Well, because I respect you, I typed it up anyways:
Daw, thanks. :3
NWN2 UI is the definition of floaty web-design UIs and the reasons they're shitty. It takes you through a million scrolling-screens, everything is hideously small, it is impossible to distinguish variable elements. The icons are fucking ugly and, more importantly, utterly useless. With three or four spells in the (once again floaty, stringy, web-design) spell menu for the same level, you need to hover over spells to differentiate them. You need to click multiple times between different metamagic menus instead of just right-clicking.
Remember that the UI is pixel-scaled. The UI itself when played at "intended" resolution around the time of the game's release, i.e. about 1024x768, is actually a very comfortable size. But if you play at 1080p as the game allows you to, well, yeah, no wonder the UI gets hard to read - way more pixel density.
See here:
I think the icons are way easier to differentiate than the ones in Baldur's Gate, and a close match for the ones in Planescape and Icewind Dale II. They have a lot more colour and make it immediately clear what type of spell or item they are. And even if you can't differentiate them enough, experience and muscle memory get you by after a few minutes (after all,
you would have put them in the quick slots yourself).
On top of this, you have the idiocy of radial-ish context menus infesting every layer of it, and there are TONS, and TONS of useless multiplayer functionality smeared all over the single player experience, so every time I open a menu I'm presented with a bunch of options I'll never use. A good example of NWN2 UI's incompetence is that instead of simple party formations that don't require input, you have a random, shitty "broadcasted command system" in which I can direct my followers to shamble after me, for the least bit of control I have to go into another menu and scroll through a host of options OR iniate dialogue to get them to to stay within reach of me. But woe is fucking me if I think I can have any more control than that without microing each follower constantly. GOD FORBID if I want my main character to be in the background, then I have only 1 choice: take control of another party member and run along with him/her.
Fair complaint, but the broadcast command system
does have its function and I feel is implemented fairly well, UI-wise. In theory it gives you more control than the AI package system from the Infinity Engine games because you can customize behaviours far more deeply (specific orders can be given, and each character has a bunch of behaviour settings you can change in their character screen). But whether you like it more or less really has nothing to do with the UI.
Every note is taken from MMO-country but implemented even more poorly. If I want to use manyshot, I have to activate manyshot and click on my intended target, or have right-clicked on the target. But if I left-click, then right-click, it cancels both actions instead of overwriting.
I don't recall this at all. You could be right, but I never noticed such poor behaviour. In general I like the feature of being able to keep an enemy selected, so that the same or different characters can queue up spells and attacks much faster.
On top of this, targeting is completely off. If I don't use tab to cycle through enemies, my mouse will flutter and have difficulty handling precision targeting of different monsters or objects.
Welcome to 3D graphics. Again, not directly a UI issue, though obviously it relates to UI. Though I will say this issue is far from unique to 3D games. For example, I have this problem with Jeff Vogel's games. In the Infinity Engine games it was done pretty well by having the clickable zones actually be a small area around the character's feet rather than the entire sprite - since no character could occupy the same space as another, it removed ambiguity here. That's definitely something NWN2 could have done better, though with a fully rotatable camera it might not be so easy.
But either way, I never found targeting to be
that bad, at most you might have to rotate or zoom the camera a bit in a few instances.
Loot always uses the same icon on the ground as well, unless you drop individual pieces from your pack.
I suppose you could have a "weapon" model, an "armor" model, etc., but personally I think the bag system is superior to just dumping it on the ground. It's not like the Infinity Engine method really saved time - the item graphics were impossible to read if they were overlaid, and you still had to open a special UI panel (either by looting something or opening the inventory) to see the specific item.
Health-bars are so small their only information-value is "half health/as good as dead"
Oh come on. If anything I felt there was more ambiguity in the Infinity Engine portraits because the health overlay colour was often hard to make out over the character's portrait, depending on the background. I would always have to mouse over to check the HP of a character to see if they were really in the danger zone or not.
Is that
really so hard to read for you? I have no trouble whatsoever.
so you're pretty much forced to rely on the MMOish hell of pop-up text cluttering your screen.
I found I had to use the combat log way more often in Infinity Engine games to have an idea of what was going on, especially for things like protection spells the enemies had used. The issue isn't really the UI again, it's the overall poor combat system in NWN2 which in general turns everything into a massive clusterfuck due to its faster pace and more ambiguous character movement and positioning.
A UI has one job: make sure I can execute orders easily and understand what is happening easily. It needs to be as simple as it can be for that purpose, while being aesthetically pleasing. NWN2 fails completely at every single part of this job. It requires multiple clicks to execute even the simplest of actions, it is utterly complex with multiple windows open just trade (what happened to just displaying one window with merchant inventory and your inventory?) or a large collection of tabs to cycle through abilities, and on top of this it is some of the ugliest piece of SP UI I've ever seen.
I disagree. Typical functionality does not require extra clicks. For example, selecting a spell you need in the Infinity Engine games might take a dozen clicks - in NWN2 it requires you to open the quick spell menu or hotkey the spell, and then click once to select, once to use. You can even modify those same spells with a right-click (i.e. location vs. single enemy) instead of requiring an entirely new spell. I agree that a few things could have been streamlined, like letting you hotkey a specific
type of the spell, but overall the UIs are very comparable in terms of required clicks for actions, and at its worst NWN2 is still nowhere near as bad as Baldur's Gate etc.