Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
User Interface (UI)
DerToastinator
Member, Alpha One, Alpha Two, Early Alpha Two
Hello,
I recently thought to myself “Man, wouldn’t it be awesome, if I didn’t have to download 30000 addons just do adjust my Hotkey bar or to be able to move my map from left to right?”
So now I am asking you, the AoC community.
Would you plead for a completely flexible interface or would it overwhelm you?
How much and what do you want to be able to change?
I also read a post about DPS meters, so… what optional element would you like to see in the AoC-UI?
Personally, I think, a DPS meter is not immersive, but addons will add it anyways, so why bother swimming against the stream? The idea that comes to my head, would be to hide a DPS meter until you come to later levels. Then you would not have to be the “best” DPS in a low-level dungeon AND you can concentrate on learning other skills.
With friendly regards,
DerToastinator
I recently thought to myself “Man, wouldn’t it be awesome, if I didn’t have to download 30000 addons just do adjust my Hotkey bar or to be able to move my map from left to right?”
So now I am asking you, the AoC community.
Would you plead for a completely flexible interface or would it overwhelm you?
How much and what do you want to be able to change?
I also read a post about DPS meters, so… what optional element would you like to see in the AoC-UI?
Personally, I think, a DPS meter is not immersive, but addons will add it anyways, so why bother swimming against the stream? The idea that comes to my head, would be to hide a DPS meter until you come to later levels. Then you would not have to be the “best” DPS in a low-level dungeon AND you can concentrate on learning other skills.
With friendly regards,
DerToastinator
1
Comments
These are the things I'd like to see:
Also, depending on how good the default one is. Custom UI color schemes might be great!
There might be more than this. But these are the ones I could think off quickly. Also kudos to you for starting a good discussion
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[EU] Hand of Unity | PVX | Semi-Hardcore/Hardcore | Family
We are still recruiting. Come and have a chat with us at our Discord!
LOL Button!
Formerly T-Elf
Nah man. XD
Just some pics from actual WoW Classic Healer setups from the net.
I always try to have everything as unobstructive as possible.
Thank you for the praise, i just wanted to know how you guys feel about it.
I also think, customizable buff-icons would be esential for pro gameplay
What do you mean with customizable buff icons?
I'm guessing he means functions similar to TellMeWhen and WeakAuras in WoW. I doubt we'll get that level of functionality in Ashes and quite frankly I don't think we'll need it. Much like dps meters, in WoW you need those addons because there are so many passive and active procs going off all the time that it's impossible to track using the default UI.
I meant something like weakauras. You can adjust the size of icons and the text (how many stacks, how much time is left). You know... buffs and defuffs. the little icons next to the map in WoW.
@sarevok
I dont know how much help is to much for the player. Going to a building to see the DPS would annoy raidleaders and such.
You have a valid point though, because I, for miself, would also get annoied, if you had to stuff your display with hotkeys, icons and graphs, just to have a chance to be competitive. It would take the immersion away.
Systems which show you important information without an icon are way smoother in my opinion.
Systems like sweating when its hot (Zelda BotW) or particle effects on the enemy as they are debuffed.
That said, i dont think we will be able to play an MMO without some help, imagine you had to watch your charakter closely, just to know, if you are hurt (no HP-bar).
Can you immagine that?
So, what i wanted to say is, where should we draw the line between essential UI and hindering obsticle between you and the world, you are trying to experience?
Oh, yes, thats what i ment
I hope you are right, and we wont need that kind of tracking devices!
I will be extremely disappointed with Intrepid if they did. The thing about the default WoW interface is it overloads you with information, most of which is useless to you. If I have a buff that never falls off in combat, why do I need to have a buff icon for it? If one of my abilities always procs a passive effect on my character, I don't need an icon for that either.
The reason why I use addons like WeakAuras is to cut down on that overload and only show me information that I need while playing.
I looked at one of your discussions. There you asked, if people want many skills or fewer (Gw2 vs WoW)
I`d like to say, that 10 are more than enough (heck, LoL only gives you 4 abilitys...+2 and its still fun to play... commuity asside )
As such, i would say, less is more. The more intuitive Intrepid can make the gameplay, the less skills, icons and ect. we need.
