Did BW ever give a reason for why they are not making the UI more friendly --- like moveable elements, hide graphics, or scale it smaller?
I cannot imagine that their engine, in 2012, is unable to easily do such, and considering that gamers make such mods for other MMO's, I do not believe that it would be overly taxing -- probably something a professional dev could do in a few short hours.
So is there a reason for no options at all?
Edit: Also, are any of the UI Elements able to be hidden?
No they didn't, all they've done:
Making three or maybe even four useless PR stuff about their UI featured in friday updates. For example you cant hide the top centered bar but all buttons there can be accessed with hotkeys, if you play the game its looks like you are looking at the screen through a helmet.
The engine is basically the same as Warhammers and even Warhammer had some options like that, though awfully clumsly. I really don't know why they aren't including some simple features like scale- and moveable bars.
Personally I always thought they've invested to heavily into VO and story running out of time for other important stuff, maye the case but its just a guessing of mine.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play." "Then maybe MMORPGs aren't for you."
Originally posted by DerWotan Originally posted by Loekii
Originally posted by DerWotan
Originally posted by DOGMA1138
Originally posted by sanosukex
Originally posted by DerWotan
, ........... - Did BW ever give a reason for why they are not making the UI more friendly --- like moveable elements, hide graphics, or scale it smaller? I cannot imagine that their engine, in 2012, is unable to easily do such, and considering that gamers make such mods for other MMO's, I do not believe that it would be overly taxing -- probably something a professional dev could do in a few short hours. So is there a reason for no options at all? Edit: Also, are any of the UI Elements able to be hidden?
No they didn't, all they've done: Making three or maybe even four useless PR stuff about their UI featured in friday updates. For example you cant hide the top centered bar but all buttons there can be accessed with hotkeys, if you play the game its looks like you are looking at the screen through a helmet. The engine is basically the same as Warhammers and even Warhammer had some options like that, though awfully clumsly. I really don't know why they aren't including some simple features like scale- and moveable bars. Personally I always thought they've invested to heavily into VO and story running out of time for other important stuff, may be the case but its just a guessing of mine.
Id love to see a link that proves it's the same engine as Warhammer .. lol
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Id love to see a link that proves it's the same engine as Warhammer .. lol
It's not the same engine as Warhammer, and I will provide a link too: SWTOR uses HeroEngine, which is an MMO development platform that Bioware were among the first to pick up on. As a result, they've had the HeroEngine people working on making features in said platform that have been tailored to SWTOR.
I completely agree. While i'm fine with there being no indicator for proc based abilities and buffs at launch, I hope that it wil be added sometime soon. Additionally, I think a macro system is a necessity in all mmorpgs.
Lets just hope that these changes come sometime soon.
I don't get the lack of customization at release either. You can't claim that the UI is not an incredibly important element of an MMO like TOR that can simply be put aside and dealt with later. When a developer claims that feature X or Y is not going to be complete/available upon release because they have more important things to work on first, the UI is typically one of those more important things. This is true in pretty much any genre of game; more so with MMO's in general, and moreso still with WoW-esque MMO's like TOR.
It won't be game ruining and will likely be fixed relatively quickly, but still, it's incredibly... odd, to say the least.
Making three or maybe even four useless PR stuff about their UI featured in friday updates. For example you cant hide the top centered bar but all buttons there can be accessed with hotkeys, if you play the game its looks like you are looking at the screen through a helmet.
The engine is basically the same as Warhammers and even Warhammer had some options like that, though awfully clumsly. I really don't know why they aren't including some simple features like scale- and moveable bars.
Personally I always thought they've invested to heavily into VO and story running out of time for other important stuff, maye the case but its just a guessing of mine.
Making three or maybe even four useless PR stuff about their UI featured in friday updates. For example you cant hide the top centered bar but all buttons there can be accessed with hotkeys, if you play the game its looks like you are looking at the screen through a helmet.
The engine is basically the same as Warhammers and even Warhammer had some options like that, though awfully clumsly. I really don't know why they aren't including some simple features like scale- and moveable bars.
