The main feedback of the community so far has been the excess of the UI. And yet, everytime they show new footage, the UI gets busier. It's driving me nuts!
I suppose some of this happen because they are adding/showing new mechanics. However, it seems they actually increased the effects on somethings. Do we really need those billions of giant green crosses floating about to know that we're healing in our captured point? I also saw some weird white and green glows on blocks. It's muddying their awesome visuals!
I like how we can see what appear to be the enemy's feats (or status) beneath his stamina bar. That is informative and discreet. That is the way to go, not the shining stuff. And the lock on still has that gargantuar circle on the enemy's feet. What the hell!!??
So, if there is some sense to what they're doing, can someone let me know? If not, would you like to join my feedback turned to rant?
Totally agreed. The circle around their feet is unnecessary, I want to say the outline is as well because the way the camera is oriented I think it's pretty plain who you're locked onto. The sword effects with the blue slash that are new are unnecessary and gaudy. Everything else is just... Too big, too much color, too much detail. They need to really slim it down.
There's quite a bit of information that can be read easily with the UI. Attack direction, block direction, incoming attacks, guard breaks, opponent health, your health, stamina, revenge, etc. At first it might seem a bit much but with that information being readily available I will say it affects split second decisions whether those be to disengage an enemy, run one down, to back off and recover stamina, to stick out a fight so you can pop revenge, to finish an enemy with a heavy attack, etc. I think the scalable interface would be the best case scenario for all players to have the option to ignore or dial back certain things but I personally like the interface the way it is.
I agree about the healing on a point taking up the entire screen being annoying, I think it could be reduced to 1/16th the size and still get the point across.
I disagree about the lock on encircling characters. That's pretty non intrusive to me and in a 4v4 situation it would be overwhelmingly hard to determine who you're actually targeting should you switch targets in a cluster.
What most threatens my hopes for a HUD-less mode is the stun. When stunned you can't see the enemy's AoB icons. A HUD-less mode would make stuns partially redundant and less relevant. IF there characters that can cause stuns more than others (seems like it), then a HUD-less mode would slightly nerf these characters. Even so, I would really like a HUD-less mode. I think not having one owuld be a huge waste of hardcore gameplay potential and their gorgeous animations. I wanna read the enemy, not those freaking arrows.
A HUD-less mode while cool would make certain actions impossible to recognize.
Take a look at this fight at 7:40 where they removed alot of the HUD for the final boss fight.
This was done for cinematic purposes for their presentation. Having played the game and being in the Alphas there are at least 9 things in that fight alone that even someone like me with as much experience as I have with the game would struggle to deal with.
Let me give you a some examples as to the issues people will have without indicators.
1. The Raiders back pommel strike can be done from multiple directions but always looks like its coming from the center.
2. The Kensei's Stab attack always looks like its coming from the center as well however it's also multi-directional.
3. The Raiders power attack is unblockable and it hits like a truck and even knowing how to dodge and deal with that attack. I still get hit by it sometimes. Without the Indicator it would be literally impossible to deal with without having the precise timing down and knowing its animation length and the point at which the move will damage you by heart.
4. The Raiders dashing pommel attack has a few unique twists that it can do (which I can't talk about) but without the indicators, it would be literally impossible to deal with because of its speed and because of said tricks.
5. Guard Break cancel timings may get cleaned up and if they do clean them up and make them tighter then dealing with Guard Breaks will become impossible unless you knew the animation of every single character's guard break by heart. Even with that Knowledge some of the classes have incredibly fast guard breaks that are also incredibly hard to notice even with indicators. Without indicators, these characters would reign supreme.
6. The Raider gets knocked down but because he has no health or stamina bar you can't tell that it's because he has no stamina. Also, different attacks use different amounts of stamina and so do different actions like feints etc. Also while I can't go into details there are other factors in the game that will effect your stamina in some way. So without indicators, you would start attacking slower all of the sudden without any reason why and this would frustrate people.
7. Fighting in 2v1 situations would mean that your only option would be to run because you would never be able to block incoming attacks from the sides against multiple opponents because those indicators are the only things that let you know if you are even being attacked by a second person, to begin with.
8. Without Indicators you would never be able to tell if your opponent has Revenge mode or not and they could easily bait you into trying to attack them and then they just pop revenge mode and go to town on you while you are down.
9. The faster-attacking characters like the Orochi would absolutely dominate every single other character because of how quickly they can change their angle of attack and how fast those attacks come out. Even with all the practice I have had, I still had trouble blocking some of the Orochi's attacks because of how insanely fast they are. I kid you not if you didn't have indicators then you would never stand a chance against an Orochi as anything but another Orochi and even then it would come down to who could spam attacks the fastest.
I know it sounds cool in theory but trust me when I say, you need alot of these indicators because sometimes there is a ton of stuff going on at once and the only thing that saves you and helps you deal with them is the indicators themselves.
Also the main feedback is not the indicators.
The main feedback is definitely that the game NEEDS dedicated servers above any other change possible.
Having experienced the game myself, I don't have any issues with all of the indicators; they're kind of necessary and help you with make those split second decisions. I do, however, think they're very poorly designed and that is what needs to be worked on. The healing affects the Raider gets from killing mobs, for example, is something that could be redone SOOOOO much better. Instead of smothering the screen in plus signs, they could just give us one small green plus sign next to the enemy we kill. Like-wise with the indicator for our locked-on targets. Instead of giving us a white outline and a circle below them, they could just give us one or the other. I can go on forever and ever...
Absolutely. I've heard this a few times from people who've been in the alphas. It tends to go that the UI definitely shows what you need to see, and you need to see a lot. That being said, it's also very clunky looking and seriously needs to be redesigned a bit. I was watching a video of recent gamescom multiplayer and there were times when there were so many UI elements on screen with multiple players present that the players got covered up in health bars and things like that.Originally Posted by Fatal-Feit Go to original post
You need visual access to the information you need to know, but it shouldn't all be bright, rainbows of colors, screen effects, glowing things. It gets to the point where everything has the same level of high visual priority so instead of being alerted to any one thing, everything is fighting for your attention and it becomes a mess.