#Which main menu UI do you like best?

1 messages · Page 1 of 1 (latest)

cursive jungle
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Tell us what you think in this thread!

spice path
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C is more intuitive imo. You can even make it more compact with C, I see a lot of space

gloomy linden
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The only complaint I've had about the menus so far was just the sheer number of them. Always felt like I was having to go hunting to find whatever I wanted. Prob just time in seat and i'd get used to it, but it might be overwhelming for new players. the look of each option is good and just comes down to personal preference I think. C is my vote.

warped crescent
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D looks cool

celest thorn
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Will game be paused with A?

lean matrix
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I prefer A, it doesn't take focus away from everything else on the screen.

plucky phoenix
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I like B

main umbra
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I find D visually appealing while being informative and also not too much information in a single panel

spare rock
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B easiest to click buttons

cloud spear
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B is good simple

wet void
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I like B ,especially where the store button is located.

light marten
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D has a very nice balance between ease of use and visual appeals

hexed steppe
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C seems less everywhere

spice path
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B is the same as C but C is better bc is more compact and easy to find your stuff

sand valve
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I like the feel and how C looks even though I didnt get an invite I am still hyped for this game when it comes out to actually play it for myself!!!

rigid seal
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C - compact and less for the eyes to wander to find specific UI.

split sentinel
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Imo the first one is clean and easy to select. But a good animated picture in the background might be stylish and portray the wuxia nature .

late hemlock
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C is probably best, users wont realize until they are able to use it, that they don't want to scroll down

spice path
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Exactly

solar viper
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B it's just the one to go with

verbal summit
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A, there is a story recap on the side, plus you dont have to scroll down unlike B and D

late hemlock
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ya like B might look slightly better but scrolling lol and for whatever reason, if they do add more stuff, then more scrolling

wise dove
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scrolling is extremely annoying

wise linden
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B is the most consistent and informative

lethal silo
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B 💯

spice path
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My only problem with B is scrolling down

wise linden
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Looks like B is the winner anyways lol

spice path
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It will be annoying as hell

late hemlock
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yee if they can combine B and C somehow would be great

spice path
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Yep

wise dove
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yeah just make the icons smaller so they are static

royal patrol
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What can’t we get the same UI from the mainland Chinese version just change the translation

upbeat kite
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A is best - sacrificing menu space for what with the other 3?

wise linden
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Obviously the best option would be to give the player the choice themselves

warm wadi
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B and C it's easy to locate every and even as a recap on the side so that's nice

plain gull
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C because it's informative while being compact. If we consider that we'll be opening this menu quite often, we won't need such big icons (we'll learn quickly what is what), and it'll be annoying to scroll down every time I need smth from the lower menus.

wise linden
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Though I can see that making things difficult on the dev side

sage sky
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B gives a quick glance at all available options and has them categorized. During the playtest I had to go through two or three menus just to find things. With B atleast I'd know that if I'm looking for something character wise, it's in one of the options available under character.

scenic nebula
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B looks clean as fuck

night fox
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B is honestly kind of ridiculous. It's supposed to be a "best of" that has big icons in the more compact sidebar, but fails to do either of those things properly. The only real application I could think of for it would be for the mobile version of the game, but that would be much better suited to the full menu of A

vale fable
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Where can you see the options for the UI?

cinder flicker
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C. It's easy to see everything at once, and you don't have to scroll for it all.

split reef
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My vote is C. I liked B at first but looking at it again and again, C is more compact and cleaner. Making it easier to look at without scrolling.

night fox
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to be honest, none of the UIs particularly strike me. The chinese version of the UI feels like it fits a lot better since information can be more compact (and also serves well with the clean monotone background) but a more significant UI overhaul for the international version of the game would be nice, especially considering the game doesn't necessarily need to be optimized for mobile at launch

frozen harness
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I chose C but the order should follow B, Story first then Missions and multiplayer should be last

lethal silo
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where battlepass in B haha

dusty hornet
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The C version is more compact and intuitive, you can take advantage of it to make the menu tab smaller too. B should be fine if you didn't have to scroll down

Also a new option: the winner option can be the default, and you can change the UI in the options ingame

vocal estuary
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C, clear enough and compact, no need to scroll for more, but if anything you can make the font slightly bigger

golden estuary
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C please 🙂

smoky igloo
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C: it looks cleaner, and has an efficient way of laying things out. Compare to B for instance - it eliminates the "Player" row of items by creating that top "header" section for them, while still grouping things by category (multi-player, missions, story) to help facilitate a simpler way of identifying and getting to what you'd be looking for. It also would require less clicking/scrolling to see and get to whatever you may be looking for in the interface.

