#Operation Overhaul UI/UX

1 messages · Page 1 of 1 (latest)

alpine acorn
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I would rather go back to old UI, new graphic desigh sharpening sort of is awful, get rid of it

alpine acorn
paper crest
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The size of (Flags) in the UI is defaulted to 50%. When I first loaded the game, they were tiny. Should be defaulted to 100%, as slider has room to go beyond that.

rancid oriole
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new vehicle selection UI:

  • it's is half hidden behind this 'spawn preview' here
  • it says the vehicle name of what's nearest to the mouse cursor (in screenshot: APC), and also the vehicle name when hovering over an icon. Might be confusing that both are shown at times this way
  • On maps with multiple spawns this UI is only shown on one of the points
pulsar coral
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Too much UI clutter in game with the "Request Repair" and other request UI as well, all of this should be optional/toggleable for those who want to play with least possible amount of UI

rancid oriole
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missing a space between the list dot and text on loading screen

latent parcel
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UI looks okay, but I'm not digging the whole outlines around everything. Personal opinion

alpine acorn
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much sharper and cleaner

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with smaller icons

delicate rain
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The UI overall is way better, I like that they have done the opposite as battlefield 6 by unbloating all the menus, I would say that there is still a bit of bloat here and there but this is so much better.

One bug I have noticed is where you want to see the advanced weapons stats tab it appear in front of the normal stats and you can't read shit

rancid oriole
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On the several map screens (spawn/deploy, "m" map in match) it now forces the map into the center, into some sort of default position, when zooming way out. I liked it better before when I could also move the map when zoomed out all the way, to bring stuff into view that's hidden behind other UI (see my posting above) or just for viewing comfort.
Very noticable on Kodiak if you drive a car near the edge, open map, click int he map - the map "jumps" to recenter

vagrant pilot
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The "sprint meter" buildup could use some work. feel like it could be placed a bit lower.

vagrant pilot
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Fonts need some shadows/outlines on them in some places, like the gun customization UI

bold osprey
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Icon sizing and visibility is pretty hard to see. Lots of request x prompts are small and white on white, while other icons like the red dot for engineer gadget detection is obnoxiously large and loud. The glowsticks on players are also underwhelming in day, but really show their potential on night maps. Idk what was up before but its become notably harder to distinguish player vs enemy

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AoE markers for resupply boxes are a nice sweet spot. Bright, stand out, but don't take up a lot of screen real estate

marble vortex
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I would remove the "simple" stats for guns, purely because I think new players might make a change to their weapon and see "+handling" and imagine a certain effect on their weapon, but the actual effect might not mirror the players intuition. I would not try to signpost the advanced stats more, I would just make it on by default. I would highly suggest converting the current "simple" stats to jsut be the current advanced, and add a NEW advanced section that mimics SYM .GG and their stats for battlefield 1/4/5

torn canyon
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destoryed medkits leave the glowing ring behind.

vagrant pilot
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medkits and ammo kits defo need a wider AOE

sand ermine
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Idk i can't put my finger around this, but something ain't right with this UI. Honestly i can't see how much i have left or what icon i'm pressing i really have to look second time to really see what's going on UI.

What i think could help to improve visibility while keeping same ui layout:

  • Decrease count (how much u have left) icons slightly, but add around the count a white-cyan circle with slight glow
  • Weapon/Gadget icons size need to be slightly increased, but also slightly increase selected whiteness? further.
  • The Selection icons ( 1-5, G) keep same if weapon icons size increased, if not reduce it slightly.
  • Everything else seems alright

Experimental:

  • Icons would have background shadow
  • Icons could maybe have color variations like medkit low opacity pink color, ammo crates very dark green tint etc etc
  • Able to increase/reduce/customize icons yourself.

