Glorious Alpha Two Testers!

Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

📝 Dev Discussion - Alpha Two UX/UI

13»

Comments

  • AnchorAnchor Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    The UI is dark and ugly and hard to read. You need crisper colors and fonts with better contrast.

    The game in general is dark and ugly. Ugly characters, ugly mobs, ugly architecture. Nice landscapes but most of the time it's far too dark.
  • JSpenceGlassJSpenceGlass Member, Alpha Two, Early Alpha Two
    - Map and minimap needs work
    - summoner pet class needs a bar to customize "Auto Attack Cycle"
    - Buffs and Debuffs are very hard to see
    - can't read debuffs/buffs after you stack like 10 of them. And then I have another +16 buff/debuff I can't even look at
    - buffs should be seperated from debuffs
    - skills do not always show when they are toggled (example: Tank Iron Aura)
    - Interactions with resources half the time you need to walk into a resource or around it
  • TopTop Member, Alpha Two
    I would like to see better where I am / which level of the attack of the weapon

    So I can monitor the proc of the finisher, extended finisher...
    So I know where I am in the rotation of the weapon
  • GothGhostGothGhost Member, Alpha Two
    As how can UI improve :smile:
    * There should be a keybind to stop an action/spell midcast this also increase the pvp ceiling.
    * The raid UI seems good for the most part maybe better icons above characters heads.
    * Minimap needs to change to a more cleaner version even if that means get rid of its ralistic look.
    * Instead of having 2 icons for your overall class I would like to have one unique icon for every of the 64 classes this create a stronger identity.
    * skills bars are pretty good but the ui to customize them its not very intuitive. this can also have a color scheme depending on your archetype.
    * Font needs some love numbers are pretty good but we should b able to have some options 3-4 font options.
    * chat should have different tabs to be able to comunicate in a better way.
    * overall UI is decent but feels a little barebones.
  • BirqaBirqa Member, Alpha Two
    edited November 20
    >Is there a system or menu you find confusing? What about it is confusing?

    where should i start ^^
    the edit hud ui has this tiny windows if they are currently not in use (target frame example) that makes it impossible to know what use they have unless you currently have a target. because then you can read the use.

    the targeting ui when using action combat is in a very placeholder state. the range is not even remotely comparable to tab and the ability to swap targets with the crosshair is clunky slow and not precise at all. you could learn in that regard from ESO or other games that use skills that only work when a target is aquired.

    buffs and debuffs: the amount of buffs and debuffs one can get makes it so we get the +X icon which effectively means that we cant see the buffs/debuffs at all anymore. there should be visual cues that tell me im immune to stun trip as example. and why does it has 2 icons for one cc category?
    i would like to have a seperate tracker to cc durations and immunities. one for debuffs like bleed dazed etc. basically we need to be able to see our current status within half a second. thats impossible with 8 tiny icons and then a +X.
    bringing ESO back up again their cc immunity had a little circle above the head as visual cue. it was noticable but not invasive. so its those two things id like to be worked on regarding buffs and debuffs.

    abilities with duration: currently i only "see it" on the buff debuff bar. example: blood fusion. after using it on the action bar it shows the cd. instead id like to see First the duration of the buff and Then the rest of the cooldown. that would also eliviate some pressure from the buff bar.

    friendly and enemy abilities: we still cant distinguish friendly from enemy abilities. pve example: the bellowsmasher has an ability that leave an effect on the ground which looks exactly as the mages magme field. how are we supposed to know which is which one? pvp examples: divine flare and vine field. we see the circle. will it be healing me, silencing me, root me or can i root my enemies within it? how should i know?
    so: please give us visual information about if effects are friendly or not.

    bag icon size: you changed the material bag icon size. now we need to scroll even more to see what we have and were stuff is. that wasnt a helpful change. we probably should have scaling sliders for different menus so we can tailor our ui to our liking.

    interaction keys: example: i have a mount near a gatherable. you changed it so we have different interact keys. when i dismount on top of a gatherable i cant gather even though its a different interact key. that doesnt make sense. if we have different interacts they need to work separate. not sure if thats ui.

    pvp toggle: its good that we have the toggle attack green and purple all again. we need a second toggle though for instances where we wanna attack only combatants. otherwise we have the same issue as p1,2 with accidential corruption. example: i grind in steelbloom. another grp contest us ans some of them go purple. i dont want to attack their greens but their purples. i need a setting for this!

    we could use a keybind for need. greed all pass all was a nice start :)

    the ability to separate the compass from the minimap would be great.

    the minimap has a bug where it doesnt remember the zoom that i applied after logging out. so its always zoomed in pretty hard and i need to redo it again and again.

    i would like to be able to interact with other players in action mode with a keybind. example: i press h to open the dropdown menu same as rightclick does. that brings me the mouse same as open the inventory and i click on the action i wanna do. thats just an example for all the basic things the action mode would need. its like the child nobody cares about. and its already had its first birthday.
    https://forums.ashesofcreation.com/discussion/62625/action-camera-mode-targeting-something-have-to-change#latest just as some reference



    >For those of you who have or who want to try out Summoner on the PTR:
    What did you think of the pet UI?

    i think the pet target frame is fine.