Personally I always thought they've invested to heavily into VO and story running out of time for other important stuff, maye the case but its just a guessing of mine.
They are sharing same things, one would be the clumsy UI and spongy textures compared to the great ones Unreal and Crytec both suck bigtime.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play." "Then maybe MMORPGs aren't for you."
I think the thing is that BIOware did have some weird priorities for this game. It's obvious to me that the leadership for SWTOR has never played a mmo.
For instance to put that much money into voice acting is super fail. Anyone who has ever gotten into a MMO can tell you that questing is where you'll spend the minority of your time in a MMO. 90% of a mmo's population are at max level for 90% of their time in game. Putting so much money into the questing while being neat and novel is not going to keep subs once everyone has leveled 2 characters through it. I found myself in beta starting to just find the dialogue tedious after awhile.
A fully customazable UI is pretty standard now for a new MMO. RIFT had a great one. Warhammer also was released with a adjustable UI.
The real place where GW2 is inovating is the fact that you can't target friendly players. This is going to drastically limit the amount you need to stare at your UI in comparison to other modern mmo's. No one wants to stare at green bars and watch for CD's at the very bottom of the screen. If GW2 can keep this to a bare minimum we are going to have a game that is much more accesable for a broader audience.
With a traditional mmo like SWTOR or WOW or RIFT I want a highly customizable UI. The mechanics of Hot BAR combat nowadays "almost" requires the player to cusomize their UI. Waiting for reactive abilities, watching my bars waiting for it to light up when in RIFT, WOW, WARHAMMER I can just watch my toon and enemies toon, see the reactive and hotkey it. I really don't see how people make a arguement against players being able to move a reactive 2 inches higher is game breaking.
Can someone explain to me how exactly moving a reactive 2 inches higher is game breaking? Does having a reactive scalable and moveable really make the game easier?
So is the argument that fighting a bad UI is what requires skill?
If that is the argument then why dont we not allow hotkey's? How about game with a intentionally bad UI so that you "good" players can have a challenge hitting the "0" key with your left hand.
I think the thing is that BIOware did have some weird priorities for this game. It's obvious to me that the leadership for SWTOR has never played a mmo.
For instance to put that much money into voice acting is super fail. Anyone who has ever gotten into a MMO can tell you that questing is where you'll spend the minority of your time in a MMO. 90% of a mmo's population are at max level for 90% of their time in game. Putting so much money into the questing while being neat and novel is not going to keep subs once everyone has leveled 2 characters through it. I found myself in beta starting to just find the dialogue tedious after awhile.
A fully customazable UI is pretty standard now for a new MMO. RIFT had a great one. Warhammer also was released with a adjustable UI.
The real place where GW2 is inovating is the fact that you can't target friendly players. This is going to drastically limit the amount you need to stare at your UI in comparison to other modern mmo's. No one wants to stare at green bars and watch for CD's at the very bottom of the screen. If GW2 can keep this to a bare minimum we are going to have a game that is much more accesable for a broader audience.
With a traditional mmo like SWTOR or WOW or RIFT I want a highly customizable UI. The mechanics of Hot BAR combat nowadays "almost" requires the player to cusomize their UI. Waiting for reactive abilities, watching my bars waiting for it to light up when in RIFT, WOW, WARHAMMER I can just watch my toon and enemies toon, see the reactive and hotkey it. I really don't see how people make a arguement against players being able to move a reactive 2 inches higher is game breaking.
Can someone explain to me how exactly moving a reactive 2 inches higher is game breaking? Does having a reactive scalable and moveable really make the game easier?
So is the argument that fighting a bad UI is what requires skill?
If that is the argument then why dont we not allow hotkey's? How about game with a intentionally bad UI so that you "good" players can have a challenge hitting the "0" key with your left hand.
