LesserCircle wrote: »So basically just... don't change things that have been there since day 1, maybe add new ones or ask the players before, just imagine a "Do you feel like jabs needs a new animation and timing? Also here's the new one we want to implement Yes/No"
So I previously wasn’t having any issues with UI text — not even after maintenance this AM, but I *just* noticed how borked it is after the sun came up in game. I'm thinking that the in-game shadows may have been masking the issue for me yesterday.
What it looks like for me now:
Compared to the screenshot I took yesterday:
@ZOS_Kevin , might want to pass on to the team that it looks like the text shadow has simply been shifted down and over too much to the right, and it's very noticeable in sunshine (and when font is smaller). Shift the drop shadow back a few pixels, and it should be fine.
I recreated the issue in Pixlr. On the left, we have a reasonable distance for the shadow on light backgrounds, and on the right, we have something close to what we currently have in game.
Decrease the size, and you really see it...
But then stick that exact same text with the exact same text shadow parameters on a dark background, and it's easy to read -- preferable, even.
SilverBride wrote: »Am I the only one that doesn't notice anything different with the font?
SilverBride wrote: »Am I the only one that doesn't notice anything different with the font?
I didn't notice a difference at first either, but it immediately became apparent when looking at the chat box against a bright background. You won't notice it as much if it's darker in game or if your chat box is over a dark background.
It's the drop shadow. I thought at first that they'd shifted it down a bit, but the problem is actually the softness of the shadow. I zoomed right in on a couple screen caps, and you can really see it. Before the update, the text shadow was softer. It now is not soft at all, and creates a harsh doubling effect that is most apparent on lighter backgrounds (but you can still sort of see it on darker backgrounds when you increase the image size).
So I previously wasn’t having any issues with UI text — not even after maintenance this AM, but I *just* noticed how borked it is after the sun came up in game. I'm thinking that the in-game shadows may have been masking the issue for me yesterday.
What it looks like for me now:
Compared to the screenshot I took yesterday:
@ZOS_Kevin , might want to pass on to the team that it looks like the text shadow has simply been shifted down and over too much to the right, and it's very noticeable in sunshine (and when font is smaller). Shift the drop shadow back a few pixels, and it should be fine.
I recreated the issue in Pixlr. On the left, we have a reasonable distance for the shadow on light backgrounds, and on the right, we have something close to what we currently have in game.
Decrease the size, and you really see it...
But then stick that exact same text with the exact same text shadow parameters on a dark background, and it's easy to read -- preferable, even.
The shadows are a separate problem, resulting from the new shadows being sharp rather than blurred. So instead of helping provide contrast for the text, the shadows now distract from the text, due in part to their sharpness.
LesserCircle wrote: »So basically just... don't change things that have been there since day 1, maybe add new ones or ask the players before, just imagine a "Do you feel like jabs needs a new animation and timing? Also here's the new one we want to implement Yes/No"
This is a good idea, however the opinion of a couple devs/managers > the opinions of millions of players. That's just the reality of how it works. It's a devtatorship, not a playerocracy.
LesserCircle wrote: »So... let's see, this is my own personal opinion and many people might not agree with it. These are all the awful changes we have had in the game since it released.
• We lost level progression and the easy to follow order of quests with One Tamriel, no more enemies with higher level in the next zone to feel accomplished and stronger. Everything is available for everyone, some might like it, I personally don't.
• Many years later the champion point system was reworked to CP 2.0, now instead of having everything as active passives like the fast gathering we now have to use 4 slottables. CP 2.0 also contributed to the tank meta we have in PvP if I'm not wrong, as we have more health than we used to (more about this below).
• Hybridization, what can I say about this? I don't like it, no more stamina or magicka builds it was a big loss of identity and forced everyone to change they way they play (but hey play like you want right?) This also made everyone even more tanky in PvP somehow if I'm not wrong.
• Changes to animations like flurry or jabs, even that one DK skill that nobody uses (stonefist? something like that) these new animations look awful and feel even worse than they look somehow, just why?
• Grim focus permaglow, it's just awesome to always glow red right?...
• And now this hard to read font that nobody asked for.
Look, not everyone will agree with all my points, some people my like a few of these changes but why do we get so many changes to begin with? Eveything in this list was fine before, even the One Tamriel update, it just needed to be an open borders kind of situation, I still see players confused as to why do their gear becomes weaker as they level up and why their stats go down as well, doesn't make sense.
So basically just... don't change things that have been there since day 1, maybe add new ones or ask the players before, just imagine a "Do you feel like jabs needs a new animation and timing? Also here's the new one we want to implement Yes/No"
SilverBride wrote: »Am I the only one that doesn't notice anything different with the font?
Saying "everything was fine" is a bit debatable since the game wasn't doing very well in it's first few years (having to go from a mandatory sub to "f2p" is proof of that).... and I definitely wouldn't say the problem is change. The problem to me and other people I know well, is where their priorities are with the changes. In recent years, most of the changes they implement either rarely or don't at all align with what the player base wants and are even really out of touch with their game and the way it works/functions.LesserCircle wrote: »Look, not everyone will agree with all my points, some people my like a few of these changes but why do we get so many changes to begin with? Eveything in this list was fine before, even the One Tamriel update, it just needed to be an open borders kind of situation, I still see players confused as to why do their gear becomes weaker as they level up and why their stats go down as well, doesn't make sense.
So basically just... don't change things that have been there since day 1, maybe add new ones or ask the players before, just imagine a "Do you feel like jabs needs a new animation and timing? Also here's the new one we want to implement Yes/No"
SilverBride wrote: »Am I the only one that doesn't notice anything different with the font?
SilverBride wrote: »Am I the only one that doesn't notice anything different with the font?
No, and not just in the game but also in the comparisons people are making here between the old and new fonts - they look the same to me.
LesserCircle wrote: »• We lost level progression and the easy to follow order of quests with One Tamriel, no more enemies with higher level in the next zone to feel accomplished and stronger. Everything is available for everyone, some might like it, I personally don't.
Thanks to @code65536 for the words of wisdom here. As a font nerd I appreciate it.
Personally I find that the new Slug rendering looks awesome in 4K, as others have said, but unless it works for everyone it's not worth it.
I also noticed that 80% of complaints here are about the "new font" when the font itself hasn't changed at all. We never make it easy for those Community Managers, do we?
The shadows are a separate problem, resulting from the new shadows being sharp rather than blurred. So instead of helping provide contrast for the text, the shadows now distract from the text, due in part to their sharpness.