Plus, you can still see the world and your character which is great for a world like this that doesn't "pause" when you open the menu - which is I think the biggest drawback to A

night fox
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I think one thing (about the UI but also the international version of the game in general) is that there ought to be a shift in consideration for console experiences over mobile devices. While the chinese version having a mobile port is a big deal, it's still unclear if there's going to be one internationally, where it feels like the promotional strategy has been completely different, mainly targetting current gen consoles and a less mmo-y PC experience

unique thunder
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we would like to release the game ngl

spare rock
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Maybe B but make the buttons smaller so you can still fit everything so no need to scroll

subtle marsh
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I think I like B more but C is a close second. I don't need more space between the icons for store etc. I also don't want it to take up the whole screen like A's does.

zealous hawk
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I think I like B specifically b/c of the squares. I dunno. it just looks clean.

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C might be good as well if it also had distinct frames around the buttons

coral saddle
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I generally like B, though D would be good too if it had the store where it is in B so it doesn't push everything else down.

ocean nexus
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I like B and D because there are clear tile boundries, harder to make a mistake clicking with a mouse. Don't like A because fullscreen menus dont usually pause the world.

nocturne bolt
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🇸🇦

fallen fulcrum
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Honestly surprised B is leading—C feels way more practical! Everything’s neatly organized on one screen, no scrolling, super clean and efficient. Meanwhile, В takes up so much space… and yeah, low-key gives me Genshin menu vibes 😅

tepid furnace
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Definitely C, very compact and practical. Also surprised B is leading, wth lol 😅

tropic prairie
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I like D except for the shadow cast on the other half of the screen tbh
Wouldn't complain about C though xD

fresh dock
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C is better, has everything contained in the others and is better curated.
C Was designed in a compact way to remove the need for scrolling in the menu.

honest forge
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B plssss B! Bump for B!

glacial hinge
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I chose B because it looks like the most important things you would need most is in one spot and not hard to find. Honestly I think their all better then A though and that's because the game does not pause from what I've seen on the beta so I would like to be in the menu and get out if something was to attack me.

rustic turtle
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B has most of what I used during the beta and the icons are easily identified but D was a close second. Though if you already have them programmed, why not make it a settings option?

flat coral
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I would prefer it to be a choice for the player.
B is the one i prefer, it seems more readable and icon allow universality too.

But i could be great if the UI is organisable by the player, witch menu first, witch icon from the menu, etc,

green dove
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Sad to see A with the lowest votes. I don't mind C. But having to scroll for menu options on B and D is not good design if it can be avoided. Imo.

raven geode
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A for sure, its the least cluttered and most intuative

dusty hornet
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I already explained my vote but I reiterate it:

You could add the winner option as the default menu UI. Then in the game's options you could add an option to change between the four menu UI, so everyone can play the one they like

granite oak
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B but if I’m not having to scroll down.
Advantage: uniform button-like looking, sectioned off, similar to existing UI from CN version, bigger icons, easier and prettier to look at things.
C has the advantage of not having to scroll to find all items, but the buttons don’t look uniform > inconsistent and ugly. The font on the buttons sectioned below the top header row is also quite small and annoying to try to find what I’m looking for.

flat compass
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C, but any besides A would be acceptable

frosty tinsel
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I like C the most because you don't need to scroll down. It's more cleaned and more accessible for the use from all of those variants shown.

woeful glacier
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A is a good standalone menu, B is good if you want to split focus between game and menu

hollow osprey
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I like that A takes up the entire screen as it feels more like a menu that way, even better if the game is paused when it's up. It's very spacious and everything feels way more defined and looks cleaner. I also like C, even though it's not as spacious it looks neat which is pleasing to look at

dusty hornet
hollow osprey
torpid junco
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B looks the most beautiful, but having to scroll everytime you open the menu will get tiring very fast. The Style from B with the compactness of C would look the best.

polar vessel
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C is the only half menu with no scroll bar. Very Clean.

night crescent
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C is the best choice. The buttons are too large on B and you have to scroll down to see the entire UI element.

C also leaves plently of room for new future menus to fill in while still remaining well within the window. It has all the information you need, the image for flair and the text title for each button.