Oh okay, because i thought for one minute that you wanted your own icons in the game. XD
Yeah it would be nice, if we could change their placement and form, Steven already said that the UI will be highly customizable but we dont even have any idea how the actual UI will look like
I honestly don't know how he manages it.
@toastinator I'm not talking about active abilities here, but passive procs that don't affect your gameplay at all. For example, https://ptr.wowhead.com/spell=266937/gutripper
"Your damaging abilities have a chance to deal 2560 Physical damage to the target. Gutripper occurs much more often against targets below 30% health."
This is a completely passive proc that doesn't affect your gameplay at all. You have no control over it, can't make any gameplay decisions based on it, and unless you look at a dps meter you have no idea if it is even working or not. Then of course you have all the other passive buffs you get while in combat, like this: https://www.wowhead.com/spell=113746/mystic-touch
"Your damage weakens the target, increasing Physical damage taken by 5%."
Literally every single time you hit an enemy they get this debuff, and because it's a debuff, you get a debuff icon for it on the UI. I don't need to see an icon for this, because I know it will go onto the target regardless of what else happens. Having an icon for it is completely and utterly pointless!
WoW combat is full of shit like this which is why you need addons like WeakAuras to strip away all the rubbish information and only see the important stuff. It's also why you need dps meters like Recount because otherwise you would never know what parts of your toolkit are doing the damage.
I have a slider on the left that shows me my hp, a slider on the right to show my mana/energy, a slider on the top for enemy hp and visual markers for my ability cd's and autoattack timer. I most of the time even blend out the whole raid ui if i dont have to care for debuffs or have to throw stuff at my allies.
A rogue life is a good life xD
On the other hand, you should be able to decide, if you want to see passive buffs, like gutripper.
If you can’t see them, then you might not know if you have it even equipped or something (Azerite traits)
@arzosah
Yes… I think, big companies are relying to much on their player base. Just look at these examples:
Activision Blizzard; WoW (of course) just thinks they don’t have to do sh*t because addons exist even DBM wouldn’t be a thing, if the bosses would telegraph their attacks “properly”.
Bethesda; Elderscrolls and Fallout rely so heavily on the modding community, that their most recent game (with their “super awesome” engine and “16 times the detail”) was unplayable.
Now… I am not saying, that you shouldn’t give the community something to work.
Minecraft is a gem because it is not only in its gameplay free, but also you get the freedom to convert this game into something bigger. (Not much of a Minecraft player myself, but I can appreciate that)
@damokles
I main a blue goat huntress (Survival) and I need a few things more… like a big jumping “Serpant sting!” icon, to remind me when the poison is about to wear off
But other than that, I regularly try to think about, how to make my UI more elegant, less clustered and over all just improve here and there. I think it is part of the fun, to experiment with your UI.
Only then you can find out, what your smoothest playstyle is, I think.
But I want to be able to place or resize the UI
I think, we can all agree, we want freedom of choice, when it comes to our UI.
Lets wait, untill we see it and then further disguss this issue
Also, if anyone has furter ideas about this topic and wants to share them, be free to do so here
That said I can guess why he put it the way it is based on how it is set up and it's a very individual issue.
I can be a life devouring nightmare. - Grisu#1819
I wouldn't mind hearing what people here think about handholding quests. And maybe an option to turn it off or on. Although I wouldn't really call it UI customization.
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How do you define "handholding" quests?
@wanderingmist If i had to guess, he is talking about things like: The map showing the area where to find the mobs you have to kill.
I that case... please dont let this be an option... i want people to have to go to other players and ask them if they have seen -insert random quest mob- and they would be like... oh yes, let me help you, dear friend (Lets hope our community is a kind one ^^)
Actually... this brings me to another question .... let me creata a new discussion
I wouldn't want quest objectives to be so vague that you have to rely on randomly stumbling on a mob or having to ask someone else who happen to stumble upon that mob. I agree that I don't want the quest tracking that most MMOs seem to have these days I don't need my map to be marked with the objective or have the mobs stick out more than normal to indicate that they are a quest objective. So long as the quest objective provides what you're looking for and a description of the sub zone to find them in.