#Updated UI for Weapons/Suits in Illuvium Gauntlet

1 messages · Page 1 of 1 (latest)

upbeat vine
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So I played the Illuvium Gauntlet on Testnet today to see how weapons play out, and I intend this purely as a community member who only wants to help better convey my feedback, in no way am I trying to do the job of the talented individuals at Illuvium Labs, or act like I know better or anything like that. I have an idea for how the UI could be upgraded for enhanced UX, and the images I quickly whipped up are simply to help convey that message.

General UX aside, while I was at the Gym today I remembered that everything you are in possession of will need to be visible to your opponent when scouting is implemented. In TFT, seeing what your opponent has in terms of Champions AND items is a crucial component of the game and I feel like we still need that here. And so in the current UI treatment this can quickly get quite cluttered since you'll have display boxes for your weapons, your augments, and your opponents as well. In TFT, they have a box in the corner where items just kinda float around, but I thought maybe we could handle it better.

In my design I reworked the shop to show the synergies of the weapons and make it a bit more coherent overall. Additionally I added some text underneath the suits, although this should probably be icons in the future, the suits don't differentiate enough from each other to be visually distinct in any way, and so they have to have a quick signifier of what their main 'role' is. Additionally I added twice the amount of bench slots below, where weapons can sit there floating with a glow to show off their affinity, this will free up some space and make it easier to navigate this brave new world.

I also have another version below, but it didn't work great tbh.

Edit: I accidentally deleted the Mastery Points and Level UI, ignore that, it should still be there. Obviously the camera will need to start off zoomed out a bit more.

fading stratus
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Thx for putting the time into this man. Community feedback is key.

In my opinion, Ranger feature has a lot of potential due to:

  • Uniqueness & Fun.
  • Gameplay Mechanics.
  • Capacity to add new features around it.

It should be:

  • Super easy to learn.
  • Hard to master.
  • Not oversaturate anyone with UI and decision making.

We are monitoring the feedback and the feel of the feature very closely. Also, as Aaron stated there are some UI fixes incoming. We will reassess after that and keep iterating until the feature is in a clearly good spot.

novel blaze
# upbeat vine

I agree with this so bad the weapon/armor slot are too small it’s take a lot energy when refresh just to see them all

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Specially the name , we should click them to see the name every refresh that take a lot of our time for prepare stage

limber surge
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There's very little visual difference between the armours and I can only identify them by their tier or mouse hover to see the name. There's also some weapons with their tier bugged, showing up as T1 when they're T3+.

reef quail
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My first impression is... that it's super cool with the Ranger, and it brings a lot to the gameplay, and can potentially add a lot more diverse gameplay and “strong combinations”.

But it is also vastly more complex to skim through Illuvials and suits + weapons.It leave even less time to consider positioning, even if you are familiar with the different weapons.Armor is simply too difficult to quickly identify.

I definitely like the idea of making them bigger with some indication of the affinity and “primary focus” for armor. (like Scoriox suggested)

Could it be an option to simplify it a bit and by that also make everything a little bigger and change it so.

  • You get a choice of one Weapon + Armor per round.
  • You have 4 “slots you can put weapons and Armor into. (and if possible remove the starting weapons/armor… it could auto equip if you sell an equipped weapon/armor)
  • change the combine, so you only need 2 stage 1 to get a stage 2, and 2 stage 2 to get stage 3. (not sure if that would make it too easy to get stage 3… but if you only have one to choose from pr round it might “even out”).
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Something like this…

potent plume
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I agree we need Changes to the Ranger Implementation but i think it has promise i wrote up some notes on it as well.
The Ranger and its UI feel clunky and overly complex.
The current system mirrors the Overworld MMO style with numerous weapons and armor options, which may be unnecessary for the Gauntlet game mode.
Recommendations:
Simplify the Ranger's Role:
Tie the Ranger's health and stats directly to the player's level.
This creates a more intuitive and streamlined progression system.
Upgrade System Overhaul:
Introduce a UI element that allows players to click on the Ranger to access upgrades.
Upgrade Options:
Basic Synergy: Available for 10 gold/points.
Basic Class: Available for 10 gold/points.
Secondary Synergy: Available for 20 gold/points.
Secondary Class: Available for 20 gold/points.
Example: For a total of 60 gold/points, a player can upgrade the Ranger to become a Verdant Berserker.
Refund Mechanism:
Implement an option to refund upgrades at 80% of the gold spent.
Allows players to respec and adjust their strategy without severe penalties.
Benefits:
Keeps the Ranger as a significant and impactful unit without unnecessary complexity.
Simplifies the UI, making it more user-friendly.
Ties the Ranger's progression to the core gameplay element of leveling up.
Provides players with strategic choices on when and how to upgrade the Ranger versus other units.

median ore
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100% the weapons/armor need some indicator whether text or icon for quick selection. Overall. In the long term I think copy TFT and have them on the side corner of the board, short term I'm happy with where they are, just need to be distinguished more, I'm constantly hovering on stuff. Weapons are kinda OK as easier to see.

upbeat vine
median ore