A lot of people have reported that the UI in Darkfall is disastrous. Although I haven't played the game yet, from what I've seen in the videos it doesn't seem to be that bad, but of course it's hard to get a clear idea simply from a bunch of videos. Can anybody who has played the game elaborate on what the UI misses / does wrong, and what they should do to improve it ?
When I first logged into the game, the UI was extremely foreign. However, after a little while of playing the game (and asking questions in chat if I needed to know something) the UI grew on me. It just seems to make sense, and fits perfectly with the game design.
My only complaint is that the clan window and journal are HTML based. Both are interfaced with HTML documents. I like it alot, but what I dislike is the load times for the HTML docs. For some reason it takes a few seconds to load most of the data. A minor inconvenience though. I'm sure they'll come up with a better system or fix the current system later on.
"Good people are good because they've come to wisdom through failure. We get very little wisdom from success, you know." William Saroyan
Does the fact that something requires 4 key presses rather than 2 make the game more involved all by itself? If yes, then the game should require you to type out full commands (like original King's Quest) rather than just shortcut key presses. Instead of "R", type "Sheath my weapon" instead of "F", type "Open bag on corpse in front of me" Instead of "B", type "open my bag" Instead of dragging items over with the mouse, type "Move Big Pointy Sword from corpse's bag to my bag".
Game interfaces have to find a balance between the ridiculously complicated and the completely automated. The question is what purpose does having the UI at that point on the complexity scale server? Was the decision mostly arbitrary or does it serve a game purpose
This ^^ ...!
If you don't understand Aventurine's failure, then you obviously aren't that smart and no amount of illustration will make you get it. Manually making you do a mandune action doesn't make the game any more hardcore or niche.
I think the UI is horrible and comically simple. So much potential functionality is lost by having the right mouse button open and close the GUI.
New and different UIs used to be praised because of their unique take on what had been considered rote and the extra value they give. This UI is just new and different, but clunky and unintuitive. Hurrah
Comments
When I first logged into the game, the UI was extremely foreign. However, after a little while of playing the game (and asking questions in chat if I needed to know something) the UI grew on me. It just seems to make sense, and fits perfectly with the game design.
My only complaint is that the clan window and journal are HTML based. Both are interfaced with HTML documents. I like it alot, but what I dislike is the load times for the HTML docs. For some reason it takes a few seconds to load most of the data. A minor inconvenience though. I'm sure they'll come up with a better system or fix the current system later on.
"Good people are good because they've come to wisdom through failure. We get very little wisdom from success, you know." William Saroyan
The UI grows on you, and I have come to enjoy it.
Very simple to use
This ^^ ...!
If you don't understand Aventurine's failure, then you obviously aren't that smart and no amount of illustration will make you get it. Manually making you do a mandune action doesn't make the game any more hardcore or niche.
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I think the UI is horrible and comically simple. So much potential functionality is lost by having the right mouse button open and close the GUI.
New and different UIs used to be praised because of their unique take on what had been considered rote and the extra value they give. This UI is just new and different, but clunky and unintuitive. Hurrah
And yes I do play.