    >What requests do you have for displaying pet information or facilitating your control over them?

    the personal pet needs to be easier distinguishable from other pets. im not sure if it has it now but if not: it should have a castbar so we get visual confirmation about abilities being cast.


    i hope my list is helpful and not too unfriendly. i want this game to become great.

    thx for all your effort!
    Birqa
  • TheMrRogersTheMrRogers Member, Alpha Two
    Lets be clear here, you guys don't take ANYTHING we say into consideration. We did so this phase before you announced, STEVEN.. That you were WIPING WORLDS WHEN YOU SAID YOU WOULD HAVE THEM OPEN A YEAR.. You're wiping them in a week or two aren't you and what's that, lets count together kids.. 1, 2, 3, 4! Dori.. 4 Months. You guys lied over and over about that, didn't you Margaret Krohn. You guys lied about fixing the static spawns, and then lied about it again, and again. Literally anyone with half a brain should not invest in this game until it's free to play and live. They've clearly gone to Steam because they're not good at management and need funding, they, like some of these guilds, need circulating members to continue feeding them resources before they realize they've been schemed. I'm not entirely sure how a team could blow smoke so much. We reported all KINDS of bugs, REGULARLY and you fixed absolutely nothing.. But you sure had fun adding more stuff we didn't and don't need, like..

    YOUR GUILD IS CURRENTLY NOT AT WAR **** YOUR GUILD IS CURRENTLY NOT AT WAR

    Don't forget being notified that we had XP from things we knew we already had XP from, that was a brilliant idea for when we crossed server lines we could freeze on a game that's not yet been dialed in and for all the bandwagoners in Discord, you too are killing this game. Just because you don't have the ambition enough to grind out things you want, doesn't mean it needs a wipe, especially if they fixed NOTHING. Anyone who did crafting knows we were so close to doing so much but couldn't get there because tables weren't fixed/nodes weren't fixed/buildings weren't fixed. STOP ADDING things we do not need and fix what's being reported in game so it can actually WORK. This is a cool GAME (yes, I'm still calling it a game for all you but but it's a testing environment its not a game, people.. because its a game, in testing) that will likely be the next PAX at the rate you're going. This thread is just like your discord and will accomplish absolutely nothing unless you actually fix things your testers are reporting.
  • KallyshaKallysha Member
    edited November 23
    Customizable mouse cursor - size/colour and maybe also some Contrast/shadow outline
    Inventory - show recently items added highlighted
    The target indicator (arrow floating above head) i noticed its only available for action mode not tab target, wish for both modes
    Mini map self pointer and party/raid dots/pointers customizable colour as well
    Self loot (none party/raid mobs loot) with aoe loot on interact - automatically picks up all loot in like 900 radius whenever you press the respective key OR autoloot: autopickup - automatically picks up all loot instantly, loot that drops will instantly enter the inventory without interacting to loot as long as one have inventory space.
    Bank/storage compact button - all items automatically moved to available space (tight/organized), as identical materials automatically stacked
    When zooming all the way in - into first person camera option
    Respective condition damage icon floater near/next to the number shown of damage applied/dealt
    Raid management interface - picking each member/box and drag to place it in any free space (or any of the amount) on the party subgroups, without needing to open an extra window for such (the squad/raid frame being the interface itself)
    Option to not show skill tooltips meanwhile in active combat mode
    Option to hide cape/cloak aka back armor as well (this must be a must, im very much an anti-hero at core and i tend to hate capes 😆)
    Inzoi has this option, when you creating your character you can save your created character preset (placed there along the other presets), would love that!
    I can pull up a strong attitude yes! be aware 
  • OzijakOzijak Member, Alpha Two
    Lots of thoughts here:

    I want almost everything to customisable tweaking every aspect of the UI. Example would be player & targer unit frames. Right now we can move & scale, I want to be able to move individual parts of it like buff & debuff location, their scaling, how many are shown, the different bars & their location & scaling, eg class resource, really important on bard, fighter, summoner, not relevant at all on mage.

    The weapon combo/block/auto attack part, I want to be able to hide some parts of it & move others individually, split it up.

    Maybe make presets for tanks, healers, dps for new people and then full customisable options for those who want it. Shareable settings, so we could export a string of text and import for others.

    Basically those kind of options, on every element of the UI. Many action bar addons in wow had this function and it was very handy, but default UI needs to be great too.