I'm no expert, maybe someone with actual UI expertise, can give better ideas. But something has to be done for sure, maybe this could be "u just need get used to it" but this just screams bland UI

alpine acorn
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the basic one was much cleaner and unified, even tho icons were small and simple you could see which was which and how much you have, the new one look overenginiered, out of place and only gun and pistol icons look good, plus they are vertical now which is harder to read compared to the horizontal normal one. so there is no simplicity, no clearness and not logic in it

queen sorrel
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Older map UI was way better IMO. The old artstyle is perfect. The menu and the loadout UI is good.

alpine acorn
lament surge
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Allow Mouse3 (1 tap) to ping and Mouse3 (hold) to open action menu to be an option, as it was by default (I think).

rancid oriole
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the beta no longer has the objective markers on the screen edge, I liked that feature for orientation especially when close to an objective to check if I'm near and on it

vagrant pilot
normal widget
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the UI was an unecessary change for me i liked the previous one , altough i will get used to the new , some cool features like choosing optic reticles are welcome , charcter custimization was worst if i have to say so , other than that can't complain , would be happier to revert to older one with the new features
don't mind the grammar

rancid oriole
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bug: overlapping text with long names in endscreen

paper crest
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*On the New OverHaul Textbox for chatting, the ques for talking are not there (Y for all chat, U for team chat etc...) Would be nice to add them back

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**Leaving a Squad was not as transparent an option as the previous squad system. Was also not apparent, or maybe scrapped altogether, the (Default/Tactical/Vehicle/Heli) Squad options, they all appeared to be the same

rancid oriole
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"you were timeout from the server" sounds wrong

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the vehicle health UI when in a vehicle, I think the vehicle outline looks a bit too detailed to fit with the other UI
and I think the red health/damage indicator that fills the outline should be separate, maybe just a small bar below it, the seat numbers overlay too much

vagrant pilot
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There's no compass in the vehicles, even when it's turned on. This is VITAL for communication in a vehicle

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The red ping icon is still too small above pinged enemies

buoyant tulip
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Can't figure out how to open party screen ingame. In old version I can hit Enter and manage my party (create/invite/kick my friends), now enter opens the map view iirc.
Would be nice if party management ingame added back

paper crest
vagrant pilot
fluid grove
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the ping system seems to not work at all?

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i can only ping enemies and not locations

vagrant pilot
fluid grove
vagrant pilot
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I think they should copy the ping system from the finals personally, where you can ping a spot or person, when the person is out of your view (you turn away, whatever) it drops a ping on the ground (I've made a suggestion for this)

fluid grove
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thatd be cool

drowsy shadow
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Weapon stats tell me NOTHING about anything.

vagrant pilot
# drowsy shadow Weapon stats tell me NOTHING about anything.

The recoils and first shot kick make sense imo. Reload time and ADS time don't make sense because they're not in seconds or anything.

Sound range and Muzzle Flash don't make sense because we don't have a reference for what they're referring to.

Run speed and weight being seperate stats is confusing because I don't know the difference.

Please add tool tip descriptions when we hover over these, or like a more detailed view on the stat (like seconds on reload time) on hover

fluid grove
vagrant pilot
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oh, and draw speed too I guess

fluid grove
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Just give me a duration

vagrant pilot
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Didn't it used to be a duration?

fluid grove
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Yep

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and now its a percentage of a number that we dont know

vagrant pilot
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Oh, the character customization UI is horrid again

neat raven
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Stealing the image posted here: #1444160922682654880 message

The icons were quite hard to read while 'in action'. Knowing what button to press for which item was not 'quick glance' but rather 'stop and read carefully'. I confused 'button to press' with 'amount left' countless times. Also, knowing what's in which slot was quite hard, especially when running support with the small medic pack, ammo pack, and C4 all having a very similar outline/shape.

vagrant pilot
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I don't mind the vertical scrolling block set up, but I can't tell what each item is by looking at them

fluid grove
drowsy shadow
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I assume thats an ammo bag?