I'm sure a customizable UI will come out shortly. I think the thing is that BIOware did have some weird priorities for this game. It's obvious to me that the leadership for SWTOR has never played a mmo. For instance to put that much money into voice acting is super fail. Anyone who has ever gotten into a MMO can tell you that questing is where you'll spend the minority of your time in a MMO. 90% of a mmo's population are at max level for 90% of their time in game. Putting so much money into the questing while being neat and novel is not going to keep subs once everyone has leveled 2 characters through it. I found myself in beta starting to just find the dialogue tedious after awhile. A fully customazable UI is pretty standard now for a new MMO. RIFT had a great one. Warhammer also was released with a adjustable UI. The real place where GW2 is inovating is the fact that you can't target friendly players. This is going to drastically limit the amount you need to stare at your UI in comparison to other modern mmo's. No one wants to stare at green bars and watch for CD's at the very bottom of the screen. If GW2 can keep this to a bare minimum we are going to have a game that is much more accesable for a broader audience. With a traditional mmo like SWTOR or WOW or RIFT I want a highly customizable UI. The mechanics of Hot BAR combat nowadays "almost" requires the player to cusomize their UI. Waiting for reactive abilities, watching my bars waiting for it to light up when in RIFT, WOW, WARHAMMER I can just watch my toon and enemies toon, see the reactive and hotkey it. I really don't see how people make a arguement against players being able to move a reactive 2 inches higher is game breaking. Can someone explain to me how exactly moving a reactive 2 inches higher is game breaking? Does having a reactive scalable and moveable really make the game easier? So is the argument that fighting a bad UI is what requires skill? If that is the argument then why dont we not allow hotkey's? How about game with a intentionally bad UI so that you "good" players can have a challenge hitting the "0" key with your left hand.
I think the thing is that BIOware did have some weird priorities for this game. It's obvious to me that the leadership for SWTOR has never played a mmo.
For instance to put that much money into voice acting is super fail. Anyone who has ever gotten into a MMO can tell you that questing is where you'll spend the minority of your time in a MMO. 90% of a mmo's population are at max level for 90% of their time in game. Putting so much money into the questing while being neat and novel is not going to keep subs once everyone has leveled 2 characters through it. I found myself in beta starting to just find the dialogue tedious after awhile.
A fully customazable UI is pretty standard now for a new MMO. RIFT had a great one. Warhammer also was released with a adjustable UI.
The real place where GW2 is inovating is the fact that you can't target friendly players. This is going to drastically limit the amount you need to stare at your UI in comparison to other modern mmo's. No one wants to stare at green bars and watch for CD's at the very bottom of the screen. If GW2 can keep this to a bare minimum we are going to have a game that is much more accesable for a broader audience.
With a traditional mmo like SWTOR or WOW or RIFT I want a highly customizable UI. The mechanics of Hot BAR combat nowadays "almost" requires the player to cusomize their UI. Waiting for reactive abilities, watching my bars waiting for it to light up when in RIFT, WOW, WARHAMMER I can just watch my toon and enemies toon, see the reactive and hotkey it. I really don't see how people make a arguement against players being able to move a reactive 2 inches higher is game breaking.
Can someone explain to me how exactly moving a reactive 2 inches higher is game breaking? Does having a reactive scalable and moveable really make the game easier?
So is the argument that fighting a bad UI is what requires skill?
If that is the argument then why dont we not allow hotkey's? How about game with a intentionally bad UI so that you "good" players can have a challenge hitting the "0" key with your left hand.
Moveable and resizable UI will be in at launch.
is that official? I thought it was still a maybe
Perhaps I misread slightly -- I guess no date was given.. :
James Ohlen: " I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game. "
Perhaps I misread slightly -- I guess no date was given.. :
James Ohlen: " I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game. "
Does a moveable - resizeable UI correct the request in this thread for "more" of a reactive indicator, or are some people still wanting the indicators?
Does a moveable - resizeable UI correct the request in this thread for "more" of a reactive indicator, or are some people still wanting the indicators?
The only way a moveable-resizeable UI corrects the request in the OP was the ability to reposition the buff and make it larger. I'd rather see a reactive indicator be something my weapon, my avatar, or my enemies avatar, does. If I have an ability that works much better when I've just blocked an attack, I want to see my avatar block the attack. If my weapon just procced, I'd like to see it glow, so I know to use the next ability. If I have a buff that means my next heal will be stronger, then I'd like to see my hands glow, or my weapon glow if I'm a healing bounty hunter, shooting heal cartridges, etc.
