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I really don't like UI design of ESO from 2014.

AvalonRanger
AvalonRanger
✭✭✭✭✭
I really don't like UI design of ESO from 2014.

Well certainly, this game got many of improvement from 2014.
thanks! good work though....
But UI design skill never changes from 2014. Seriously why? ZOS?

I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
that last boss mech without guide.

Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
--> Then wipe.

What a nonsense.

[snip]
[edited for bashing]
Edited by ZOS_Icy on August 23, 2026 10:12AM
My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
I'm Tank and Healer main player.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    Intuitively acceptable design is welcome.
    Please tell the players by only visual design without long NPC talking, OK?
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    And, had better care united rule of this game.
    Don't make too much irregular mechanism compared with overland.
    (Well, newer DLC dungeon has good tutorial scene for specific game mech though)
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • hiyde
    hiyde
    ✭✭✭✭✭
    ✭✭
    UI was "modernized" (to mixed reviews, but I liked it) I think last year?

    Opinion: It's certainly more clean/modern than it was before. Others, which is a fair opinion, preferred the previous "more fantasy mmo / more ES" feel it had.

    Not to say that more couldn't/shouldn't be done. But this is not the 2014 version of the UI.

    Edit: Here's one related thread: https://forums.elderscrollsonline.com/en/discussion/676245/pts-update-46-feedback-thread-for-ui-modernization/p1
    Edited by hiyde on August 23, 2026 8:51AM
    @Hiyde GM/Founder - Bleakrock Barter Co (Trade Guild - PC/NA) | Blackbriar Barter Co (Trade Guild-PC/NA)
  • HatchetHaro
    HatchetHaro
    ✭✭✭✭✭
    ✭✭
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]
    Edited by ZOS_Icy on August 23, 2026 10:14AM
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    7x IR, 7x GH, 8x TTT, 5x GS, 8x DB, 3x PB, 4x SBS, 1x MM, 1x US, 2x CB, 1x Unchained
  • Silaf
    Silaf
    ✭✭✭✭✭
    Same i'm using an addon to overwrite it with the old one.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    Each time, we are explaining about non DLC dungeon hardmode mechanism
    for the newbies. Somebody learn from it, somebody ignore mention of chat
    , and get kicked or leaving.

    I can't accuse the players who did mistake, because I got same confusing at the first attempting.
    But, each time new player join the team, same innocent mistake will happen over and over.
    Definitely, the old contents visual design should be improved.

    I think old contents mech design or visual must be improved at next U52.
    (Note! I felt improving at the newer DLC grope contents within this 3 years. But
    previous night market trial has also similar problem.)
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • Gagoimaliu
    Gagoimaliu
    ✭✭✭
    I don't even remember what the vanilla UI looks like, whenever I watch someone play the game it takes me 5 minutes to realize what's "off" about the game is the UI, I use so many addons for it, from resolution fixes to just general appearance
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    And, had better care united rule of this game.
    Don't make too much irregular mechanism compared with overland.
    (Well, newer DLC dungeon has good tutorial scene for specific game mech though)

    Still some people try to swim at the "City of Ash part2". Because boiling lava has damage, but unreasonably low damage at there. But if you do it in the other place in the ESO, you'll be dead. And I 've seen few times those people who try to swim in other place.(of course, mostly newbie)
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭✭
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.
    I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.

    Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.

    As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    Arunei wrote: »
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.
    I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.

    Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.

    As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.

    Sorry, this is another 100% wrong opinion. You misread this thread main theme at all.

    Have you ever played "Dead Space" or "Doom eternal" ?
    Those games are far more intense action game than ESO, and player must
    response within tiny second period, otherwise "necromorph" will rip you off !!

    We can't consider meaning of "Mysterious skull mark purpose" at the "action game"
    by spending several minute (LoL, really nonsense.)
    Regardless how dangerous it is, player must know situation instantly and Intuitively.
    If we can't play the acton game like that style, then we lost "a pleasant sense of tension".
    And game will become "boring" and "nonsense".

    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    I feel that the visual presentation of combat in ESO lacks style and reflects clunky game design for an action game.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭✭
    Arunei wrote: »
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.
    I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.

    Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.

    As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.

    Sorry, this is another 100% wrong opinion. You misread this thread main theme at all.

    Have you ever played "Dead Space" or "Doom eternal" ?
    Those games are far more intense action game than ESO, and player must
    response within tiny second period, otherwise "necromorph" will rip you off !!