fluid grove
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medic kit

raven stump
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I just wish our keybinds could be set to a .ini file and we could keep that consistent between versions

vagrant pilot
rancid oriole
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less detail and transparency would help for sure

sand ermine
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Yeah the readibility of UI is horrid, if ur in a moment of action all of the UI just kinda blends together it's like just one gray blob on the side XD

vagrant pilot
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I really wish they would've simplified some keybinds. I do really wish that I just had one button for changing fire rate, combining mags, checking my mag, etc

vagrant pilot
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With the option of binding them as I want

drowsy shadow
vagrant pilot
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Yee, a big fat cross would've worked

fluid grove
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Also where did the compass go? Im trying to give call outs because you cant ping location anymore

drowsy shadow
sand ermine
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Althou 1,5 years to test UI and they tested and thought mmm yess this looks good. Man..

vagrant pilot
fluid grove
vagrant pilot
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Yea, it's like that in the normal game too for some reason

drowsy shadow
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And this probably is just a ME thing, but the center pieces don't fit

vagrant pilot
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They look ripped outta bf4 tbh

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They don't match the game's art style at all

drowsy shadow
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The reflection of light is insanity

vagrant pilot
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buuuut I do like that they're there

fluid grove
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I was happy to see that they finally fixed the scoreboard freeze

vagrant pilot
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OH THE SCOREBOARD

fluid grove
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Suprised no one else has said anything about that

vagrant pilot
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thanks for reminding me

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If you sort by squad, your squad isn't open by default

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I have no fucking idea which squad I'm in

fluid grove
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It also doesnt highlight you

vagrant pilot
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Squads should also be sorted by whichever squad has the highest point count

fluid grove
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so you have to look for your name in the scoreboard

vagrant pilot
fluid grove
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yep

vagrant pilot
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I think it's a good sign that most of the complaints are just TTK and UI/UX if you disregard the memory leak. But I think that's because we only played for 4 hours. Then again, we spotted a lot in 4 hours lol

drowsy shadow
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I'm still quite disapointed that the headshot multiplier is still NOT DISPLAYED on the weapon stat, like I click "more" for more detailed stats and I'm not given that

vagrant pilot
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Oh true, headshots also still don't have a color by default (just make them purple bro)

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OH OH, a bug, the 3D positional hitmarkers don't work lol

fluid grove
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Is that a bug or did they just remove them

vagrant pilot
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bug

drowsy shadow
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Also since we are still using the weapon model for attachment button anchors, clicking the charm option will flip the gun in a way that hides the barrel option

vagrant pilot
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there's an option to turn them on, they don't do the thing

reef timber
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The new vehicle UI and being able to see your vehicle health is a very nice addition but taking away the ability to see playernames in vehicles is not nice

vagrant pilot
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OH, I noticed there's no option in gun customization for top sights anymore? Not sure if this was a bug or intentional

drowsy shadow
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Also I checked out the skin page, it's horrible

fluid grove
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Also i dont have a screenshot of it but their was a bug in the reticle customizer where some of the reticles had the crosshair completely off center and scaled up a ton

drowsy shadow
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Old one was way more intuitive and showed a ton of options in a smarter way

vagrant pilot
fluid grove
vagrant pilot
fluid grove
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Who knows why

drowsy shadow
vagrant pilot
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I hope it's just for testing

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the cats skin bangs

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I want to mix it with the others

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Oh, and the skins are STILL a giant horizontal bar, but the character customization now isn't?

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And the char skins are a vertical scrolling bar, it's just very inconsistent styling imo

next gulch
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where is my Xmas skin madge

fossil apex
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I think the new sound when u press something in the menu is bad

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idk if this supposed to go in ui or audio channel

bold osprey
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here is prolly fine

fossil apex
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oh and why I cant change antialiasing? There is gonna be a button for that later or not?

fluid grove
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who knows

opaque fog
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the whole ui was way to much the squad names were way to big and distracting and the ui felt too bright and it made the whole game feel like it was made on roblox

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its like tried to make everything more simple but it makes it lose the whole flare of battlebit

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and the " i need a ride" option is a cool idea but just too big and ugly

rocky patio
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Sad to no longer see my friends clearly on the map. Also repairing vehicles ui was overlapping

rancid oriole
# opaque fog and the " i need a ride" option is a cool idea but just too big and ugly

