Keep it as it is
Make it less distracting
Give option to toggle
The community is generally disagreed on what to do with the UI so I have created a poll, on which you can vote. Also I really want the developers to see this just because this is something really important regarding the game.
I believe we should be able to toggle it on/off accordingly
Less distracting and toggling are 2 separate things. People are complaining that it ruins in-game immersion, making it less distracting is different from being able to toggle it on/off. That's why.Originally Posted by Rainbowguard1 Go to original post![]()
I'm not sure if you meant it this way, but the way you stated it like it's an either/or option---either you have the distracting UI or you don't.
I still think there should be individual options for different elements:
Weapon Position
-for player
-for opponent
Health/Stamina Bar
-for player
-for opponent
Attack Indicators
-for primary opponent (whomever you're locked on to)
-for secondary opponent (everyone else)
Feats
Revenge Meter
I also think that instead of toggles, they should make them transparency sliders, so if you want to see an indicator, but just not quite as much, you can set transparency of the attack indicators to 50%. It would also allow players to more easily ween themselves off of using the UI if they rely on it a lot.
From a e-sport perspective I think it would be better to make the UI less distracting.
This is an AAA title, a good UI is a must.
When you are playing competitive, if your enemies are playing with the interface on, you will too, because it is just an advantage, and it is a tool that the game gives you, I will play with UI if it gives me an advantage, but I want a decent and high quality UI.
I want to get as high in the rankings as I can, I will not restrict myself by toggling off the UI because is ugly, so I rather have a nice UI that gives me the information needed without distracting me more than the necessary.
If this actually does become an e-sport, I feel like they'd have a regulation that turns everything but health bars (maybe) and feats off, for the convenience of the audience. Everyone participating should be the best of the best, and shouldn't need any of those 'advantages', since they've played so much, they know what all the stances and attacks look like, and would also know how to counter them.Originally Posted by Eidard Go to original post
When the game comes out, I have a very strong suspicion that I will turn off almost everything (at least after a campaign playthrough), and play without UI except health bars (maybe) and feats.
What I mean is that either they adjust the UI so that it is no longer a distraction and doesn't take up a large part of the screen or they keep the UI as it is and just give us the option to toggle it on/off. There is no middle ground and so somebody who finds the UI too distracting but is unable to play without it if they gave the option to toggle.
That is why spectator modes exist, it has nothing to do with what players actually see.Originally Posted by MisterWillow Go to original post
Everyone participating should be the best, agree, but a competitive game needs an interface to have access to certain information.
For example, in league of legends you have the capacity to use quick cast or not with certain skills, when you don't use it, you might be able to aim it better thanks to UI elements, yet you are one click slower, it has advantages and disadvantages, and it is about beeing used to it instead of actually giving you and advantage.
Now, there are UI elements that are obvios advantages: the map, the skill bar with cooldowns, the capacity to see the enemy stats and items, the health bars, that is information needed in League that not having would put you in a clear disadvantage.
As long as the UI that you are able to enable in For Honor doesn't give you a clear advantage but instead is just an option that you prefer, then it is ok, for example, I am not disabling health bars, because I would put myself in a disadvantage just by doint it.
For the combat UI, for it to not be advantageous to have it enabled, the animations need to be good and distinctive, they have to be really good, and you need to be able to obviously recognize where the enemy is hitting you from, etc, if it is not clear enough, the UI will give you and advantage and I will use it, and almost every top player in the game will use it.
The only thing that might not be necessary is the player stance position, once you are used to play, you will know where your stance is, you don't need that huge thing telling you, you just know where you have your joystick, you have information from the character model, etc, I don't think that one will be needed, but instead could be an option.
But the UI that is necessary, should be really well done, I shouldn't want to disable a UI element because is ugly or distracting, that means that the specific UI element that I am disabling is just bad work from the developers.
Originally Posted by Eidard Go to original post
Those, I feel, are necessities in any game that has them, not advantages. But that could just be semantics.Now, there are UI elements that are obvios advantages: the map, the skill bar with cooldowns, the capacity to see the enemy stats and items, the health bars, that is information needed in League that not having would put you in a clear disadvantage.
Agreed.For the combat UI, for it to not be advantageous to have it enabled, the animations need to be good and distinctive, they have to be really good, and you need to be able to obviously recognize where the enemy is hitting you from, etc, if it is not clear enough, the UI will give you and advantage and I will use it, and almost every top player in the game will use it.
The only thing that might not be necessary is the player stance position, once you are used to play, you will know where your stance is, you don't need that huge thing telling you, you just know where you have your joystick, you have information from the character model, etc, I don't think that one will be needed, but instead could be an option.
I see your point... have any suggestions on how to improve these things?But the UI that is necessary, should be really well done, I shouldn't want to disable a UI element because is ugly or distracting, that means that the specific UI element that I am disabling is just bad work from the developers.
I do have some ideas but I don't know how good they would really be wihout the ability to test them.Originally Posted by MisterWillow Go to original post
For starters, E3 2015 hp bars were less distracting, smaller and overall for me nicer. You would only need to add the stamina bar..
The white outline on the focused opponent should go away, and the white circle should go back to how it was on the 2015 MP gameplay, it was more subtle.
Now, for the Art of Battle UI, I like the new red warning in the enemy instead of the big arrows when they attack, so I think that is an improvement over the last year E3 gameplay, some people found it worse than the arrows though.
I also think that the player UI could have a toggle option, since I think I would be able to handle the information of my stance without the need of the UI, but I still think that there are ways to improve it for those who want it there. First, I would remove the joystick from there, and I would never show the 3 stances marks at the same time, my idea (which I don't now how would actually look in game, but I think it would be ok) would be to only show the current stance mark, making it smaller than it actually is, and when you change stance you would show the new stance in white and the last stance mark just outlined for a second.
I would add some transparency to both the player and the enemy UI elements.
The rest of the UI in the campaign gameplay was good for me, the current objective, feats and radar weren't distracting but they were there if you wanted to check them.
About the MP from last year, I think the radar and the feats were ok too, the score board top left was maybe too big but the design was ok for me, maybe I would just make it a bit smaller, maybe the objective information should appear bottom left instead of bottom of the score since the bottom left corner was an unused area.
And when the match is in breaking mode or whatever is called when one team stop respawning, the icons are really large but it is only for the breaking mode, so maybe it is tolerable, same for the animations when you kill someone in breaking, I understand that it is an important part of the match, but it was too distracting and it took big parts of the screen.