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Official Feedback Thread for Scrolling Combat Text

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for SCT. Specific feedback that the team is looking for includes:
  • Did you turn SCT on and use it during combat?
  • Do you have any feedback on the visual style or accuracy of the tool?
  • Do you have any other general feedback?
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Staff Post
  • Ffastyl
    Ffastyl
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    The SCT is very satisfying in third person. The numbers are admittedly immersion detracting, but the SCT can be toggled. In first person the numbers float near the edges of the screen and get behind certain UI elements, like the enemy health bar and player action bar, making them hard/impossible to read.


    Upon further testing, I toggled to the PC UI and found the numbers do not have the same issue of being obstructed though the incoming numbers are a little too out of the way. I need to focus on them rather than the fight to read the incoming stats in first person. In the console UI the HUD elements are too large and obscure the SCT in its current positioning.


    Having the numbers appear on the target is very pleasing to see :) and informative in an intuitive way.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • xIOrcaIx
    xIOrcaIx
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    Can anyone take some screenshots oder videos of SCT? im on ps4 and there is no PTS to check this stuff out. Thanks
  • Enodoc
    Enodoc
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    xIOrcaIx wrote: »
    Can anyone take some screenshots oder videos of SCT? im on ps4 and there is no PTS to check this stuff out. Thanks
    I will do screenshots some time this evening (UK time) if my PTS has finished patching by then and if someone hasn't gotten around to it first. Ping me if it seems as though I've forgotten ;)
    Edited by Enodoc on February 4, 2016 10:28AM
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  • xIOrcaIx
    xIOrcaIx
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    Enodoc wrote: »
    xIOrcaIx wrote: »
    Can anyone take some screenshots oder videos of SCT? im on ps4 and there is no PTS to check this stuff out. Thanks
    I will do screenshots some time this evening (UK time) if my PTS has finished patching by then and if someone hasn't gotten around to it first. Ping me if it seems as though I've forgotten ;)

    Great : )
  • NewBlacksmurf
    NewBlacksmurf
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    First of all, thank you for this.

    I've seen many posts for this and tho I personally didn't care for it....now that its here, it helps as I don't use any add-ons and stay int he console UI

    -Now...a few suggestions

    1. in settings please offer text size increase and decrease, font changes and color
    2. allow a spell or skill icon beside the dmg or healing so we know what is doing what. This resolves the request for debuff and stuff.
    3. allow some effects to linger with their icons...use the death recap icons too...and SCT as it ticks before I die but while playing
    -PC (PTS)/Xbox One: NewBlacksmurf
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  • Kayrne
    Kayrne
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    First of all, thank you for this.

    I've seen many posts for this and tho I personally didn't care for it....now that its here, it helps as I don't use any add-ons and stay int he console UI

    -Now...a few suggestions

    1. in settings please offer text size increase and decrease, font changes and color
    2. allow a spell or skill icon beside the dmg or healing so we know what is doing what. This resolves the request for debuff and stuff.
    3. allow some effects to linger with their icons...use the death recap icons too...and SCT as it ticks before I die but while playing

    This!
  • DKsUnite
    DKsUnite
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    only complaint is that the text is a little small and without having the icon next to the damage, its very hard to know what you used to cause that damage.
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  • NovaShadow
    NovaShadow
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    I cannot get it to work. Turned it on, relogged, turned off any addons that I used for it, relogged. Still nothing.
    PC NA - EPHS
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    My game keeps on crashing as soon as I turn SCT on. Even without any addon, pure vanilla game. So I guess I cannot help much with testing it, let alone have an opinion about it :-(

    .
  • kevlarto_ESO
    kevlarto_ESO
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    Unless I am missing it some where, I was hoping for more of a combat log, I like to be able to scroll back and see who hit me with what, I would prefer to do this with something official and not a third party addon.

    Seeing the damage number are ok I guess but really does nothing over all. The numbers are easy to read and do flow across the screen ok, it seems to work fine for me.
  • Glory
    Glory
    Class Representative
    Similar to what others have said, I enjoy the combat text but feel it would benefit from some options and additional information.
    1. It would be great to see what skills do what (optional).
    2. It would be nice to have an XP scroll (optional) as well as an AP scroll (optional).
    3. I would love to be able to move the UI (maybe it can already and I don't know how to?).
    4. I would love to be able to change the size of the text.

