Ok so i have seen some post about the incoming attack indicator but i wanted to get all the opinions in one place.
This is what used to look like.
The white arrow was defiantly noticeable but at the same time blended well with the UI at the time. It didn't distract from the combat and i feel that it really helped enhance the Immersive experience.
This is the current indicator.
I know this is not a big change from what is used to be but for me it was enough to catch my attention. Through out most of the stage demo this kept distracting me. I would like to see the options to change indicators, if not then im sure its something that will grow on me. what do you guys think about it?
I did too buddy but you definitely get used to the new one. After playing with it a bit at the Ubi lounge i adjusted pretty quickly. Its just a bit harder to watch now so defending and paying attention is far more important now.Originally Posted by DraxeI Go to original post
The new red attack indicator bothers me about as much as most of the the other UI changes, which is a lot since I'm a HUGE UI fanatic. You can have the prettiest game in the world, but the beauty can be easily boggled down by bad UI. A lot of them seemed to have gotten worse, judging from your gifs. The white circle below the samurai, which I wasn't a fan of before, have gotten worse with its stronger glow and slightly fatter lines. The health bar, stamina bar, and emblem have gotten bigger with more glow as well. And I absolutely hate the new white outline on the targeted enemy. We don't need that. It just makes combat feel more artificial, ya know?
I do like that they moved the feats and maps to fill up the bottom of the screen. It's easier to gaze at the feats, although I wish they didn't make them bigger either.
And the revenge bar... I think it fits nicely over the feats.
Honestly, looking at it now, I don't really mind it. The previous design almost masked the beautiful animations, so I hated it, but this one is much more tolerable.Originally Posted by DeathsDestroyer Go to original post
I prefer the old style myself.
The new one, I thought, made it harder to distinguish between a light attack or heavy attack, since it's all one wide indication of an incoming attack (unless I'm remembering wrong), whereas the old one clearly had narrow arrows for light attacks and wide arrows for heavy attacks.
That being said, once I was playing, I really didn't notice the UI at all, even the health bars. I found myself focusing more on what my opponent was doing and less on what the HUD was telling me they were doing, so I still think the option to disable all UI elements individually should be present.
Having said that, there is a lot going on in the Viking mission at certain points---not only are you dealing with multiple opponents, but also fighting in rain and whatnot---which might make fighting effectively without the HUD very difficult if not impossible (but again, that should be players' choice).
EDIT: On the subject of UI customisation, like last year, Ubi released a commentated gameplay walkthrough, this time of the Viking mission, and with minimal HUD.
I prefer the new red indicators, the old arrow ones were to big for my taste, I didn't play the game so I don't know really how it feels to play with the different indicators, but I prefer the new ones.
And yeah, health bars are to big, the old ones were better, the old white circle was better too, and the white outline makes no sense for me when there is already the white circle to indicate which one is your enemy.
The feats, map objective and radar UI elements are good.
don't need any attack indicators....it's like an assist. We show you where the AI hits and you have to defend that side.There's something called 'Skill' .... my Eyes allready see where he wants to hit and i have to react quickly...or if i don't see the attacks incoming (frome more enemies), i have to dodge away, counter any attacks..... tactical fights
The AI doesn't use their legs as second weapon? You know, strike with the sword and then kick me with his feet.