ARROGANCE, NERDRAGE, TL;DR POSTS, ETC & occasional helpfulness!

  People who reply with good ideas, I'll edit this post to include them


UI

Shop Info:  Couldn't the data be listed right by the icon without having the hover over it?  It's not like there are 500 items..
Shop Color Coding:
Commonly used bonuses should have an associated color(IE: +armor in green, +health in red, +mana in blue, +attack speed in purple, +damage in orange or whatever.  It would make browsing and comparing easier for new players I think.)
Rearranging/resizing: There should be something in options that brings up the ui elements hwere it allows you to drag them around and increase/decrease their size.  Then when ally portraits are added (if theyare, i guess) we can move where they are, make them horizontal or verticle, move debuff icons, so on.
SHOP BLACKSMITH UPGRADES:  http://forums.demigodthegame.com/323546 needed its own thread.

(ADDED 8:13 PM sept06)
Chat "beep": Need it when someone says a message.  Also, text needs to scale with resolution.  And the chat beep needs to only trigger the first time someone sends a message every 10 seconds(so spamming doesn't spam beeps.
-Their first message would make the beep, and then additional messages wouldn't until 10 seconds later.  Maybe 5, i don't know.  Chatbeep when people spam is annoying, but not knowing people have said anything is annoying too. (ADDED 1:48 AM sept05)
Health bars: Holding alt or something should show everythings health bars.  People with low health should have their bars automatically show(maybe start fading in at 30%, being solid at 20%).  The health bars ideally should offset so they don't overlap, and you could click the healthbars to attack. (ADDED 2:44 AM sept05) The tilde settings need to be saved.. i keep ahving to cycle at the start of every match. (ADDED 3:59 PM april25)
Target Highlight: Whoever you're targeting with a DD spell (if engine permits.. aoe spells too would be nice to see who they'll hit like in wc3..) should have like a white outline or glow around them, or something. (ADDED 3:56 AM sept05)
-This one has been partially added.. It works for single targetting, but not aoe's.
Teamate status: On the bottom left, beside your center bar (starting near the middle[as close to without overlapping the current ui there, of course] then going towards the left[not from the left corner inwards.  The more teamates, the more number of icons going left].  Clicking on them should select that teamate(selection detailed below in controls).  It should show Demigod portrait, health, there should also be "Attacking: ... minotaur/player name/archer/healer/giant/angel/etc with an arrow, clicking the words or arrow would select the same target as your teamate. (ADDED 3:56 AM sept05)
DoT damage numbers: The numbers should add together.  IE when UB uses his DoT the number should stay there going from 40, to 80, to 120, to 160, and so on, not show 40 over and over. (ADDED 9:26 PM March17)
Mana until castable: There should be a timer like the cooldown timer showing how long it'll be until you'll naturally regen enough mana to use a skill that is "blued-out". (ADDED 10:04 PM sept07)
Debuff/Buff timers: Overtop of or above debuff/buff icons it should have a timer showing when it'll end. (ADDED 9:17 PM april26)


Controls

Select target:  Right click is attack, obviously.  But left click should select buildings, units, other Demigods.  This should bring up their portrait, a bigger spell bar positioned above your own(smaller of course). Left clicking the ground would clear your selection.
Attack selected target:  Then hit space.(Camera rotate can be moved.. dont need it on space)   In this way you can keep something selected like say, an enemy Demigod.  You can right click on enemy creeps to kill them, and then when you want to attack the Demigod(say, they came in range) you hit space and there is no miss-clicking. Would be used on towers, stronghold, ALLIES TOO.
Use spell on selected target:  Simply hitting the hotkey for a single-target skills with something/someone selected would use the skill on them.(with nothing selected the normal target selection currently in use would be used).  direct-target as in mines, aoe attacks, rooks hammer slam(seeing as how it targets the ground) wouldn't apply and would be targetting how they are now.  Snipe is an example of what would be used on what you have selected.
Or say for Sedna. You can keep a nearby ally selected to heal them very quickly, while you right click to attack people
Queuing:  Shift+click should cue skill orders, and pretty much anything that you could queue.  (ADDED 5:10 PM sept05)
ESC to close menus:  Pressing ESC should close menus(shops, skills, ETC).  Only bringing up the esc menu when you have no menus open.  This one annoys me sooo much.  I keep hitting esc to close the shop and skills screen. (ADDED 2:09 PM sept08)
Rearrange skill hotkeys:  Should be able to drag the skills into the order you want and the game remember that order. (ADDED 2:59 AM sept09)

