Necroscope
Arcane
Good UI is grid-based, bad UI is list-based.
The default WoW UI does not explain shit like how much spell damage you have. Spell damage coefficients on your abillities. AP scaling. Threat output. Aggro meters. How many soul shards you're carrying. Durations of debuffs you applied on enemies. Swing timers. It splits inventory across multiple bags without a decent sorting or filter system. Even for shit like hotkeys and action bars people will mod WoW UI. Spotting vendor price and potential disenchant rewards ahead of time also requires a UI mod. If you want to use the Auction House, Auctioneer mod is strongly recommended if only to navigate that shit.A rigorous argument, I stand corrected.
many of these are done by WoW's default UI, at least last I played(~wotlk)The default WoW UI does not explain shit like how much spell damage you have. Spell damage coefficients on your abillities. AP scaling. Threat output. Aggro meters. How many soulstones you're carrying. Durations of debuffs you applied on enemies. Swing timers. It splits inventory across multiple bags without a decent sorting or filter system. Even for shit like hotkeys and action bars people will mod WoW UI. Spotting vendor price and potential disenchant rewards ahead of time also requires a UI mod. If you want to use the Auction House, Auctioneer mod is strongly recommended if only to navigate that shit.A rigorous argument, I stand corrected.
There is a lot of shit that WoW's UI doesn't do that well. It is opaque, cumbersome, and does not always respond efficiently to players' needs.
The default WoW UI does not explain shit like how much spell damage you have. Spell damage coefficients on your abillities. AP scaling. Threat output. Aggro meters. How many soulstones you're carrying. Durations of debuffs you applied on enemies. Swing timers. It splits inventory across multiple bags without a decent sorting or filter system. Even for shit like hotkeys and action bars people will mod WoW UI. Spotting vendor price and potential disenchant rewards ahead of time also requires a UI mod.A rigorous argument, I stand corrected.
Eh, I'm only familiar with vanilla UI, which was a mess. They started incorporating improvement later on. I assumed we were talking about Classic shit.
Threat meters, spell damage count, AP scaling, and spell damage coefficients are pretty much must-have knowledge for newbies though. A lot of shit I listed hurts newbies much more than people who are good at the game.Yeah, but they want to be sure not to overwhelm new players, which is smart. Imagine a rando who wants to fly sitting in the cockpit of an SR-71, it would never get off the ground.
Threat meters, spell damage count, AP scaling, and spell damage coefficients are pretty much must-have knowledge for newbies though. A lot of shit I listed hurts newbies much more than people who are good at the game.Yeah, but they want to be sure not to overwhelm new players, which is smart. Imagine a rando who wants to fly sitting in the cockpit of an SR-71, it would never get off the ground.
If you're solo leveling it's not rare for you to not understand mechanics like threat management at all, let alone obscure shit like the finer points of crushing blows, glancing blows, and weapon and defense skill. Understanding how much you get out of spell damage is always a moment to do a lovely math equation: Don't worry, it's just 2x(seconds)x(spell damage)/7, assuming no modifiers. Perfectly doable, but most people aren't fond of the mental arithmetic and will start switching over to punch numbers into calculators if they've tallied up their spell damage correctly.I disagree, the leveling process is very gentle, and eventually you learn how to improve your performance.
Blizzard's team wasn't great during that era. Broken promises and shitty balance typified most of the vanilla experience. CM hate was also huge. Leaning on google, chat, and the modding community to clue you in on shit because the game won't is not the hallmark of a good UI.Then you can just ask in /1 or /g what mod is best for monitoring/controlling that metric. The social element of the game + Google + modding community + Blizzard's great team (during that era) makes for a perfect storm.
That's not genius. Keeping your starting zones simple is basic as fuck. Raiding wasn't so much designed as a natural progression from partying as much as it was designed as a form of hardcore endgame, and raiding will frequently challenge players on all sorts of points they hadn't learned during partying, and a lot of people would rather take a good 5-man dungeon over another massive raid. The starting raids are pretty much jokes though, so there is somewhat of a soft transition, but the amount of guilds back then who would hit a wall because they couldn't grasp the later raids was not a joke.Another genius element of a great UI, which WoW does, is to give the player a mandatory tutorial mode in the form of the actual game. Blizzard did that almost perfectly. Experts move through the newbie content extremely fast, whereas new players aren't punished and enjoy learning the game. The difficulty ramps up gradually, as players are introduced to 5-mans to understand their role, then from there to raiding. Ofc, a lot of that they borrowed from Everquest, but if it works, it works.
Wasn't Morrowind's UI static or something? I mean unless you install Code Patch iirc, you can't resize or drag the UI.
I think Morrowind like UI looks good if you have big monitor, which I guess it kinda works now since its modern tech for old game kinda of thing or something. But if I played it in small monitor, I probably would hate it, since I like seeing everything without scrolling too much.
Also I am pro listing more than icons kinda of guy since its easier to go thru fast if you have tons of items.
Without exaggeration, Skyrim probably has the worst UI of any AAA game in the past 10 years.Bad would be Skyrim (sans the Perk Chart, which is actually pretty cool.) It's bad because, while you can easily see each item in 3D, it's just a boring black and white list. No item descriptions, no real lore, minimum stats, boring list. It's functional but it's not inspiring.
A good UI would be, I dunno, Arcanum? I like the character sheet, I love the inventory, the bottom bar of the main screen UI could be better but it works. Best of all the entire UI fits thematically with the rest of the game, matching it to a tee. I like when the UIs have soul and aren't just boring lists.
There's a reason skyui is the most downloaded modWithout exaggeration, Skyrim probably has the worst UI of any AAA game in the past 10 years.Bad would be Skyrim (sans the Perk Chart, which is actually pretty cool.) It's bad because, while you can easily see each item in 3D, it's just a boring black and white list. No item descriptions, no real lore, minimum stats, boring list. It's functional but it's not inspiring.
A good UI would be, I dunno, Arcanum? I like the character sheet, I love the inventory, the bottom bar of the main screen UI could be better but it works. Best of all the entire UI fits thematically with the rest of the game, matching it to a tee. I like when the UIs have soul and aren't just boring lists.
Anything not designed for a fucking consoleWhat is good UI design in RPGs?
Good example of this is ME1->ME2Anything not designed for a fucking consoleWhat is good UI design in RPGs?
SkyUI goes a long way to fixing the functionality of Skyrim's UI, but it's still incredibly bland. Bethesda seemed to appreciate skeuomorphic UI when they were making Oblivion, and then 5 years later threw that all out the window.There's a reason skyui is the most downloaded modWithout exaggeration, Skyrim probably has the worst UI of any AAA game in the past 10 years.Bad would be Skyrim (sans the Perk Chart, which is actually pretty cool.) It's bad because, while you can easily see each item in 3D, it's just a boring black and white list. No item descriptions, no real lore, minimum stats, boring list. It's functional but it's not inspiring.
A good UI would be, I dunno, Arcanum? I like the character sheet, I love the inventory, the bottom bar of the main screen UI could be better but it works. Best of all the entire UI fits thematically with the rest of the game, matching it to a tee. I like when the UIs have soul and aren't just boring lists.
yeah, I'm sure devs thought that when they were designing games for 240p screens tooThe resizeability of the windows while nice, isn't something you would need if the windows were the optimal size to begin with
If a poster posts shit, then it's...?If an UI needs customization, then it's shit. If it needs more thant one screen to show everything, then your game is bloated with shit.