When I first fired up ESO last January I found myself right at home in in Morrowind/Oblivion/Skyrim UI territory .. sooooo depressing after playing games like Rift and even FFXIV when everything was movable/hidable/whatever to suit and I actually had battle stats available I NEED (instead of some nondescript animation that could men pretty much anything).
ESO is designed to be immersive and minimal in regards to UI. It's completely on purpose that not all information is accessible directly - or even at all.
I don't need any of the features you consider essential. You could see from the start that the game is no WOW or GW2. Different approach, different mentality.
Of course there is the "optional" solution... but if I were a UI designer, I would refuse to even optionally implement something that contradicts with the whole system and design approach. You need to keep in mind that every optional feature still has it's designated spot and blocks other features on the same place, that may be essential for future game mechanics. Not only from a pure screen design position, but also for the backend programming. Every optional feature needs to pass a full functionality check, increasing workload for every developer / designer.
Sprinkles28 wrote: »@glierhuin At one point I would have agreed with you. That point when was I was leveling. As soon as you hit end game, knowing your DPS, buffs, etc are not optional they are necessary. For example, ZOS has implemented DPS checks in a vast majority of their fights in veteran dungeons, yet you have no way to tell what you DPS is without an addon. This doesn't even make sense. No other MMO would ever consider this.
Death Stroke: damage increases as player's ultimate charge increasesand when my ultimate is ready to fire again.
ESO is designed to be immersive and minimal in regards to UI. It's completely on purpose that not all information is accessible directly - or even at all.
I don't need any of the features you consider essential. You could see from the start that the game is no WOW or GW2. Different approach, different mentality.
Of course there is the "optional" solution... but if I were a UI designer, I would refuse to even optionally implement something that contradicts with the whole system and design approach. You need to keep in mind that every optional feature still has it's designated spot and blocks other features on the same place, that may be essential for future game mechanics. Not only from a pure screen design position, but also for the backend programming. Every optional feature needs to pass a full functionality check, increasing workload for every developer / designer.
Increasing workload? What have they done exactly to this point that is even synonymous with "workload"? They change things that aren't broken, they fail to acknowledge the things that are, and NOTHING is fixed, even after thousands of bug reports. From alchemy nodes to functionality issues nothing is done, and then they attempt to change things that aren't broken and break them in the process! ie. sound effects, animations, and so on.
Was there anything wrong with my music or sound effects prior to the last update? No. Is there now a HUGE problem? Yes.
Did Sweetrolls need to be removed, and the name changed to 'grandmams chicken stew' in update 6? No.
All around the UI is meager and bare
ESO is designed to be immersive and minimal in regards to UI. It's completely on purpose that not all information is accessible directly - or even at all.
...
Well as far as I am informed by following the development of the game since late 2012ish, the very reduced HUD and minimal displayed information has been a conscious design decision and at least for me was a selling point.
The mantra of the dev team regarding this stuff is: "The players shall play the game and not the HUD". Meaning that rather than focusing on buff icons, health bars and cooldowns on 100 slots worth of skillbars (and that is exactly how you need to play WoW and all it's copycats) the players should actually focus on the world and on the effects displayed there to get the info they need.
And outside of the world of minmaxers that only care about stats and quenching out the last percents possible it worked out quite well in my view. Even if I use the mods that get rid of even the last pieces of HUD for me I have all the info I need available. Each buff has it's own distinct effect displayed on either an enemy or my character, I can see if I get hit and when my HP start to be dangerously low. I get audible feedback when I'm out of stamina or magicka and when my ultimate is ready to fire again.
And for those that need to have buff icons, stats and damage numbers filling up the screen, there is the option of the various well done mods. Which the devs had in mind from very early on to deliver exactly this stuff.
Are the lazy for it? I dunno. Other MMO's with mod support have proven that the devtime invested to do the stuff would be wasted as soon as mods get popular and everyone uses them over the default HUD. In my view they did the smart thing to do: Having huge skillbars, buff icons and damage popups was not how they envisioned the game to be played anyways AND they were planning for modding support all along. So they simply saved resources and used them elsewhere. Can't blame them for that.
[...]
And yes, I fully understand the desire to have a minimal UI and immerse yourself in the game. That's just not the experience I want from an MMO. No matter how hard I try to immerse myself, when xXFaZeClan420kushkingXx runs by every ten seconds, I figure some helpful combat awareness and performance metrics are the least of my worries.
myrbostadb16_ESO3 wrote: »[...]
And yes, I fully understand the desire to have a minimal UI and immerse yourself in the game. That's just not the experience I want from an MMO. No matter how hard I try to immerse myself, when xXFaZeClan420kushkingXx runs by every ten seconds, I figure some helpful combat awareness and performance metrics are the least of my worries.
