View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010700 | Valley 2 | Suggestion - UI Ideas | Feb 13, 2013 2:09 am | Feb 13, 2013 10:06 am | |
Reporter | theqmann | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.806 | ||||
Summary | 0010700: Concentration UI | ||||
Description | So I've noticed a few things about the UI portion of the concentration feature. 1) I keep expecting the gray/yellow bars to fill up with each monster kill instead of each level. I think the bars should fill up with kills and maybe have a number for level that changes size as it increases. like: tiny 1, medium 2, large 3, huge 4 (maybe even change the number color from green to yellow to red to shaking red with cracks and stuff in it, like this: http://www.mario64.nl/killer_instinct_gold2.jpg ) 2) The concentration UI completely disappears when it's down to 0 kills stored. It seems like it should stay around permanently, and not disappear. Especially a new player will wonder what it is the first time it pops up in the middle of combat when they get their first kill. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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found a nice animated example, here at the 2:06 mark http://www.youtube.com/watch?v=jKUOiDnsLfo |
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Regarding point 2: I don't think the UI needs to be cluttering up the HUD all the time. And specifically, I don't think that new players need to be feeling the pressure for perfection. It's something for advanced players when they are doing really well, and there's a long tradition of this sort of thing being shuffled off the HUD in various games when it's not relevant. Regarding point 1: I see what you mean, but I don't think that would be feasible as I would have to vastly shrink the bar to make that work on especially the upper difficulties. There's not physical space to make that work, and the important thing to note is what current concentration tier you are at, which right now you can tell out of the corner of your eye as you play. Putting emphasis on how many more kills you need to reach the next tier is I think extraneous, because if you're trying to watch that in the heat of the moment then you're going to take a hit anyhow, and if you are not in the heat of the moment then you have time to look down at the UI and read it. For new players, the GUI as it stands is also more self-explanatory, since it literally writes out what the conditions for advancing are. That makes it so that we don't need some extra text interjections or other training materials, it is self-teaching. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 13, 2013 2:09 am | theqmann | New Issue | |
Feb 13, 2013 2:15 am | theqmann | Note Added: 0030724 | |
Feb 13, 2013 9:26 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 13, 2013 9:26 am | tigersfan | Status | new => considering |
Feb 13, 2013 10:06 am | Chris_McElligottPark | Note Added: 0030728 | |
Feb 13, 2013 10:06 am | Chris_McElligottPark | Status | considering => closed |
Feb 13, 2013 10:06 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 13, 2013 10:06 am | Chris_McElligottPark | Resolution | open => won't fix |