While in a vehicle I only got pinged once or twice, and it played a blip and showed the requesting player name in the corner. I think for how "intrusive" it shows up while on foot, it's a bit off-balance. As the driver I can't really act upon it (maybe even turn around) because there's no location or other hint to guide me to the requesting person, I can just stop and wait and hope someone jumps in?
Also, as a medic you can ping players with "revive" and "heal" options (can't remember exactly), I couldn't figure out what that does

opaque fog
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yeah man they made everything so simple and shoving it in ur face with ui

winter juniper
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Weapon/Soldier customization needs another pass and more polish. I liked the concepts, but they're kinda janky and seems really WIP at the current state.

scarlet lake
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The skins UI is hella confusing

chrome sparrow
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If the intention is "this game runs on any PC," it needs to respect player agency in graphics settings by allowing individual post processing types to be turned on and off based on preference.

Forcing sharpening on? DOF and other forms of blurring forced on, without consent? Can't turn off UI blur entirely? No anti aliasing option? Jagged edges are four times as extreme as Live?

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This kind of stuff is deterrent

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Mechanically the game balance is fine; FPS will be fixed

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But if the UI/UX is going to remain the same, I may stop playing entirely

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My eyes don't need that stuff

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Hopefully the video options will be expanded

scarlet lake
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These tabs dont really fit the UI imo, the just like the main menu looks super cheap compared to the current one

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Like come on, why not just take the old one and improve it instead of making it look worse

chrome sparrow
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The background is noisier

scarlet lake
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And when i say worse, im talking about the tabs

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Top / left padding could be smaller, maybe half of what it is right now

chrome sparrow
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Every game bombards us with stimulation nowadays to the point where simplicity is refreshing

scarlet lake
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Im not hating the UI, there's things that look good however others feel really under-designed/unfinished

rancid oriole
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I thought about how the menu, and the audio are now "too nice" and for a game with the battlebit appeal and art style, it may need to be simple and a bit janky BBcool

scarlet lake
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love the new audio tho

rancid oriole
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I'm not hating on it, I just couldn't get used to it yet

scarlet lake
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Crap wish i had taken more pics of the interface to give feedback but forgot

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Oh yeah, one thing i'd like to mention, can we not auto expand an attachments "mods" list dk what to call them when we put it on a weapon?

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Or at least let us collapse the list

rancid oriole
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on the General player stats page, especially the K/D block, I think the icons were too big when the numeric stat should get the focus instead

scarlet lake
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mmm

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in general the new interface is too white

rancid oriole
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and on this endscreen I think the "new best" text should be on the other side, where the better stat is

scarlet lake
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Probably, or swap the stats

rancid oriole
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yea

scarlet lake
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current left, new right

rancid oriole
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yes that reads more natural

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left to right

scarlet lake
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this ESC menu looks bad too ngl

marble vortex
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like phantom forces/sym .gg type shit

scarlet lake
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current is fine because its literally

SETTINGS

Option 1
Option 2

Option 3
Option 4
Option N

rancid oriole
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are medic icons never with a green background or does it indicate something else? edit: I'm guessing downed player - should be red and blink/fade animate

scarlet lake
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In my opinion, some things that shouldn't have been changed were changed

chrome sparrow
scarlet lake
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ye

chrome sparrow
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That's so ugly

waxen venture
cunning beacon
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only big issue I had with the new UI/UX I suppose is a keybinding issue we have had, enter is hardbound to map & map can't be rebound by extension

rancid oriole
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I swapped Tab and M to get easy access to the simple map, without the squad info etc., or do you prefer the Enter map?

cunning beacon
rancid oriole
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ah I see, it was definitely in there

cunning beacon
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I'll have to check again if we get another playtest

queen trench
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WTF IS GHE WHOLE IDEA OF FIELD POINTS???
Terrible execution
Diabolical.
I understand the idea be hind the addition, but just felt like I never had anywhere to spawn that wasn’t 10km away, even though I had team mates on 5m from the fight

wintry garden
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I miss the simplicity of the old UI

marble vortex
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holy cinema fucking idea: Either in settings or directly on this UI, add the ability change each point of the pentagon to a different metric, and give us tons of options