Ally portrait targetting:   You should be able to click on your own characters portrait, or an allies, to use a skill on them more easily. (ADDED 3:59 PM april25)
INTERRUPTED! float text instead of STUNNED! on interrupts:  This really should of be added a long time ago after it was shown how good interupts work for the gameplay.   (ADDED 3:51 PM may01)


Misc

Shopping while dead:  We should be able to view the list of items at the shop while dead and purchase when we rez. (ADDED 3:16 AM sept05)
Speccing while dead:  ^ Same thing. (ADDED 3:16 AM sept05)
Pinging: Ctrl+clicking onthe ground should make a ping for allies.  It should have some piller of light kind of effect or something.  Right now all this does is ping the minimap.  It should make an effect on the ground like god rays and "move here" text!
-People who's screens can't see it should have an arrow on their screen pointing to it.
-When your health is low the healing crystal should be pinged which only you can view. (new players sometimes haven't figured out they can heal there.) (ADDED 5:28 PM sept05)
Range:  MEASURE IN METERS!  Still here because AoE sizes aren't listed (edited 3:59 PM april25)
- This has partially been added.  Ranges show this, but aoe's are still a mystery.

ADDED 2:44AM sept09:

Just a photoshop mockup.. not really how i think it should actually look except for the death messages and chat, but it puts the point across.

Things that need clearifying:

  1. The xp/gold log would show something like "00:01-05:00 ... Killing ## minotaurs and gained 3342 gold, 500 xp" or whatever.  5 minute increments, with the newest one showing real-time.
  2. self explainitory.
  3. self explainitory
  4. Hover over names in kill messages or chat to show what they have equiped.  Hover over the items for details on them.  Same for portrait when you have them selected.
  5. Similar to seeing equip.. hover over the skill someone used to see details on it.
    I think Tyo said they're going to make items and/or levels effect skills, which is good.. so this should show what the skill actually does based on their character.
    Stats modified by character in yellow for intuitiveness.
  6. Kills/Deaths messages like an FPS.  This is currently up top and i never notice them.  Mid-bottom right is better, please!
  7. self explainitory.
  8. LEFT CLICK TO SELECT AND YOU SEE THIS!.  Need left click to select like i said above! ;[  For like healers it'd say how they heal for 10%.  If you selected a potion it'd say it heals, a blue scroll it'd say it gives mana, fortress it'd say it shoots rocks at stuff, so on!

    Right now left click does nothing that right click doesn't also do.
    I'm not suggesting to remove left clicking to attack, please no one get confused.  I like right click to attack also.  I like both, depends on the situation.
    So right click for instant-action.  Left click and space to select and confirm action.
  9. Teamate status like i suggested before earlier in the post.  For smaller resolutions this would have to be along the side..  I use 1600x1200 myself and want them on the bottom like this.
    Clicking portrait should select the teamate.  (good for spells that target allies!)  Right clicking or double clicking center your camera on them.
  10. Something showing who your teamate is attacking.  Clicking on any part of it would select the same target they are attacking so you can coordinate!

 

Have been added:

Remappable keys:  I assume this is a given, but just in case not, i'll throw it in here.  (ADDED 5:10 PM sept05)
Skills:  1-2-3-4 for skills..  Why are these for control groups like an RTS when you'll only control your one hero?  In the Assassins case you can't select anything else to control(which is GREAT!! Omg it frustrates me so much in DotA how i accidently click off my hero!)
Crits numbers: The crits should be adjusted some so that when you get a critical hit it says "Critical Hit - #!" instead of just "Critical Hit!" over your Demigod.  It's easier to see then than with seeing the crit over your demigod while the damage number is over what you hit. 
(ADDED 9:26 PM sept05)
Minimap: Something very very light weight.  Like a translucent outline of the map that shows just the Demigods.
Shop Tabs:  Couldn't we just have one shop with tabs for each set of items?  (I heard this is coming, wasn't sure)
Life Leach numbers: When you leach life you should get a red +# over your head, like the green +# you get from being healed. (ADDED 9:26 PM sept05)


Comments (Page 7)
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on Apr 28, 2009

I just wanted to sign this post.  Some really great ideas.  I can see some have been added, but other crucial ones are still missing.