    Thanks for implementing this! With a few tweaks (and maybe a native combat log) I could see myself reverting to the native combat text UI.
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  • silentgecko
    silentgecko
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    http://www.twitch.tv/silentgeck0/v/40264204

    for all who can't see it, this is how it looks
    Edited by silentgecko on February 4, 2016 2:14PM
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  • RoyJade
    RoyJade
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    Seem really cool I don't expected so much !
    Does someone know if we can se enemy's heal, and third party's damage on enemy ? I don't think so, but without seeing it I can't know.
  • silentgecko
    silentgecko
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    RoyJade wrote: »
    Seem really cool I don't expected so much !
    Does someone know if we can se enemy's heal, and third party's damage on enemy ? I don't think so, but without seeing it I can't know.

    you never see third partys dmg or heal. not even from your own grp
    Edited by silentgecko on February 4, 2016 2:31PM
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  • driosketch
    driosketch
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    It's not bad, though I think I would turn the visuals off in most cases unless I was testing or investigating. It does take me out of my "Elder Scrolls" mindset and puts me firmly in the "I'm in an MMO" mindset.

    First impressions:
    Red for incoming damage, good.
    *Red for blocked damage, also good
    Green for self healing, right.
    (Green) for incoming damage to damage shield, I think this should be (red) shouldn't it?
    Clear words in the center for stun, root, ect. good.
    White, yellow, and orange text for out going damage, little harder to decipher. My guess is orange is for crits?

    Text also disspears too fast without a log to review. I was trying to determine if damage shield overflow was mitigated or not by the text and couldn't catch the numbers fast enough.
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  • RoyJade
    RoyJade
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    you never see third partys dmg or heal. not even from your own grp

    Thanks !
    It's good to me I don't want a dps spy (but I'm not against one either).
  • Glantir
    Glantir
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    Give us the option to change colors like we can do it with the different chats :)
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • WillhelmBlack
    WillhelmBlack
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    Haven't played yet but it looks brilliant! 10x better than any addon.
    PC EU
  • Enodoc
    Enodoc
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    http://www.twitch.tv/silentgeck0/v/40264204
    for all who can't see it, this is how it looks
    Ah great, thanks! @xIOrcaIx You probably don't need my screenshots now ;)

    They're not quite what I was expecting, but they look pretty good. I think I was expecting more text than just the damage numbers; therefore I would like to see an option to show ability names, or at least ability icons, so we can see which ability is causing which number.
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  • Casdha
    Casdha
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    I would have much rather seen buff timers and a dps meter than scrolling cartoon numbers.

    Maybe something like I have AUI set up on my screen


    Edited by Casdha on February 4, 2016 3:17PM
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  • zerosingularity
    zerosingularity
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    So far, the SCT is good, but there is a major flaw. When fighting a large enemy that is in your face, the damage numbers appear above them, and can go into the enemy health meter or the compass. This makes it hard to read. Other than that it is not bad.

    An addition to it that would be nice would be to see resource returns from say Siphoning Attacks or Igneous Shield along with the healing. This would help in debugging some skills as well.
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  • Casdha
    Casdha
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    Here is a quick video also, just overlook the game play, I forgot I swapped a couple of keys.

    https://youtu.be/2dlkT5Jk1-A

    Note: quality should be better in a little while once Youtube gets done.
    Also at the very end,,, should the thieves guild boxes be there if you haven't started the quest yet? Notice the message in the top right corner.
    Edited by Casdha on February 4, 2016 3:50PM
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  • Arkraptor
    Arkraptor
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    I agree with the comments about location of the numbers can be far too high on the screen with large boss (and, e.g., in first person, while fighting near wall for e.g.). And with the comment about having SCT for resource returns.

    Also, would it be possible to add a buff tracker to SCT?

    How about combat log of sort and actual dps meter? (Not sure if any of these are available somewhere, I couldn't find it.)