    The minimap you can scale and move but it has that transparency layer on the bottom, I want to be able to move that to the top of the minimap for placing it on the bottom.

    Summoner stance change bind comes up by default on your action bars, but its not on the pet bar or in the skill book. I dragged it off and wasnt able to bring it back.

    Also material bags are in this odd state atm being over scaled, where I cant see all 3 bags without scrolling and I havent adjusted the scale. Looked better in previous phases, P2 & P2.5. Would also love an auto sort function for items & for banks, combine stacks together like glint, group same type of materials & items together. An option to ignore certain things from the auto sort, in some towns I had my glint stacked up, others I had it split into the common amounts I was often using it for there.

    I know ashes codex is being blocked & I think datamining should be, but some of those functions like the crafting calculator were very useful & I think should be in game. A crafting simulator, where you can throw in different rarity materials, quality rating and see what the outcome will be. Sure you can see the end result when you go to craft, but only when you have the mats on you, and if you have the gear for the quality. The crafting calc lets us figure out exactly what we need and then go farm it/buy it and go to that specific crafter who has the quality you want.

    Feedback from viewers/friends & family:

    Raid markers on party/raid members dissapear when out of line of sight, make an option where they are always visible through walls so people know where to go, the minimap often only shows the outside map and not the inside of a dungeon. Having that fixed would help as well.

    When using the character creator the zoom levels go to wherever the mouse icon is, if youre adjusting the face it should zoom in on the face, etc. Then if you want you can overide & zoom out in, but have an option to reset the view.

    Im sure theres a bunch more I cant think of atm, please make an update and then a final quality & polish pass of all systems before launch. Thank you :)
  • CutieCutie Member, Alpha Two
    edited November 23
    As an UI/UX designer, AOC needs a lot more UI QoL changes. You're already adding many good ones regarding crafting and gathering.
    You mentioned that you want to make a game that doesn't NEED any mods/addons, unlike many other MMORPG titles. For this to happen, there HAS to be a lot more customization options for the player to choose from.

    I would love to mention the main ones to focus on.


    UI Editor tab

    This tab is very inconsistent and still needs a whole lot more customization options.
    • I can't add more actionbars atm.
    • I can separate player based buffs and debuffs, but not my targets buffs and debuffs.
    • Add an archetype specific player buff that I can move around freely. Like momentum stacks on a fighter or advantage stacks on a rogue. Let us keep track of this resources freely.
    • The biggest issue is that players playing in tab target mode that have ability actionbars in the center of their screen, have a harder time clicking to move because the actionbars are in the way. I want to be able to hold RMB to drag my camera around when my mouse hovers over a skill by accident.
    • There was a toggle setting called "Unlocked camera" That was a very nice addition as a middle ground between action and tab target, though buggy sometimes. It got removed without clarification

    Inventory UI:
    • First of all, separating the inventory tabs into items/materials/quests is genius. but for this to work properly, the tab containing a new item, needs to be highlighted, making it easier for the player to tell where their loot/quests went.
    • As of yet, there isn't a way to sort my inventory.
    • Also I can't confirm a pop up button by simply pressing enter.


    Combat UI:
    • I cant tell which buffs or debuffs a target has past 8. This needs to be visible.
    • Make it easier to know the timers of debuffs that I applied to a target
    • There needs to be a show/hide combat text for crowd control on enemies. Atm I can't tell if I successfully silenced someone without staring at their debuffs
    • Right now normal hits and critical hits are the same color with no real indication of knowing if I hit a crit or not.

    Questing UI feels great when the dialogue tab doesn't bug out.

    Goodluck devs ❤️
    1vX enthusiast
  • WhisperswiftWhisperswift Member, Alpha Two
    The count value of stacked items in inventory is far too small, and gets obscured by the graphic. Please add the stack count value to the hover over tool tips.
  • NypamNypam Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    The FONT used inside the UI is problematic! Why don't you find a better alternative, more readable and give the opportunity to user to increase font-size in the options?

    https://forums.ashesofcreation.com/discussion/62714/bug-inaccessible-typography-in-quest-text-for-players-with-limited-eyesight
  • xenith_terrekxenith_terrek Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    POST #2:

    I'm a big advocate for modern, UI visuals. Just pick a game that's launched in the last few years.

    I'm hoping a "UI refresh" at some point happens with AoC as a simple aesthetic. I believe that will add a big breathe of fresh air to Ashes.

    I've posted my own versions in the past of a modern takes on a UI that would fit into Ashes while letting the game mechanics still have that old school feeling--just for inspirational purposes--and NOT to underappreciate the current UI--from a graphic design standpoint I just think it needs some modern love :P.

    One of the Mods said to post the feedback here. I would not be at all sad if Ashes adopted a UI aesthetic similar to this.

