#A game worthy of 10,000 hours...
2590 messages Ā· Page 3 of 3 (latest)
lmao
Holy shit that made me so mad Wen it happened lol "i am full hp i can take 1 shot if i fail to dodge" shrike => sike i can 100->0 now

New name for this discussion, a discussion worthy of 10,000 messages. Let's make it happen lmao
Lol

real
So, starting the topic on UI
There's like two main things; Map UI and HUD
For hud I think it was a lot better this patch than last patch, but being able to have your abilities in the middle should be an option. In general customization of HUD/UI would be incredibly nice, as this is somewhat preference at the end of the day.
The 'over-your-character' UI got changed for some reason; I think it was by far the best UI in the entire game, with all the information easy to see.. EXCEPT that how much HP a person has, if it's 800 or 500, is impossible to see. (This is still an issue)
Now it's a little less clear, and someone's level especially is harder to see. (and i really want to be able to see that quickly)
Map: I think my biggest issue is that it doesn't follow you, and that it's incredibly gray and dull still. It just feels so wrong to load into a game of supervive, with the now extremely cool and vibrant loading screen.. and then the map opening as drop phase begins - gray and dull. That just feels the opposite of the entire concept of the game...
You guys still talking. I managed to sleep in this time. Respect for that
I feel like I like the new HUD besides the fact that I think the abilities should be the middle of the screen. I wasn't around (actively) for the HUD you mentioned, any chance you have an example? I'm curious what you mean
Also I completely agree on the map issues. The map should follow you, at least as an option, and the map screen is just too dull and bland.
I also feel the map is a bit unreadable when zoomed out, due to a lot of the iconography looking funny.
@keen creek, what time is it for you lol
I know you didnāt ask me, but itās 3 AM
9 am
And doing some math Iām pretty sure heās like six hours ahead of me
It's a new day c:
Like Iām a college student now that hasnāt started college so Iām Vibing for three more days
This makes so much sense now, thank you hahah
Just this
vs this (finding image)
same
Enjoy - I love this
3am is prime supervive discussion hours
Going for video game design one day I will be your coworker and still have the sleep schedule anyways good night
Oooo I see
yeah I do agree, I liked the older one a bit more
mostly the level is hard to recognize now
Levels/items are split as well, so you have to look opposite sides of the ho bar
ye
Mm, Powers were always on the right. You mean specifically Equipment levels, yeah?
I really do think the biggest issue is just the healthbar not being very clear on how much health that actually is
Yea, the lil equipment level colours
you know what % roughly but if you don't know how much health that actually is
It can be kind of hard to judge the damage you have to deal
oh jeez safelocked you're still up?
A 50% health fulltank may have more health than a 100% health bunny
The secret is that typically weāre all up working on the game heh
I like how League handles their health bars, small pip for 100 HP, big pip for 1000
i think how much hp 1 bar segment gives has always been mentally confusing for a lot of players
(i blame league of legends)
In Supervive or League?
supervive
Me too, I'd be interested to see a similar consistent segment system brought over
if it's not there already, I can't tell
I can attest. I look at someones health bar and think "big health chonker" or "little health chonker"
That's so real
I see oath and i KNOW hes a big health chonker, but how much is that health? not very clear imo
If it is there already in Supervive, I feel it's not very clear/defined
For the screenshot you posted, was it mainly the outlines of the ticks not being as clear? Or other elements?
Hehe
TC mandated bedtime arc soon
4am joshua morrison idle->online jumpscare
I respect the hustle but I hope it's not a personal crunch situation, you guys need good sleep too 
i think everything on nameplates is so hard to see w/ the current game, too
Jusy woke up... hot dayum y'all still goin strong
as of last month i started using nvidia settings to adjust colors
This health bar is better for some reasons, its easier to read in general, it feels like it has a simplistic charm that feels good for a pc game. and its not bloated.
The new one is bad because it spends so much time on trying to be athsteticly pleasing rather then being as functional as possible. its on a huge slant compared to the older ones slightly slant. the mana and armor bars are SO THIN. Its bloated (powers take up so much space and offset the hp bar. Souls also do the same thing but on the left) the old little effects you would get when getting a biome soul is gone entirely! It just feels like the game is losing charm in favor of simplistic design that is focused on being athestetic. personally i am way more likely to play a game if it looks fun, this new hp bad makes the game feel unpolished in a bad way. the old one felt simplistic in a good way, readable and still found a way to have charm
Iām in bed, but this chat still poppin!
Lol
yeah i truthfully detest the slanted everything bar paradigm. the older one was just more effective
i couldn't stand it in omega strikers either
I respect that (no nitro but imagine :TCBug: here)

I kind of agree that perhaps it's too heavily stylized
I enjoy talking about supervive and winding down for the night. Taking some time to relax
a really common occurrence in this game is that you actually have to look at hp bars to identify characters as things happen on the map and are getting chaotic
this playtest just felt really really bloated imo
when nameplates look like how they did last test they lose so much gameplay visibility and in turn are no longer really functioning as an effective tool
Can you tell more about this? Mainly because thereās been some discussion earlier primarily around whatās been cut.
