UI Improvement suggestions.

Discussion in 'Feedback and Suggestions' started by claudekennilol, Aug 14, 2013.

  1. So after playing for the last week, I've got some suggestions for the UI.

    The menu button and the full screen should be reversed. The reasons ui buttons buttons are in the corner is because when you're in full screen mode the corner is very easy to get to because the cursor stops there. The more important button should be closest to the corner so it's easier to get to. Therefor, those two button locations should be swapped so the one used more is easier to get to. I don't know how oft' others use each button, but I know I use the menu button more than the full screen button.

    If I hover my cursor over one of my characters portraits it shows me their line of sight on the board. This shows me that the HUD is smart enough to know which portrait is belongs to which character (obviously this is a good thing and as it should be). I'd like to be able to target characters via their portrait instead of having to click on them on the screen. This is more useful when trying to target my own characters rather than enemies, as I don't have groups per portrait like some of the campaign maps' enemies. (which brings me to my next point).

    On my screen, at least, there is plenty of real estate (1920 x 1080). I don't know how well the current design scales down, though the current design would probably work better at lower resolutions than what I'm suggesting. I would like there to be a portrait for each mob in a group, so all of the information is available on the HUD. Has a specific mob already attacked?--well, in addition to graying out its standee you can gray out its individual portrait, also. Also, if there are multiple mobs in a group, instead of displaying "x/15" for the health, you can display each's health in/above/next to its portait. This also ties into my previous point, if I have multiple targets, I would be able to select my target via the HUD which may be easier to do when large enemies are next to each other. One way to save space to make this more possible at a lower resolution could be instead of showing each individual hidden card, just show one hidden card with a number on it to signify there are 'x' cards in that enemy units hand that hasn't been revealed.

    Buffs/Debuffs aren't visible enough. Sometimes they get lost in the art of the standee. I would like to see this information on the HUD, also. I imagine it being tied in to my previous suggestion to work better with mobs.

    When I'm moving one of my characters, I have no way to know which enemy standee on the board corresponds to which enemy bar at the top. Hovering my cursor over a nameplate when I'm in the movement selection phase doesn't bring up a context window like it normally does. Obviously sometimes this isn't a problem as they're usually all pretty art-specific, but sometimes it is.
     
    turinturamba likes this.
  2. Scrattlebeard

    Scrattlebeard Kobold

    I agree with all of the above. Adding my own suggestions too:
    - Combined move/attack cards have confused me a couple of times. It would be nice if they highlighted both move and attack range instead of only attack range.
    - The "done" button is fairly easy to miss when using these combined actions - I ended up attacking one of my party members first time due to missing it. Perhaps move it to the center of the screen when only friendly chars are in attack range?
     
  3. Kalin

    Kalin Begat G'zok

    That's going to be really crowded on my monitor (I keep my browser 1000 pixels wide so I can access stuff behind it), especially on maps like the first one of Alet Zhav with 12 zombies. And the group size can go up to at least 7 (last map of Frozen Earth).

    It's often important to know where the hidden cards are in relation to the revealed ones, like when using Wavering Faith as armor destruction.
     
  4. That's true, I hadn't thought of that when I was writing this up. I don't mind the cards being expanded, it was just a thought to save horizontal space in conjunction with my other suggestions.
     
  5. Zalminen

    Zalminen Hydra

    Yep, individual portraits wouldn't fit on lower resolutions.

    I usually play on a netbook with 1024x600 resolution and here's an example what it looks like:
    [​IMG]
    12 individual portraits just wouldn't fit.
     
  6. So drop the enemy cards by 20 pixels and then there will be enough space to place each enemy icon horizontally above the cards.

    I think you proved my point well enough that current UI needs work, at least, by posting that picture with the text all crammed on top of each other in each enemy 'portrait' area.
     

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