 

The most important ones to me:

Allied DG/Minion portraits on the UI.

Ping making a bigger deal.

and looking at Shop, Skills, and Stats while dead.

 

 

To me these fixes are WAY more important than the new content we're discussing.  I hope the fact that none of this stuff has been acknowledged means they have already added it to some internal build that's just waiting for the networking problems to blow over before release.

 

 

on Apr 28, 2009

I think a few of those UI ideas are spectacular, but most are over kill. The purpose of fixing a UI is to make the game easier to see and cleaning up bulky and unneeded menus.

 

The one's I'd definately like to see implemented-

2. I would love to know the time and my War Rank without having to go to the scoreboard.

7. A better/easier to read chatbox is a must for this game.

9/10. The allied windows are just superb. It'd make the game a lot more interesting.

 

Some Ideas I think should be impletmented. That haven't really been discussed.

1. Being able to change the size and opacity of the Mini-map. Also maybe making it moveable as well as collapsible.

2. Like your ideas for 9. Have the same Icons/Windows on the other side of your bar for the Opposing team. However, you cannot see who they are targeting (Your number 10). They are blank at the start of the match and as soon as you see the player it fills in a slot. When they aren't in your field of view (in the fog) their potrait goes gray and you can no longer see their health(their mana will always be hidden).

 

on Apr 28, 2009

Shop Info - mb if otional

Shop CC - mb if optional. I for example don't want a rainbow of descriptions on my screen, they distcract me and actually make browsing harder.

Rearranging/resizing - A big chunk of code, not really needed atm. DG interface is build for simplicity We don't have/need 2+ chat windows, 2+ hotbars, questlog, combo sequence indicator, career resource window, microsoft helper, "a list of things we gotta do till sunday", and a mini-game addon, all on one screen.

Chat beep - mb if optional.

Health bars - Just make it an option from options + switching by tilde.

Target highlight - We have circles for targeted aoe already. MB a circle on mouse-over for self-centered?

Teammate status - If your tm is near you can see him just fine (even in sieges), if he's far by the time you get there his status will change. Giant is big enought not to miss, DGs need far more coordination then focus fire, and others don't even need ff. Also there's no pre-targeting atm, and PLEEEEEASE don't introduce it. It doesn't go well with active targeting - take a look at nwn2 for an example.

Dot damage numbers - nifty, I like it, can only say for myself though.

Mana until castable: nifty, I like it, can only say for myself though. But think about it - MP/s is not a costant value, mp till cast isn't a constant value either - we have a fuction called on half of players actions (every cast, every pot, every atribute increase, every regulus shot in af, even walking in and out of aura's range...). Now for the love of all that's not cheating I hope values it needs are not local (1mp fireball anyone? +100000HP/s armor?). I smell traffic... Hmm... maybe a local mirror? Seems fine in that case... apart from possible desinc...

Debuff/Buff Timer - nifty, I like it, can only say for myself though.

Select target & stuff - what I said before, that's going to collide with current system if current system is to remain intact. And current systems suits DG much more.

Esc to close menus - mb if optional.

Rearrange skill hotkeys - same as 3rd on the list.

Ally portrait targetting - ctrl with q and e are more then enought for me, imho - that's inventing bycicle.

Shopping and Speccing while dead - speccing is disbled the window opens, but is not functioning, Favor window works same way. There might be reasons behind that.

Pinging - ctrl already got a function, and hordes of people like giving it even more functions. Should it really get another one? If one cares for one's ally's actions and game in general one's watching the map already, If one doesn't what good is showing one your ping? Conflics are linear enought to navigate without ping, and movement speed is to low for emergency cavalry to arive if it's not heading for it already.

Range in meters - can you say how much a meter is on your screen? at any zoom? Good for you then. We mortals aren't that accurate.

Overal - for suggestion there's to much Should. Also half of interface Ideas here are derived from MMOs, but what works for mmo won't work here. Mb I was a bit overagressive, but really, half of that is a waste of efford or even more - a step down from current interface.

on Apr 28, 2009

I have no idea what "MB" is.  I've never heard it before.  I hope it's not "maybe".