Before I head to work, wanted to say one quick thing about the hud before I head off. I personally loved this last hud, thought it was perfect, and wouldn't need any changes, but I see that there are a lot of people that do, specifically with the skill placement. I think that the Hud will always be a point of contention as long as it is restricted, I think the option to move the abilities somewhere, or choose their location is going to be a must have to make everyone (or most sane people who dont want deranged HUDS) happy with what they have
I feel like most of the HUD changes trend towards this though. I think it's all strictly less effective for actually playing the game. it's really surprising to me, too - you have literal fortnite professionals (who are very used to the style present in the new UI paradigm) that absolutely cannot stand it
I'd be down for moving skills elsewhere as an option
this will be a long reply, gimme some time to cook
Have a good one!
For sure. No rush.
they dont represent the actual health clearly
How much is a tick?
I don't know.
And I shouldnt have to do math
I also feel the "slant" in the health bar feels confusing mixed with the ticks as well
I like the slant but I feel it's too exaggerated
For me the lines arenāt easy to read and feel too thin. It all kind of blurs together into a colorful mess
Yeah absolutely that too
Hmm, yeah - I was going to say; both old and new versions are slanted. Helpful to hear that maybe itās too slanted?
Yeah perhaps too much, I think it looks more visually appealing for sure, but perhaps to a fault. Maybe there's a happy middle ground?
Did you feel this way with the old health bar too?
I am not on my computer otherwise i would share screen shots but here goes, there are 3 hp bars on my screen and realisticly ill only use 1 ever. the bottom left one is the biggest and was only helpful to see what my max hp number was in practice tool, otherwise it was just a annoyance. details like your LMB next to your portrait is a very nice touch and actually kinda cute. but its in like the most useless place i am not looking while firing so it just serves to take up space for 0 reason. the xp bar is MASSIVE for 0 reason, it could just be a little circle or a thin bar at the bottom, the ability icons are so small and again in the corner of my screen, it legit strains my eyes a little bit to look allll the way bottom left. ergonomically looking straight down is easier on the eyes. I wouldnt mind it being in the bottom left if the icons wernt so small? is there a way to increase there size? The passive buffs on the left are a good step in the right direction but they are currently bigger then they need to be, just make them little boxes like how almost any other moba does it. its sleek, clean, and easy to check. maybe make it so hovering over it shows a bar if its really wanted to be in there imo. I am going to send this as these are my main comments on the UI but i have more on why this playtest felt bloated. ill send in a separate message. oh also the map felt worse, but im sure the fact that you had to zoom in to see icons was a bug so ima let you guys cook. I actually like the dark map, i just think it should be a toggelable setting.
The hp bar itself is slightly smaller then the old one so that might have something to do with it. Imo the hp bar is the most valuable info in this game so it kinda has to be readable as possible at a glance
Yes
Not a new issue
Just a general health bar issue
Right - I think thatās always helpful to note too.
(at gas station not driving) but biggest issue with the game right now is that Riff isn't in it 
Who is
Riff. LOL
He was my custom hunter from the presentation lol
Oh shit
art credit Cherry
I think we just turn Major into a Supervive character, lock em up
Hahahah
yeah it's also rough bc the correct way to use the HUD rn is a bit scuffed LOL
Iāll hide the key
Major is the platonic ideal of a Hunter
Will send you the video of his kit when I get to work
Nooo dont turn my into a marketable plushie supervive hunter
i have never felt so strongly about like...needing my monitor far far back
Next the new drop changes are cool in theory bad in execution. its small things, like stationary drop ships should not be able to go through the edge of the map, there where times where like everyone had to drop at the bottom left of the map. the cone should always shoot through the middle of the map, the one with 4 different dropships should be closer to the center because rn it feels like you have to drop at the edge. In general it felt like it was added to introduce more variance but like, last patch drops where actually perfect. entirely IMO these new changes just feel unnecessary and most importantly Not as a fun as the normal dropship experience. however i note there are likely people who disagree. i have one more part
I wanna comment on the new drops: I felt like strategy was removed from a lot of them as well. The shrinking path one was kinda cool but the stationary drop and the full map drop felt like a "well now what" situation. I feel timing is important with drops
we talked about it briefly post test - drops seemed net ok bc they felt like they actually hit the goalposts of what they were meant to do, which isn't something that happens often
but it's really hard to tell if it's good or not yet - not enough time playing it (for us at least)
I don't mind new kinds of drops, I just think a couple of the angles were a miss. I'm a fan of moving drops, the stationary ones feel pretty rough.
Gotcha - bloated as in - youāve felt for a while that the HUD character resources are redundant with whatās shown on the character itself. Itās been updated over time, but that overall feeling.
