#How do you feel about the UI in Cloudheim? What would you change if you could?

1 messages · Page 1 of 1 (latest)

vivid marsh
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We're currently tweaking some UI elements and would love to get player feedback here. If you have thoughts, now is the time!

What menus do you have trouble understanding? How do elements of the HUD feel?

knotty gull
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It may be outside the scope of what you are working on, but it would be nice if you have unlocked something in the codex you could see its general location (IE which map it is located on).

bold stump
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The ability to pick up individual items from storage / Shelves if it is stacked instead of picking up the stack and then putting back the extra amount of items.

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Also in dungeons any buffs or debuffs that are active in that dungeon.

south barn
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Here's a few ideas / things that would help players retentions / make new players less confuse :

1- Map need some improvement, by delimiting zone when your mouse hover on it, or any other way to improve "visibility". Maybe a mini-map also, which should save us from opening it fullscreen when something is happening around us.

2- Items that are not yet implemented should have a header saying Not Implemented Yet - Exemple the items for inscription, ink etc... They have a nice description, but new player doesn't know if it's useful right now or not.
2.1- Stacking... hehe brooksteehee

3- Not sure if this should go on the UI feedback or not, but a view distance option would be nice. Even with high resolution and max setting, depending on the character and skins, the screen can seem to be a "cluster F*".

Thanks for the great game! Wish you all the best! jaxelthumbsup

grizzled berry
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I'm definitely team map overhaul. Not so much team mini map (I understand the accessibility aspect so maybe the minimap if introduced could be an option that can be turned off or on.) but definitely not hiding dungeons behind map squares. And any sort of highlight on what each sector is.

Also on the topic of the map, It bothers me immensely at how we just jump around on the islands. Like the world order if I move with with RB or E should be
Odinshell
Arcadia
Dustlanger
Greenvor
Myrkstorm
Frostvaldr

Then loop around to Odinshell again and should default to the island you are on and follow that cycle.

I also think information tabs could be more clear. Tell us where we got the weapons from and what the abilities do (or at least a preview) on the skill upgrade screen.

Not so muchy beef but one I see a lot, the swordcupine needs to have a purpose. (Personally I would settle for a saved builds type of load out screen)

For inventory I would like a way to undo a pickup. I love the throwing things around idea but if I accidentally pick up the wrong thing (which I do a lot because I try speed loading and the inventory skips items sometimes) then I have to back out of the whole menu to put something back.

And with the chaos of the game and little bit better of an indication on status effects. Like we have a bit of flare around the hearts show fire, frost or poison stacks finishing. This one may just be a me thing but throwing it out there.

Also agreeing on be more clear on aspects that are not in the game yet

wispy musk
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  1. It would be cool to add the ability to travel from one island to another in the Return to Base menu. The mechanics are already there, just link it to the character menu, not the base gate.
  2. As mentioned in the comment above, it would be really cool if enemies displayed the effects of burning, freezing, or simply long-lasting spells like daggers and Black Hole. For example, like in Genshin Impact, above the HP bar, or to the right of the bar like in PoE2.
  3. Please add sorting by weapon tier or by the experience required to fully upgrade a weapon's mastery. The mastery tab unfortunately simply separates weapons with and without mastery, when it would be useful to sort weapons WITHOUT mastery by tier or required experience.
  4. I might be getting a bit off-track, but it would be cool if the main character menu displayed character stats by default. And if you've already looked at the item you need, you can move the cursor outside the equipment window, and the character's stats will appear right there on the right.
    What are the advantages?
  5. You can remove the "More Stats" button.
  6. You can still see all item data in the equipment submenu.
  7. It's easy to see everything at once and estimate the stat values ​​depending on the equipment you're wearing.
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We really need a display of the ACTUAL DAMAGE and ATTACK SPEED values, taking into account all jewelry, passive abilities, and weapons, based on what's equipped.
This is a fundamental feature needed in the game, as POWER doesn't provide any insight into what's equipped or how it works.
Alternatively, we could implement this in the main menu when hovering over equipment, so that the actual stats are displayed, including how much damage the weapon itself will actually inflict, and what effects it has.

For example: Damage 1000

When hovering over the damage numbers themselves:

((800 from Strength, 70 from (Jewelry x3), +30 (Iron from the "Defender" weapon), 100 from (Silver from the "Breaker" weapon) - % world level).
The figures are approximate.

So that the stat calculations are visible and it's always clear what comes from what. Naturally, percentage increases and metal enchantments should ideally be taken into account.

You could also have a DPS that would also take attack speed into account, but I personally don't like that; it's better to put attack speed on a separate line.

If you'd like, I can try to sketch out a rough schematic design of what it would look like.

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It would be nice if the base had a counter for restoring ore and grass, like they used to do in mobile games)

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Otherwise, I like everything, and I think the interface design is already cool, but it's getting even better.

grizzled berry
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I knew I was forgetting one, enemies that have some unique properties, like the shield guys that act like armor units but dont have armor, should have an emblem next to their name like a shild in the case that at least tell us to expect soemthing different.

torpid badger
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I have mentioned this before but we desperately need more ways to sort, well... Everything. And those ways should be consistent between menus, (at least in so far as that makes sense). For example everything, whether material, item, or ability, should be able to be sorted by:
Name
Relative base/mastered power
Tier (i.e. for materials, crafting tech level, eg, copper comes before iron, for abilities "Barrels?" comes before "Boom Barrels", ect)
Rarity
Type—in the case of abilities you could classify these as Combat (further subdivided into Defensive/Offensive) Healing, Support (e.g., barrels, buffs, etc.) and Utility (e.g. Hookshot, jump pads, etc.)