 

"Shop CC" Well I'd expect duller colors than those bright ones.  Like dull blue for the mana.  Not a rainbow.  I was just too lazy to manually put in the hex color codes, and this background is white not the darker brown.

"Mana until castable: nifty, I like it, can only say for myself though. But think about it - MP/s is not a costant" - Of course.. if you use a mana potion or gain an aura the timer would change.  It'd just show your how long it'd be based on current MPS.  Not really that complicated.  Also I don't get what you're talking about with the other stuff.  This would be client side calculating, you know?

"Target highlight - We have circles for targeted aoe already. MB a circle on mouse-over for self-centered?" Talking about having the demigods that'll be effected outlined because you can't really tell with the cricles if someone is really in the AoE or not.  It's just like WC3 here..

"Select target & stuff - what I said before, that's going to collide with current system if current system is to remain intact. And current systems suits DG much more." It jsut adds to the current system.  If you want to click your skill button then click an enemy, then don't left click on things.

"Pinging - ctrl already got a function, and hordes of people like giving it even more functions. Should it really get another one? If one cares for one's ally's actions and game in general one's watching the map already, If one doesn't what good is showing one your ping? Conflics are linear enought to navigate without ping, and movement speed is to low for emergency cavalry to arive if it's not heading for it already." huh?

"Range in meters - can you say how much a meter is on your screen? at any zoom? Good for you then. We mortals aren't that accurate." they already have yards there for range.  And yes you should be able to know because you figure that minotaurs are 2 meters tall or something.  I'm saying they need to have AoE ranges there.  But in beta there would be things like adds +1.5 splash and there was no idea to have any fathom how big that was, which sucked.  Now.. aoe sizes aren't even listed.

on Apr 30, 2009

Has any of this been officially acknowledged?  A lot of really really good ideas here but many of are bordering on pipedream land, requiring a total overhaul of the UI.  While others are realistic and should be very high priority.

 

I think the biggest one is some way to interact with minions/allies/self via the HUD.  That needs to be addressed before the game can be seriously competetive.

So again, has there been any mention of minor UI improvements in the immediately pipeline?  Or will we have to wait months for a major UI overhaul if we get anything at all?

My main concern is by the time just a few minor- but- critical UI changes are implemented (things that seem obvious to me, and have apparently been in the Beta discussion since September), I will have lost interest in the game and moved on to something else.

Not having ally/minion/self interaction via the HUD is really a gamebreaker for me right now.  i'm really hoping this is the first priority after connectivity.  (that and fixing attack move)

 

 

 

 

on May 01, 2009

Yeah the resizing and moving stuff around is a bit of a pipe dream .   So is the logging stuff.

They should really hire another person to work on UI to make the game as good as it can be. ^^

on May 01, 2009

Here's a small one: when a spell is interrupted but your Demigod isn't stunned, the floating text should say "INTERRUPTED!".  That would include the effects from Penitence, Pounce, and Deep Freeze.  Right now it says "STUNNED!".  I know this confused me when I was starting out, and I've seen a few forum posts by people that had the same problem.

on May 01, 2009

They should really hire another person to work on UI to make the game as good as it can be.

I think most games should include this from Day 1.  If you thnk about it, RTS interfaces are probably the most difficult, complex, and sensitive software interfaces there is.    If you're setting how to make a good RTS, it seems essential that this aspect get major priority.

on May 01, 2009

lambdaman
Here's a small one: when a spell is interrupted but your Demigod isn't stunned, the floating text should say "INTERRUPTED!".  That would include the effects from Penitence, Pounce, and Deep Freeze.  Right now it says "STUNNED!".  I know this confused me when I was starting out, and I've seen a few forum posts by people that had the same problem.

Oi I posted this elsewhere.. but forgot to put this here.  Well, when I first made this interupts didn't exist.

Added now, thanks!

on Jun 05, 2009

BUMP

Because it needs to.

on Jun 05, 2009

These are all very good suggestions, sad to see that some of these are NYI.

 

I find that using Sedna can sometimes be frustrating because of the tendency of DGs to path onto the exact same area when attacking another DG.  This can result in quite a clusterfunk when you are trying to heal yourself, or another DG.

on Jun 08, 2009

Some abilites target the ground. However, if you click too close to an edge, an "Abort!" message appears after you click. If the cursor is over an area where an ability cannot be used, the cursor should change to a different picture. This would prevent us from mis-clicking.

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