    We can't consider meaning of "Mysterious skull mark purpose" at the "action game"
    by spending several minute (LoL, really nonsense.)
    Regardless how dangerous it is, player must know situation instantly and Intuitively.
    If we can't play the acton game like that style, then we lost "a pleasant sense of tension".
    And game will become "boring" and "nonsense".
    How is this a UI problem rather than a learn how the mechanics work problem though? How is it a User Inferface problem to not know what X or Y thing is or does? Are you trying to imply that you should get some big pop-up before a mechanic that tells you how to do it? Like what's the correlation between the UI and knowing what the game expects of you?
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    Arunei wrote: »
    Arunei wrote: »
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.
    I mean...guides for every Dungeon and Trial exist because there are clearly players who enjoy figuring out the mechanics of each that gets released. SOMEONE has to figure stuff out, everyone starts off clueless to the new releases.

    Also, people not being able to figure out mechanics is still not a UI issue. UI is User Interface, aka HUD which is Heads-Up Display. They're both the same thing, information on-screen about things like Health, stats, and other such things. The UI even back in 2014 never explained mechanics or anything, you still only got a Syngery prompt for mechanics that had them.

    As was mentioned, people not being able to figure out what a mechanic is isn't a UI problem.

    Sorry, this is another 100% wrong opinion. You misread this thread main theme at all.

    Have you ever played "Dead Space" or "Doom eternal" ?
    Those games are far more intense action game than ESO, and player must
    response within tiny second period, otherwise "necromorph" will rip you off !!

    We can't consider meaning of "Mysterious skull mark purpose" at the "action game"
    by spending several minute (LoL, really nonsense.)
    Regardless how dangerous it is, player must know situation instantly and Intuitively.
    If we can't play the acton game like that style, then we lost "a pleasant sense of tension".
    And game will become "boring" and "nonsense".
    How is this a UI problem rather than a learn how the mechanics work problem though? How is it a User Inferface problem to not know what X or Y thing is or does? Are you trying to imply that you should get some big pop-up before a mechanic that tells you how to do it? Like what's the correlation between the UI and knowing what the game expects of you?

    " that you should get some big pop-up before a mechanic that tells you how to do it?...."

    No. Not such a simple theme at all. I want to treat more "high sense art direction" issue
    as game designing process.

    Therefore, I want more "natural game design flow" as visual design for the action game.

    For example, "black gem foundry group dungeon" first boss scene explain game mech by very natural
    visual design. That's quite nice work. We can easily understand "hint ", and that scene didn't destroy immersion also.
    Good tempo and good natural visual story, and united rule very need.

    Somebody usually say, "it's ok! We need more communication!" This is extremely nonsense.
    It's just patch for the bad game by the player's effort, not real improvement.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • HatchetHaro
    HatchetHaro
    ✭✭✭✭✭
    ✭✭
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.

    Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!

    Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.

    rtn62y7ypzcb.png

    Edited by HatchetHaro on August 23, 2026 4:28PM
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    7x IR, 7x GH, 8x TTT, 5x GS, 8x DB, 3x PB, 4x SBS, 1x MM, 1x US, 2x CB, 1x Unchained
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like the ui changes they made. It feels cleaner and is easier on the eyes.
    PCNA
  • valenwood_vegan
    valenwood_vegan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Even if we assume for a moment here that the problem is the UI, there is unfortunately no UI design that will fix players who don't want to communicate and learn and magically cause PuG's to always run seamlessly. This is the risk of PuG'ing.

    Regardless, the game has always had a basic design philosophy of a minimalistic UI that keeps the focus on the game world, and content that players have to learn through trial and error (or by reading a guide or communicating with their group). There are places where the UI can be improved and better information can be provided to players, but I doubt this overall philosophy is going to change significantly.
    Edited by valenwood_vegan on August 23, 2026 4:54PM
  • Glorious_Platypus
    Glorious_Platypus
    ✭✭✭
    I like the ui
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.

    Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!

    Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.

    rtn62y7ypzcb.png

    I love that you put it over an image of Sanity’s Edge instead of HRC LOL.
    [PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    Current GM of Hard Dungeoneers
    Tanks: Sorcerer - Necromancer - Templar
    DPS: Frost Warden - Stamarc - StamDK - Hybrid NB Healer
    Ex-Healer: Warden - Arcanist
    Dungeons: 34/34 HMs - 28/28 Tris
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    The real best UI is the friends we make along the way.
  • HatchetHaro
    HatchetHaro
    ✭✭✭✭✭
    ✭✭
    Soarora wrote: »
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.

    Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!

    Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.

    rtn62y7ypzcb.png

    I love that you put it over an image of Sanity’s Edge instead of HRC LOL.

    i'm sorryyyy, it's all i got! i don't have a screenshot of the warrior fight.

    Edited by HatchetHaro on August 24, 2026 12:20AM
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    7x IR, 7x GH, 8x TTT, 5x GS, 8x DB, 3x PB, 4x SBS, 1x MM, 1x US, 2x CB, 1x Unchained
  • DenverRalphy
    DenverRalphy
    ✭✭✭✭✭
    ✭✭✭✭✭
    While I would love to see a complete UI overhaul (really, I'm not a fan and often wonder how it landed where it did).. Just not for the reason(s) outlined by the OP.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    I really don't like UI design of ESO from 2014.

    Well certainly, this game got many of improvement from 2014.
    thanks! good work though....
    But UI design skill never changes from 2014. Seriously why? ZOS?

    I challenged Vet Hel Ra Citadel today, but I felt most of first challenger can't recognize
    that last boss mech without guide.

    Most of people will think like this, "Ah! skull mark will be dangerous, I need to press X....."
    --> Then wipe.

    What a nonsense.

    [snip]

    What you are describing is a player skill and communication issue, not a UI design issue.

    Just because there is a prompt for an interaction doesn't mean you have to take that interaction. Many mechanics in this game are supposed to be experienced and studied through trial-and-error, learnt by logical deduction of ability/debuff names and effects, and countered through group strategy.

    Case in point: the synergy in question is called Destructive Outbreak, and when a player activates it after being stunned, a big aoe rapidly grows around that player, and then everyone else around that player dies. Through simple logical deduction, you then can figure out that activating the synergy causes those deaths. Through communication with your team before, during, and after pulls, you are then supposed to come up with a strategy to deal with this mechanic, such as 1. don't press the synergy button 2. let everyone vacate the area, 3. press the synergy button.

    If every player insists on not dealing with the mechanic properly, then of course you'll have issues. This has nothing to do with the game or UI design; it's plain stubbornness from the group. Figure out the mechanic, teach people how to deal with that mechanic, and then you'll find success.
    [edited to remove quote]

    "What you are describing is a player skill and communication issue, not a UI design issue."

    Sorry, but your opinion is 100% wrong subject as game design mind set. Certainly, voice chat kind of thing
    can solve part of those problem, I knew it! But it's not real problem.

    Well, this is action game. So basically it's a real time combat.
    So imagine first attempting new fresh grouping mission.
    (Well...I know ESO is not hardcore action game though...)

    "Everyone is feeling a mix of excitement and nervousness as they try to respond spontaneously
    to what is unfolding right before their eyes.When playing action games, we want to experience
    an immersive feeling akin to a live performance."

    Traps that are utterly nonsensical or mechanisms that are far too baffling just end up making
    the player lose interest. When it comes to the gaming experience, "gotcha" moments that kill
    you instantly the first time you encounter them—if they go too far—just end up feeling ridiculous.

    The player's intense sense of immersion would likely be shattered by a ridiculous accident.

    I hope dev can understand what I really wanted to say.

    Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter! It would take all the difficulty out of figuring out the mechanics to each fight, saving me time and streamlining everyone's raiding experience! There would no longer be any more need for progression groups; just go in, and one-shot the trial on the hardest difficulty!

    Here, I've made a mockup of what an ideal, intuitive UI design for the Destructive Outbreak synergy would look like. Let me tell ya, this is peak game design.

    rtn62y7ypzcb.png

    "Ooh, I see what you mean now, and I fully agree! I'd love to have mechanic explanations handed to me on a silver platter!"

    .....(-_-) Do you really agree with me? Or Is this another kind of nonsense stupid sarcasm?

    Trap or dangerous situation is very necessary for the thrilling adventure,
    just like "the minecart scene of the Indiana Jones and the Temple of Doom”.

    https://youtu.be/hY4BbJ1S5S8

    Yes! of course.

    But, it'll only work in people intuitively feel dangerous situation by visual.
    That' the "art direction".

    Some of ESO game design is quite nonsense. Because in the ESO, Indiana Jones
    is usually killed by unrecognizable danger. Indiana Jones should be dead by the
    falling into the boiling lava, if he fail something decision, "not by the press X".
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
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