Abilities and weapons should also get a sort by Class and Elemental Effect sort
Weapons specifically should get a Base ATK Power and Base ATK Speed sort.

Anything that can be sold should be able to be sorted by price, and the base price (when not a featured shop item) should be shown right in the item's description.

And for the love of all things good and holy, please allow us to mark items we intend to sell and put them in a separate tab or separate chest entirely!

Finally all sorts should be reversible (e.g. Forward and Reverse Alphanumeric sorts)

Thank you for helping me not fight my brain.

wise shuttle
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Oh boy:

  1. more sorting options/filters: The easiest solution that comes to mind is a search bar. With a ton of weapons. or copius stacks of materials, just typing in "luminite" to bring up all luminite ores/bars, etc. would be huge. Same goes for weapons. Should i type in "megabeam" all weapons with that enchantment would be visible without the clutter of seeing everything else. I think this is mostly an issue in the weapon category.

  2. Discerning where things come from once you have already found it. IE: Lockboxes. Lets say youve found a silver lockbox, but dont recall where it came from, it could state in the codex under its selection that they are found in Greenvor for example. It doesnt have to be super specific giving the player a chance to explore more to find a consistent source, but even just a general area would be beneficial, so they arent spending countless hours tracking down a singular source for something.

  3. Tooltips on mouse hover or controller selection when inspecting a weapons' enchantments. Not everything is self explanatory when it comes to what enchantments do what without having to dig into the accessory slots to find what an enchantment actually provides. A hover descriptor explaining that "Warcry with the + Rampage" enchantment will make you bigger and increase impact/force/kintetics would be super helpful since outside of an accessory telling me that, id have never known those things outside of the getting bigger thing.

grizzled berry
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On the topic of filters, I think being able to organize invenrtory by things like ore type where for example all the copper ore is in ascending order of rarity instead of just all the white ore then all the green.

Definetley also echoing both more eleborate explanations somewhere for traits and abilities and a source log for the codex.
For weapons It should state materials if crafted and which lockboxes that have been tracked. Or maybe if its a drop from enemies what island.
For lockboxes its doesnt need to bespefic perse (if we want to keep the spirit of exploration) But things like Found in Chests from the Vault of the Gods or * Found in dungeons on Dusntlanger* Dropped from enemies on Frostvaldyr

fallow jackal
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Scalable UI. Let me adjust the scale +/- UI so I can have a single row of hearts, or decrease icon size overall.

iron egret
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I think the building menu could be improved. A couple things I've come across

  • The organization of the items seems like it could be improved. For example, Decorations > Floors includes a huge variety of items like the awnings, crates & barrels, and actual flooring. I think it would be helpful to have these split out a bit more. If I'm actually looking to lay down stone flooring, there's a lot of scrolling that needs to happen. If there was a section for just the flooring that has items like Stone Floor, Stone Floor Narrow, Large Stone Floor 1 & 2 etc. that would be helpful. Some ideas for sub categories would be Floors, Structures, Furniture, Rugs, Lighting.

  • It would also help to have continuous build options for certain items or a way to locate recently used items. If I'm laying down a stone path, I'd use the Stone Floor Narrow.. But then to place the next piece in my path I have to go to Decorations > Flooring> scroll to look up that same piece again. Could also be helpful for building storage, fences, etc.

  • It would help to have a way to plan for the scaling cost for items (or honestly I'd be happy if the costs would just be consistent lol). The part that is rough for me is that you can't see the cost ahead of time and it makes it tough to plan when saving up/building. If I'm planning out a room in my store, I might decide I want 2 Medium Shelves but I can't anticipate how much that would cost. It would be nice to see that item increases by X amount of stardust/coin each purchase. I would also love to be able to see what the stock limit is on items.

  • The ability to move items is GREAT and I love the flexibility so much. The one thing I've found with this is that I do sometimes accidentally grab an item to move when trying to build another item nearby. It would be helpful if it was a different button for move item/build new OR if maybe you could hit ESC in move mode as an undo and have the item you grabbed go back to where it was instead of having to re-place it.

Either way I'm having so much fun with the the game. Thanks for your work!

neon mountain
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hello i would like to change the open map on keyboard

vivid marsh
neon mountain
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Thanks thats amazing i waiting that from the start

glossy slate
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I'd like to switch the "Weapon-Type Icon" and the "Skill Recharge Icon" on the bottom right icon cluster when using a controller so it's easier to see when my skills are going to be cooled off. I know there's Overcharge, but that'd still be useful to me. Don't really need to know the weapon type anyway; I already equipped it, didn't I? So... Yeah. Please.

raven shale
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Hello!
I would LOVE to mark weapons as favourites in my inventory! I tried a lot but I definitely have my favourites 🥳

Another highlight could be to save a whole build (combination of weapons and skills)

LOVE the game ,thx ❤️