Hello team!
TLDR: I wanted to start a discussion to collect and document feedback from the most recent demonstrations and media pieces, in an effort to provide an effective, enjoyable, MMORPG UX (User Experience) through a clean, clear UI (User Interface). I have mocked up some suggestions (see below)
First I wanted to say what an awesome presentation your team put together for the September 2022 showcase/dev stream. It was amazing seeing all the work on the environment, effects, animations, combat, NPCs, etc. come together! Overall, it was a great presentation, and I enjoyed the combat direction(s), personally!
Let's get to the meat of the subject: While I understand this is a work in progress, I wanted to make a couple of suggestions that may hopefully provide value to the development effort of the User Interface...
Here is what we saw:
Likes: 
- clean, minimalist qualities
- mini-map is headed in a great direction
- ability icons (in the ability bar) are unique and clear
- white player name label above the player was easy to read
Opportunities to improve upon: 
- Dead (gray'd out NPC nameplates) are too low contrast; hard to read
- Not sure if the bow icon in the avatar is a placeholder, or if that is supposed to represent the class in the final build? I prefer to have an actual representation of my avatar, otherwise, it doesn't seem necessary to have (some current titles just exclude it altogether)
- hostile (red) NC nameplates/labels are too dark; low contrast; hard to read
- status indicator icons seem a little too large (personal preference- I understand this might be an area where users can customize)
- status icons aren't clearly indicating a buff or debuff
- experience bar could be larger to indicate and encourage level progression (I love how New world did theirs)
- random suggestion/thought: I LOVE how some modern FPS games have some on-screen effects/overlays (blood splatter, etc.) to indicate extremely low health. This allows users to know they are cautiously low, without having to constantly monitor the health bar in the top left corner, away from the action.
Here is what I am suggesting; ( think of it as fan art )
:
What I did:- Increase the contrast for Dead (grayed-out NPC nameplates) so they are readable, but not distracting


- Full-width health bar at the top (contrasting the XP bar at the bottom) - to remove this clunky element from the top-left corner. I just think this looks cleaner and more "modern". People really like that aspect of the New World UI. Otherwise, I have an alternate (less involved implementation suggestion) below.

- Moved the mana/resource bar to a central location near the player character to allow easy identification while a player focuses on their avatar (center of the screen)- I understand that the placement and style may be customizable.

- Active (targeted) NPC name labels are brighter (more contrast; easier to read) with the darker shadow effect like to have elsewhere.
- NPC level indicator is placed before the HP bar, instead of including it in the nameplate- so it's consistent format as your XP bar. (Level, before the life total)
- Status icons clearly indicating a buff or debuff with a colored border or other effects
- Status indicator icons scaled down to still be identifiable at a glance, but not consume too much screen real-estate


- Hostile (red) NPC names/labels are brighter to increase contrast and make it easier to read.
- Modified the active hostile NPC to be consistent with the arrow icon from the action/reticle mode. I really enjoy the simplicity of that look.


- Experience bar is full-width and placed at the bottom of the screen to indicate and encourage level progression (I love how New world did theirs)


- Bloody/red glowing effects to indicate low health (you decide the threshold). This allows users to know they are cautiously low, without having to constantly monitor the health bar in the top left corner, away from the action.

BONUS ROUND:
For those who don't like the full-width HP bar, here is a traditional avatar plaque (with their hp/mana pools), where i replaced the bow and arrow graphic with a(n) (animated) portrait of the player character to provide a more personalized connection to the player model/character:


...Congrats! You made it to the end of my passionate TedTalk. Again, these are just my suggestions- coming from a place of love. I am excited to see where the team takes this game and have confidence in your amazing art and design team over there. Thank you for creating the game many of us are hoping to play.
Would love to open a dialogue to see what the rest of the community would like to see!
Cheers!
-Glizzzy