    Lastly, healing number only appears when there is an actual heal happening. This is great, but makes it hard to test actual healing potential of a skill.
    Edited by Arkraptor on February 4, 2016 3:54PM
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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    I really like that the numbers are anchored around the characters/NPCs being affect instead of floating all together like current addons. However, coming from a UX background, here are some issues I noticed on my quick use of it:
    1. The differing colors for my outgoing damage were somewhat confusing. The white damage text was easy enough to understand, but crits didn't stand out as much as I would have expected (and there was also dmg I couldnt explain, see #2). I would recommend crits be the same color as normal damage, but be bolded (or slightly larger) and/or glowing to indicate that they are crits. The exclamation point doesn't help make it stand out since the numbers go by so fast it just blends in with the number, so it seems unnecessary. There are already many colors flashing by, so it would be best to limit the number of colors and need for non-numerical characters that don't help draw attention to the crit. Enhancing the white color already used to communicate the enhanced damage caused by a crit would be a simpler and more consistent way to communicate critting and damage.
    2. Relatedly, I'm not sure what the orange numbers mean exactly. This colored number pops up when my Malubeth set procs and apparently indicates the damage it does, but why is it orange and not white? The heal for it shows up as green on the right side of my character still, so that is the same, which makes me wonder why/how the orange damage text damage is different. EDIT: So apparently orange is DoT damage, except for ground-target DoTs, which are still white. This seems like an inconsistency that is confusing players. I don't really see why DoT damage should be a different color--why do we need to know a DoT did this versus a direct attack ability? If the orange corresponded to some kind of timer letting us know when the DoT would expire, then that would be a different story, but as it is right now I don't really see the point. If it is important that DoT damage is communicated separately from direct damage, then I'd go with an approach like I recommend in #1 where you alter/enhance the white outgoing damage text/color so it shows that this is still outgoing damage, but of a different kind.
    3. Similar to #1, the asterisk next to damage does not convey clearly that that damage was blocked or mitigated in any way. It is a small symbol and thus gets lost in the shuffle of combat and all the rest of the SCT. There are also a couple ways I interpreted the number with the asterisk: (1) Do the numbers with the asterisk mean I did not take that amount of damage, and so is telling me what I 'missed out' on? (2) Or does the number with the asterisk mean I still took that amount of damage after the mitigation from blocking was taken into account? The solution depends on the answer to these 2 questions. If you responded 'yes' to the first question, then I would recommend doing some kind of graying out of the red damage text. The reason for the gray is that it is already a standard color for interpreting something as being canceled or negated; the gray also doesn't replace the red but instead shades it in a way to communicate something different, so it's not introducing a new color but rather showing that it is altering an existing color/event (in this case, communicating mitigated damage, which is still 'incoming' but did not result in losing health). If you answered 'yes' to question 2, then I would remove the asterisk and just leave it as the red incoming damage text since that is what it is, regardless of what % of it was mitigated by blocking. I suppose answering yes to both questions is possible, and if that's the case then I'd recommend both changes.
    4. The numbers also don't stay very long and are on the small side, though I haven't tested it in big combat situations which might make things more hectic. Like others said, a log would be amazing, so would small icons next to the numbers that correspond to the ability/proc that caused that damage.
    Edited by ThatNeonZebraAgain on February 4, 2016 5:39PM
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  • Gilvoth
    Gilvoth
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    no,
    that "combat text" is supose to be in the "chat box" where text belongs, not on the screen, it supose top be in the chat box. so i can read it and have evidance of damage done and use it as comparason of skills and the actual damage im doing.
    suppose to have the damage text in the chat box
    suppose to have the damage text in the chat box
  • Enodoc
    Enodoc
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    Casdha wrote: »
    Also at the very end,,, should the thieves guild boxes be there if you haven't started the quest yet? Notice the message in the top right corner.
    It's probably easier for them to just make the chests inoperable rather than phase them out. I think you only need to buy the DLC to access them; I don't think starting the quest is required to get the skill line.
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  • Casdha
    Casdha
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    On a side note in that video I posted. In the middle of it there is a fully charged Heavy arrow attack that passes right through without hitting and toward the end there is a Brawler that passes right through without hitting. Is this normal?
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Casdha
    Casdha
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    Enodoc wrote: »
    Casdha wrote: »
    Also at the very end,,, should the thieves guild boxes be there if you haven't started the quest yet? Notice the message in the top right corner.
    It's probably easier for them to just make the chests inoperable rather than phase them out. I think you only need to buy the DLC to access them; I don't think starting the quest is required to get the skill line.

    yea, the message was that I couldn't open the box until I started the skill line.
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  • zerosingularity
    zerosingularity
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    For those interested.

    Orange = DoTs

    White = Normal

    Gold = Crit (Non-DoT)

    Green = Heal

    That's what I figured out so far.
    NA-PC

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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    For those interested.

    Orange = DoTs

    White = Normal

    Gold = Crit (Non-DoT)

    Green = Heal

    That's what I figured out so far.

    Except ground-target AoE DoTs are still white.
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