Having all the empty space to facilitate a larger button isn't necessary.

gray lark
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If A was more transparent so you could still see what's going on around you (since pausing the game doesn't seem realistic since the game supports online multiplayer) I'd pick A.
Otherwise C is a nice blend of easy to see/read icons for what will probably be the most often used picks right at the top, but also keeps all the other less used options right there in a still clean layout that doesn't require scrolling

gray vapor
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I like D because I like the idea of seeing where you are at that moment. Plus the menu icons look cleaner and better laid out.

lofty atlas
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I like C because it seems the simplest to navigate around especially using a controller. Controller has to go over multiple options just to get to the one you need. So a more simple option would be best for controller navigation in mind. It also looks more pleasing to the eye to me.

formal stump
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"[System] Obtained [Bag of Trash] 5" lol lesgoo

ornate talon
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I like C, has a nice clean look to it and the ease to access all the menus.

kindred dune
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B solo

supple ivy
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They're all messy at the end of the day, honestly. More menus need to be combined into one tab. And there are lots of menus that aren't worthy of an entire screen spread, like the dailies. Also, all the achievements for character progression and story progression should be combined under one menu with multiple tabs. Navigation through anything where you claim XP and/or in-game currency needs to be overhauled and optimized in general

patent breach
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C feels like the best long term approach imo given the clarity/space. Maybe keep the base of C but on hover the icons expand like they appear to on B (if that makes any sense whatsoever)

long inlet
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B would be nice if logo and or gap is smaller like C.

C is better overall since I hate to scroll down.

winter edge
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too much going on in B so C it is

pallid jewel
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B is nicer.

stuck void
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B looks good, but C is more compact so you don't have to scroll down just to navigate through the options

swift cloud
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I picked B cause for some reason it seems visually appealing maybe because its in a way I'm more used to but I do like the placement of the store button since its usually not easy to see in some games and I wouldn't mind the scroll. C is perfectly compact looking and its really hard choosing between the two. I think its the bigger buttons I prefer on B tho the more I look at it.

sage valve
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A. I just like the thought of the main game being covered up by the menu so I can focus on whatever things outside of the action that I need to.

tropic prairie
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I would personally like a more simplified alternate menu. Have the icons be smaller and hide the text. Chinese text is naturally less bulky compared to English text. By hiding the English text, you could make the menu even less intrusive. Just look at all this crunchable space if that was done with C

mellow lintel
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C, you still get to see the main game, the menu options are displayed in an easy to understand way without a ton being presented to you to feel overwhelming to new players while maintaining quick access for existing players

sleek needle
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C is the best for navigation and information

timid ether
civic current
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B

long inlet
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how about to have both B and C style in the UI setting?

royal dagger
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B seems to be the best for me, clean and precise. Still room for additonal things as well.

lavish acorn
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personally like c simply because you can easily see everything at a glance, compare to b which may involve some scroll and more left to right eye movement to navigate what is on each line

sterile moss
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Any Nigerians here ?

humble dawn
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B in my opinion

lethal python
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The menu was too much, for the first time the screen didn't fit my display it crept over each edge, trying to find an appendix for what meant what say symbols, took loads of time with limited options on some and far too many on others, trying to get the hud back once it accidentally disappeared was perhaps a translation thing, I had times the menu wouldn't work at all, then same with input devices limited mobility (clean and simple) is all that's required.

fervent spire
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D . Right option is D! Only D!

mossy stone
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B

white locust
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theres no way B actually won over C, that's so insane, you guys are idiots.

little pilot
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B doesn't even fit on the screen without having to be scrolled lmfao its so bad looking

stuck void
maiden vector
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I prefer A or B. I like A for the roomy'ness, but B definitely lets you keep an eye around, although I could care less seeing chat. (I'm in the minority there, I'm sure!). B still gives enough roominess for controller without making me feel I need to get closer to the screen.

dry temple
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b

topaz zealot
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Didn't get to Vote, but D is definitely the best as it is the most streamlined, properly labeled by group, and easiest with distinction. It's what the UI should have always been. Pictures are irrelevant. Labels are everything.

tardy grail
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  • A hide the character and is open to surprise attacks from mobs
  • C has too small icons to fast click on it
  • D still too small icons and lot of space lost
  • B is the best of them
rugged patio
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A and D

midnight hawk
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A

tough fox
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I like B as it is close to what we have now, but I like the layout of the grouping in C better.

cobalt hatch
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D look for clear and clean