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maybe you set a favourite in the "gameplay" settings or something

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@harsh scaffold updoot this now

weak folio
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holy green fn idea: make ui consistent, i noticed the ui is messy, clean, messy and clean. make ui style guidelines. if the goal is to keep everything clean and simple, stick to it. the old ui is perfect, its clean, not cluttered, and consistent (from the menu to gameplay)

waxen venture
# waxen venture
poll_question_text

What should be the priority in the game?

victor_answer_votes

15

total_votes

17

victor_answer_id

2

victor_answer_text

QoL upgrades/fun mechanics/smoother performance

victor_answer_emoji_id

1220768205794971648

victor_answer_emoji_name

BB_Map_Namak

charred sphinx
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UI does not show mouse sense number at all. Only 50% of ADS which tell you nothing. As you cant even see what the starting value is

I could not tell what my centimeter per 360 i was on the whole playtest and with how extreamly laggy 99% of the matches i had time to play was i cant even begin to provide input on anything else that changed in the game.

opaque fog
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de outlines of things in the game are bad too

alpine acorn
steel gyro
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The bloom on ui elements like player names or their indicator arrows are a bit too much. How do ya'll feel about it?

winter juniper
opaque fog
rancid oriole
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Bug: Clicking "Prestige up" in beta actually carries over and prestiges up in the normal version

vestal urchin
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I also found it confusing in game when all the buttons at the bottom right for the weapons and sledgehammer and C4 had 2 different numbers next to them. I quite like the old keybinds for 5 being the sledgehammer instead of 4 now it all was confusing maybe itll take a bit of getting used to but it wasnt very obvious

scarlet lake
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I hate this, why was this changed? I kept hitting 4 because it's just muscle memory at this point

scarlet lake
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What do we think of the new vehicle UI?

chrome sparrow
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This playtest looked so Modern Duty Console Battle Fighter 2012 that I'm surprised it didn't play a music sting every time I got a kill.

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The visuals were so deep fried from the sharpening that I half expected Lord Farquaad to appear around a corner to evangelize about the letter E.

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I would also like to turn off the kill feedback SFX; I don't require dopamine feedback from kills.

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I print bodies for tactical team reasons, not personal gratification

grizzled stone
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I hate the appearing animation of taking damage. It shakes so weirdly before going static, meh.
Maybe reducing the strength of appearing animation would help.

grizzled stone
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and this. Why? I don't like every single indicator in this game.

If you want to keep grenade indicators - add some red trail (like in HL2 grenades) or a little red circle with bloom applied on it. But the best option to me - is being able to see grenade indicator only on my & teammates grenades. Opponent's grenades would be without any indicators.

Drone indicators are useless, prove me wrong. Again, if you want to somehow keep them in the game - the best option will be to disable the indicator on the drone itself, and keep it only around the crosshair (like showed in the screenshot with mine), and maybe adding some green bloom to the drone's camera as it appearing closer to the player (yes, it will be probably only visible when you are watching directly at it, but it still will tell you it's position). Or simply remove the indicator and leave it as it was.

Mines indicators I also did not understood. It is pretty difficult to kill people with mines, but now it would be much harder because of the indicator and the red outline. Meh pepe_smoke

EDIT: That's the Engineer's ability. So instead of afore mentioned solves, I'd make all indicators visible for ENGINEER ONLY. Since I really think it is a cool idea to have a special ability like this, but pretty wack idea to show those indicators to everyone.

scarlet lake
gilded heath
gentle forge
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Togglable, yes

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Otherwise its good if someone cant or doesnt want to speak up

gentle forge
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At least, thats what was said when asked

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As for drone indicators just make drones pingable (gadgets in general tbh)

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If you pinged drone, you get indicator

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Simple

grizzled stone
drowsy shadow
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I dont know if it was just forgotten, but why arent the objectives shown so I would know if objective E was captured or not without doing a 360 scan to find the objective icon?

grizzled stone
gentle forge
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Im pretty sure early screenshots and clips showed the objectives

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Weird they just didnt include those