I don't see any nameplates, I even mistake players for npc and vice versa sometimes - which allways puts a smile on my face
To OP: What would you rather have them spending the most development time on? Fixing bugs and adding content or creating stuff that someone allready made an addon for?
To me that's a no brainer.
myrbostadb16_ESO3 wrote: »[...]
And yes, I fully understand the desire to have a minimal UI and immerse yourself in the game. That's just not the experience I want from an MMO. No matter how hard I try to immerse myself, when xXFaZeClan420kushkingXx runs by every ten seconds, I figure some helpful combat awareness and performance metrics are the least of my worries.
I don't see any nameplates, I even mistake players for npc and vice versa sometimes - which allways puts a smile on my face
To OP: What would you rather have them spending the most development time on? Fixing bugs and adding content or creating stuff that someone allready made an addon for?
To me that's a no brainer.
ESO is designed to be immersive and minimal in regards to UI. It's completely on purpose that not all information is accessible directly - or even at all.
I don't need any of the features you consider essential. You could see from the start that the game is no WOW or GW2. Different approach, different mentality.
Of course there is the "optional" solution... but if I were a UI designer, I would refuse to even optionally implement something that contradicts with the whole system and design approach. You need to keep in mind that every optional feature still has it's designated spot and blocks other features on the same place, that may be essential for future game mechanics. Not only from a pure screen design position, but also for the backend programming. Every optional feature needs to pass a full functionality check, increasing workload for every developer / designer.
Rook_Master wrote: »1. Advanced Filters
2. Research Assistant
3. Wykyyd's Suite ... Many elements are player preference only.
4. Combat Cloud/FTC ... my pref but some numbers on screen are meaningless and just there because you think they are required.
5. Inventory Grid View ... I bet any money I can mange my inventory without this just as fast as you. Largely this is because you got used to it from other games. Needs new tabs is all for new categories added.
6. ggFrames/FTC
7. MiniMap ... 100% pure player laziness. Learn the maps. Classic games didn't need this because players actually learned how to use a compass and gain their bearings by learning the terrain.
8. LootDrop ... convenience but not needed.
9. Skyshards/Lorebooks ... 100% player laziness.
myrbostadb16_ESO3 wrote: »[...]
And yes, I fully understand the desire to have a minimal UI and immerse yourself in the game. That's just not the experience I want from an MMO. No matter how hard I try to immerse myself, when xXFaZeClan420kushkingXx runs by every ten seconds, I figure some helpful combat awareness and performance metrics are the least of my worries.
I don't see any nameplates, I even mistake players for npc and vice versa sometimes - which allways puts a smile on my face
To OP: What would you rather have them spending the most development time on? Fixing bugs and adding content or creating stuff that someone allready made an addon for?
To me that's a no brainer.
It's been a single person making them in their spare time in most cases. It's not as though ZOS needs to allocate their entire dev team to making these.
And guess what, noone will be happy if console launch gets delayed again. Or Update 6. Or Tamriel Unlimited. Or the bug with the Spider's Nest in Stormhaven. We can't even comprehend how much work there is to do and how easy or difficult any given task is. That doesn't mean we can't ask for new features and give feedback. We should just be more constructive about it.
"The game is unplayable without my combat calculator 3000 and you need to implement this IMMEDIATELY" - is not the way to go in my opinion.
Rook_Master wrote: »1. Advanced Filters
2. Research Assistant
3. Wykyyd's Suite ... Many elements are player preference only.
4. Combat Cloud/FTC ... my pref but some numbers on screen are meaningless and just there because you think they are required.
5. Inventory Grid View ... I bet any money I can mange my inventory without this just as fast as you. Largely this is because you got used to it from other games. Needs new tabs is all for new categories added.
6. ggFrames/FTC
7. MiniMap ... 100% pure player laziness. Learn the maps. Classic games didn't need this because players actually learned how to use a compass and gain their bearings by learning the terrain.
8. LootDrop ... convenience but not needed.
9. Skyshards/Lorebooks ... 100% player laziness.
I agree with information being required for more end game and group content. Inventory management could use improvements but otherwise read my comments above.
My largest concern is buff/debuff management which can be resolved through addons so not concerned. Damage meters are for the weak. Once you learn you rotations and know the damage ranges of your attacks a damage meters do nothing. I very often turned mine off in old school Wow raids (when they used to be hard) despite the raid leaders whining about it. Did it affect my damage output? Not once bit because I knew my rotations and what my gear could do. I'd rate highest for my class often without a single damage number flying over thing's heads. I didn't often need big boss mods either after I learned fights. Add-ons facilitate laziness in players.
There were times I would raid and pvp with my UI turned off just to prove a point.