Does a moveable - resizeable UI correct the request in this thread for "more" of a reactive indicator, or are some people still wanting the indicators?
The only way a moveable-resizeable UI corrects the request in the OP was the ability to reposition the buff and make it larger. I'd rather see a reactive indicator be something my weapon, my avatar, or my enemies avatar, does. If I have an ability that works much better when I've just blocked an attack, I want to see my avatar block the attack. If my weapon just procced, I'd like to see it glow, so I know to use the next ability. If I have a buff that means my next heal will be stronger, then I'd like to see my hands glow, or my weapon glow if I'm a healing bounty hunter, shooting heal cartridges, etc.
Aha ... perfect, those are the kind of changes I would support. As long as the debate isn't to add flashing icons, or text alerts I see no issue with adding further flair to combat via animations or effects based on a reactives ability to be used. Any tweaks that still require the player to pay attention are helpful, I just didn't want to see the indicators as we have in some other moded games.
I wanted to revisit this one and just make sure this is cleared up.... they absolutely have visual and audible indicators for procs.
For example, my scoundrel will laugh and a light will flash when a proc has hit. He kind of sounds a little crazy too... as my procs do hit quite often.
Comments
this isn't whack-a-mole....
No they didn't, all they've done:
Making three or maybe even four useless PR stuff about their UI featured in friday updates. For example you cant hide the top centered bar but all buttons there can be accessed with hotkeys, if you play the game its looks like you are looking at the screen through a helmet.
The engine is basically the same as Warhammers and even Warhammer had some options like that, though awfully clumsly. I really don't know why they aren't including some simple features like scale- and moveable bars.
Personally I always thought they've invested to heavily into VO and story running out of time for other important stuff, maye the case but its just a guessing of mine.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
"Then maybe MMORPGs aren't for you."
...........
-
Did BW ever give a reason for why they are not making the UI more friendly --- like moveable elements, hide graphics, or scale it smaller?
I cannot imagine that their engine, in 2012, is unable to easily do such, and considering that gamers make such mods for other MMO's, I do not believe that it would be overly taxing -- probably something a professional dev could do in a few short hours.
So is there a reason for no options at all?
Edit: Also, are any of the UI Elements able to be hidden?
No they didn't, all they've done:
Making three or maybe even four useless PR stuff about their UI featured in friday updates. For example you cant hide the top centered bar but all buttons there can be accessed with hotkeys, if you play the game its looks like you are looking at the screen through a helmet.
The engine is basically the same as Warhammers and even Warhammer had some options like that, though awfully clumsly. I really don't know why they aren't including some simple features like scale- and moveable bars.
Personally I always thought they've invested to heavily into VO and story running out of time for other important stuff, may be the case but its just a guessing of mine.
Id love to see a link that proves it's the same engine as Warhammer .. lol
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
It's not the same engine as Warhammer, and I will provide a link too: SWTOR uses HeroEngine, which is an MMO development platform that Bioware were among the first to pick up on. As a result, they've had the HeroEngine people working on making features in said platform that have been tailored to SWTOR.
http://machineborn.guildportal.com - Now recruiting players!
Great topic OP.
I completely agree. While i'm fine with there being no indicator for proc based abilities and buffs at launch, I hope that it wil be added sometime soon. Additionally, I think a macro system is a necessity in all mmorpgs.
Lets just hope that these changes come sometime soon.
I don't get the lack of customization at release either. You can't claim that the UI is not an incredibly important element of an MMO like TOR that can simply be put aside and dealt with later. When a developer claims that feature X or Y is not going to be complete/available upon release because they have more important things to work on first, the UI is typically one of those more important things. This is true in pretty much any genre of game; more so with MMO's in general, and moreso still with WoW-esque MMO's like TOR.
It won't be game ruining and will likely be fixed relatively quickly, but still, it's incredibly... odd, to say the least.
/facepalm
Gamebryo Engine
Dang it, i want the UI and game to play itself! I don't want to actually have to pay attention and actually be a GOOD player.........
