, disable the ability bar from showing, close your chat window if you don't like chatting (lol what? there's no chat window in halo2! Incredible best game ever right there!), the XP bar is incredibly unobtrusive, and so are most of the menu icons, which you can normally turn off from viewing in an MMO anyway.

It really just sounds like your complaining to complain TM.
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Posted: May 9th 2011 12:35PM Zyrusticae said

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@Tempes Magus

Really, seriously, are you even interested in MMOs to begin with?

I don't get it. You obviously don't like MMO gameplay, so why bother?
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Posted: May 9th 2011 6:00PM Zyrusticae said

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@Tempes Magus

See, that's all well and good, but fundamentally...

If that's what you're looking for, MMOs are NOT where it's at. Heh. Their very nature necessitates that they are behind-the-curve in their minute-to-minute gameplay.

In other words, you really can't have everything in one box. No company is capable of providing this. Having physically reactive, intuitive gameplay in a game with hundreds or thousands of players on one server is simply beyond the pale.

I get what you're getting at, but you're hardly the first to come up with these wants and ideas and most certainly won't be the last. The ideas are cheap. Easy. The execution, on the other hand, is beyond the reach of most every game developer on the planet.

Believe me, when the technology catches up, you'll probably start seeing games that fulfill these wants and more. In the meantime, though, it seems kind of silly to keep pining for these things in a thread about one of the most forward-moving MMORPGs being developed in this era of gaming. At least they're taking steps, hmm?
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Posted: May 7th 2011 10:02PM Jade Effect said

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Looks like pretty standard MMO UI layout. Hp bars on the top left, chat box on the bottom left, hotkeys at the centre bottom, character info/inventory/options at the bottom, quest tracker on the right, minimap on the top right.

Standardized UI isn't a bad thing. Helps ease players into the game, like how many modern gadgets share similar control and UI. You buy a new car and you don't have to wonder which pedal is the brake. Nor do you have guess where the manufacturer place the escape key in that new keyboard.

Posted: May 8th 2011 1:00AM (Unverified) said

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@Tempes Magus

Eh? The interface is pretty damn simple and unobtrusive by MMO standards. (ESPECIALLY with the relatively small number of buttons on display at any one point in time).

If you REALLY don't like having the UI in the way you can just disable it. Blade & Soul's gameplay is such that you can do so and actually get away with it most of the time, since you don't have to watch cooldowns, have no self-heals (outside of potions) or buffs to keep track of, or any other UI prompts that require your attention. You WOULD have to memorize which attack is up at what times, but it's fairly trivial since you'll be playing with the same moves for hours at a time. It's DEFINITELY not harder than memorizing move sets in a proper fighting game.
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Posted: May 8th 2011 1:00AM Zyrusticae said

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@Tempes Magus

Eh? The interface is pretty damn simple and unobtrusive by MMO standards. (ESPECIALLY with the relatively small number of buttons on display at any one point in time).

If you REALLY don't like having the UI in the way you can just disable it. Blade & Soul's gameplay is such that you can do so and actually get away with it most of the time, since you don't have to watch cooldowns, have no self-heals (outside of potions) or buffs to keep track of, or any other UI prompts that require your attention. You WOULD have to memorize which attack is up at what times, but it's fairly trivial since you'll be playing with the same moves for hours at a time. It's DEFINITELY not harder than memorizing move sets in a proper fighting game.
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Posted: May 8th 2011 1:05AM Zyrusticae said

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@(Unverified)

ARGH! What is up with this comment system?! I press submit and nothing shows up for 5 minutes?!

Being unable to delete my own posts definitely makes me sadface. As well as being unable to specify in my report that it's a duplicate post... Sigh.

What is this, 1999?
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Posted: May 8th 2011 4:47AM Dirame said

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@Tempes Magus

If you can find a way to remove the UI completely please let us know but as of right now that UI is better than most MMOs' UI.

I'm not sure if people are just looking at the image above and counting the labelling as part of the UI but seriously that's one of the cleanest MMO UIs I've seen in a while.

And just so people know; CLICK ON THE IMAGE!
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Posted: May 7th 2011 10:03PM PrimeSynergy said

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I rather like this UI. Nothing too special, but it looks pretty sharp. So far so good IMO

Posted: May 7th 2011 10:18PM Seldra said

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I like it, hope I can move the hp/mp bar either over or under the action buttons though. Easier to eye your hp that way.

Posted: May 7th 2011 10:44PM ShivanSwordsman said

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Hm. I don't see a Stamina/Fatigue System bar. This game is looking more and more delicious. I've come to dread every game coming out of Korea, in fear they'd package it with a stamina system because Darwin struck down someone who couldn't get away from their games. I kinda feel bad for DFO, Elsword, Vindictus, and Dragon's Nest...

Posted: May 7th 2011 11:27PM Kaoy said

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@ShivanSwordsman Actually, I think Qinggong is going to fill in for this in a somewhat unique way. Watch some of the earlier teaser videos, and you see people having to glide from cliff to cliff and run on walls and wall jump to get to and fro. What I am betting is that you have two options in this game: Use your Qinggong for faster, parkour-style/wuxia style travel or take the many times longer and more dangerous ground level routes.

Instead of throttling your xp and drop rates, they hit you where it really hurts us gamers; they make us walk.
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Posted: May 8th 2011 9:38AM Jade Effect said

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@Kaoy

It's an actual conscious design decision in many MMO to make players walk around. It gives a sense that the world is large enough for players to explore around. When the game world is reduced to a series of portal hubs, many open world zones start to feel dead and empty.

Back in the early days of Everquest 1, players complained about travel time to get anywhere, so SOE added teleports. Then players started to complain the world suddenly seemed small.
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Posted: May 8th 2011 1:02AM dragonandante said

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Not bad. I prefer the minimalistic UI.

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