    Someone mentioned once that "Ashes was trying to go for that old school feeling, with a modern gloss.". I think that's awesome.

    For those interested, I've attached another inspirational UI design in regard to the the Destinies window UI (technically I'm just talking about it (which we can do) and this isn't a screenshot of the PTR).

    If this shouldn't be posted here, let me know. I figured UI/UX fit into it.

    777nigb1nerj.png
  • xtnpdxtnpd Member, Alpha Two
    The map and mini-map has been a huge point of frustration for some time.
    Now, I'm new to the game, so pardon me if this exists, but if I could find my party (after joining them if I'm not standing in front of them) without trying to "drive by the mini map", I'd be a real happy camper. Just a dot/indicator on the compass would be all I'd need. I love traveling, but not when I can only see half my display because I have the map open. :)


  • xtnpdxtnpd Member, Alpha Two
    Pet UI is too large imo. Prefer it in a box, that is size-adjustable. Like it truly feels like its own ui component. (I realize that it is, it just doesn't "feel" like it.

    Oh my goodness. This. I started my summoner and two thing slapped me in the head:
    1) the size of the UI
    2) "how do I change the type of pet I summon"?

    Tell me you guys didn't have the same thoughts!

  • xtnpdxtnpd Member, Alpha Two
    Local customization of the grouping window order - F1 for tank healing = live tank!

    For all that's holy and good, please separate debuffs from buffs on my party members, and make them red/green or some other easily identifiable attribute, so I know when something needs to be dispelled.

    Stacking nameplates that play hide-and-seek with each other are driving me crazy. Can you please just vertically stack them?
  • lamina5432lamina5432 Member, Alpha Two
    Combat - from a bard perspective:
    - Each archtype should have some unique trackers depending on the stacks they need to keep track of such as themes and melody needing separate tracking
    - Both buffs and debff need to be separate from each other especially if you are going to limit the amount shown
    - enemy attacks are terrible to track sometimes even in PvE it's hard to tell


    Artisan:
    - new tracking is neat but it should be separate fromthe quest tab so you don't scroll through both at the same time
    - also for tracking you need the option to rearrang it easier
    - You should also be able to pin the sub crafting under the section in the final craft tracker. EX. if it needs copper ingots the ingot recipe should be able to be added under the ingot part of the tracked redipe
    - In the recipe list you should have the option to jump to the sub recipe. EX. in a recipe that has bear pelt right click bear pelt to go to it's recipe
    - we need the ability to multi craft or mass produce if needed, big guild's require it
    - There should be a bar similar to the one in Codex that shows the rarity of the craft when making something
    - I would like the option to pop XP bars or artisan skills out so we can take a look at them without opning the menu everytime


    General:
    - Things need to be adjustable and removable from groupings in the UI editor, Mana bars, experiaence bars
    - when moving something in the editor it is snap to grid wihich doesn't line up all the time
    - You should be able to adjust length and width separately with certain things like the health bar
    - Text size needs to be adjustable it sucks being this small on everything
    - map indicators and player markers need to be clearer
    - sharable map markers in party
  • daveywaveydaveywavey Member, Alpha Two
    Anybody else finding that the Bags in the Inventory on the PTR are just tooooo big and chunky now?
    Like they saw us asking for the teeny-tiny numbers to be made bigger, so they just increased everything by 300%?
    This link may help you: https://ashesofcreation.wiki/


    giphy-downsized-large.gif?cid=b603632fp2svffcmdi83yynpfpexo413mpb1qzxnh3cei0nx&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • daveywaveydaveywavey Member, Alpha Two
    Top wrote: »
    I would like to see better where I am / which level of the attack of the weapon

    So I can monitor the proc of the finisher, extended finisher...
    So I know where I am in the rotation of the weapon

    Yessssssss
    This link may help you: https://ashesofcreation.wiki/


    giphy-downsized-large.gif?cid=b603632fp2svffcmdi83yynpfpexo413mpb1qzxnh3cei0nx&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 26
    NPC quest icons on their nameplates are still extremely confusing for a new player experience,

    some NPCs with No quests or interactions available have the quest icon on top of the nameplate,

    and some NPCS that Do have quests have no icon at all - this makes a new player miss a lot of the quests,

    this is the number 1 thing that new players on the 11 will see and be confused about because every other MMO alpha, tech demo, or test we ever played has this as a basic standard feature for questing

    Quests should also have a different color for main/narrative/chain quests and for the other secondary/comissions
    img]
    Recrutamento aberto - Nosso Site: Clique aqui
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    not being able to move around the Enemy/target buffs and debuffs like we can with our own is annoying

    and our own buffs/debuffs icons are limited we can not see all of the icons once the limit is reached theres a + icon instead of showing all of it
    img]
    Recrutamento aberto - Nosso Site: Clique aqui
Sign In or Register to comment.