<Sarcasm off>
thank you like so many others before you adding nothing to the discussion.. thanks again
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Note: basically
They are sharing same things, one would be the clumsy UI and spongy textures compared to the great ones Unreal and Crytec both suck bigtime.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
"Then maybe MMORPGs aren't for you."
I'm sure a customizable UI will come out shortly.
I think the thing is that BIOware did have some weird priorities for this game. It's obvious to me that the leadership for SWTOR has never played a mmo.
For instance to put that much money into voice acting is super fail. Anyone who has ever gotten into a MMO can tell you that questing is where you'll spend the minority of your time in a MMO. 90% of a mmo's population are at max level for 90% of their time in game. Putting so much money into the questing while being neat and novel is not going to keep subs once everyone has leveled 2 characters through it. I found myself in beta starting to just find the dialogue tedious after awhile.
A fully customazable UI is pretty standard now for a new MMO. RIFT had a great one. Warhammer also was released with a adjustable UI.
The real place where GW2 is inovating is the fact that you can't target friendly players. This is going to drastically limit the amount you need to stare at your UI in comparison to other modern mmo's. No one wants to stare at green bars and watch for CD's at the very bottom of the screen. If GW2 can keep this to a bare minimum we are going to have a game that is much more accesable for a broader audience.
With a traditional mmo like SWTOR or WOW or RIFT I want a highly customizable UI. The mechanics of Hot BAR combat nowadays "almost" requires the player to cusomize their UI. Waiting for reactive abilities, watching my bars waiting for it to light up when in RIFT, WOW, WARHAMMER I can just watch my toon and enemies toon, see the reactive and hotkey it. I really don't see how people make a arguement against players being able to move a reactive 2 inches higher is game breaking.
Can someone explain to me how exactly moving a reactive 2 inches higher is game breaking? Does having a reactive scalable and moveable really make the game easier?
So is the argument that fighting a bad UI is what requires skill?
If that is the argument then why dont we not allow hotkey's? How about game with a intentionally bad UI so that you "good" players can have a challenge hitting the "0" key with your left hand.
Moveable and resizable UI will be in at launch.
Moveable and resizable UI will be in at launch.
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Perhaps I misread slightly -- I guess no date was given.. :
James Ohlen: " I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game. "
Perhaps I misread slightly -- I guess no date was given.. :
James Ohlen: " I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game. "
Wow, good news.
Does a moveable - resizeable UI correct the request in this thread for "more" of a reactive indicator, or are some people still wanting the indicators?
Does a moveable - resizeable UI correct the request in this thread for "more" of a reactive indicator, or are some people still wanting the indicators?
The only way a moveable-resizeable UI corrects the request in the OP was the ability to reposition the buff and make it larger. I'd rather see a reactive indicator be something my weapon, my avatar, or my enemies avatar, does. If I have an ability that works much better when I've just blocked an attack, I want to see my avatar block the attack. If my weapon just procced, I'd like to see it glow, so I know to use the next ability. If I have a buff that means my next heal will be stronger, then I'd like to see my hands glow, or my weapon glow if I'm a healing bounty hunter, shooting heal cartridges, etc.
Aha ... perfect, those are the kind of changes I would support. As long as the debate isn't to add flashing icons, or text alerts I see no issue with adding further flair to combat via animations or effects based on a reactives ability to be used. Any tweaks that still require the player to pay attention are helpful, I just didn't want to see the indicators as we have in some other moded games.
Also, respeccing a lot in a week will ultimately cost you 100,000 credits! Game has some crazy rules...
I hope they never add macros. No wonder some of you people are bored with standard MMO combat...you're used to the game playing itself.
Visual indicator of a reactive would be nice, so you don't have to watch the quickbar and can watch the battle.
Devs said dual speccing is coming. Hopefully before you hit 50.
Gaming keyboards > Macros
Doesnt everyone love it when someone has an advantage you dont?
The definition of insanity: doing the same thing over and over expecting different results.
I wanted to revisit this one and just make sure this is cleared up.... they absolutely have visual and audible indicators for procs.
For example, my scoundrel will laugh and a light will flash when a proc has hit. He kind of sounds a little crazy too... as my procs do hit quite often.