Last part, the sonar change is likely getting cut. not much to comment there, unneeded mechanic that wasnāt fun at all and devalued UAVs which is a good objective. Finally map icons. I see you guys are cooking. but some of these icons are harder to see and felt worse. i couldnāt find uavs on the map to save my life the new icon felt bad. the new announcer didnt feel good, unsure why it got changed it just made the experience feel like its trying to push a athetetic it doesnt match. same with the basecamps, old ones where charming, the new ones feel out of place and soulless. My biggest issue with this playtest is that it felt like most of the changes where redundant which is fine, but there are so many issues in the game that are being neglected in order to focus on other side ideas so close to beta.
i think visually the game has been losing more charm every test. the bonfires were a really significant example of it
In this last playtest there was just a lot of redundancy and elements where too big or too small with little thought, i have heard from multiple people that the game was so much harder to read.
i also think it's ok for things to be...a little simple? or not like cool or trendy or w/e ; like in deadlock you fight over a literal pot
yeah, a lot of the new visual changes(ui/vfx) feel like its a lot more of "trying to be cool and sleek" instead of "actually doing their job in a clear concise way"
yeah, it's really losing identity. the game feels like it's standing out less and less in attempts to stand out more
- trading out efficacy for intended purposes
Mm - the gameās presented the same resources in the HUD. There were times where we showed even more and cut back - so mainly wanted to know why the HUD this playtest in particular felt more redundant. Sounds like some of the sizing might be impacting the read?
I went 3 levels without upgrading this playtest, its normally a issue for me but not for 3 levels!!! also the new item system was just bad. it doesnt feel like it meets the goals of versatility, i am even more encouraged to build the same thing every game, why even try to go dps kp for a game if i will always select hybrid or tank. theres no opportunity to experiment without inting.
I want to add that the new "effects happening to you" is perfect imo
Ill point out the biggest offenders, if anyone has a sceenshot that will be helpful otherwise its chill
Good size looks nice, displays duration nicely.
good morning guys. no way this is still ongoing. i respect it
Lol, youāre good
I feel like the lack of encouragement to build new things is mostly because of how the items are balanced in general. So many items are just flat out objectively better than the alternatives, like they're being overshadowed.
Bloodscent was a big highlight item for me on what a cool item could be, but I never felt I should build it because Rampage existed, and I don't need to chase anyone if they're just dead.
The "passive that gives stat" items I feel just cast a big shadow over items that feel cool in their gameplay opportunities and mechanics
I will always take examples! If you need a screenshot, I can grab one later today too.
-
the item ammo gauge is at the bottom left and in general is pretty useless. especially when its down at like the last place my eyes will be during a fight.
-
you can see your own hp bar at 3 different places, the bottom left one and the left side team ones are useless and just add more visual clutter. which is a very bad thing. the game becomes harder to read which is very very bad imo. btw dont cut the team healthbars just dont show your own portrait only your other 3 teammates
-
as you said sizing, things are not sized in accordance to how important they are. instead athestetics are favoured which feels bad.
Also to be clear. i am not trying to be a hater, i love this game and i know you guys are trying your best im just trying to honest so my feedback isnt held back.
here wait lemme try something brb
Aw, I got such positive feedback on the ammo gauge from someone else hahah
For 2 - I would have been down to cut your own bar on the left. Weāve tried that before - I think I remember people in this group not liking it š°
Iirc - it was about being able to evaluate your teamās overall state. But yeah, I understand what you mean.
I'm of the opinion your health bar shouldn't be there as well, fwiw
from vapero stream. tried to find one without a camera
if this is what u were looking for
I think specifically for myth its really informative for new players
It displays what her timings are
It visually looks nice but its pretty much impossible using in a fight
I appreciate this. i can mark up this too if wanted
not my sceenshot but here it is sorry its marked so poorly i was using my phone and a finger
probably poorly communicated in this lmao
i think most of the UI is not useful in a fight anymore
An OG Ghost player was sharing they liked it with me - but I can see this too
it* is so hard to make sense of anything in the moment atm
and the longer i spend with it the more i am aware of the limitations and how painfully more difficult it is to play with
I think it is really really cute and a very athestetic touch, its just a tad big. i understand that its hard to please everyone. its just not functionally very helpful imo
i have a question safelocked, is there a particular reason mana costs were hidden from the ui? or was it just an oopsie
Interesting⦠i mean it being on the left i didnt have a issue with until the bottom left one was introduced, so its probably fine. there just doesnt need to be 3 on my screen.
it takes longer to physically look at things around the HUD, it takes longer to process, there is less useful information readily available, and there is a lot more that's just distracting or minimally relevant to gameplay (while taking up a lot of valuable space)
The scaleās out of wack and not representative definitely for anyone who still has 3D rendered portraits. These are way bigger than intended lol - the new portraits youāre starting to see will be more reflective
i think fights resolve even worse vertically than before, too. you usually don't really fight someone DIRECTLY south or north - and fading the UI was totally fine in those scenarios (south for HUD). in the current game, fighting south just feels like a liability entirely now. before it was that specific central segment (Which was resolved when HUD faded out, to reiterate)
ok
gn thank you for your time safelocked
The ui is really cute as a viewer, like looking at screnshots i find myself doubting my takes but. when playing it felt so cluttered and generic. the new character art is cute just really big, the ammo gauge is cute just big, powers are on the left now which is a W
also @keen creek I did the math with a screenshot of my own, it looks to be 300HP per tick on your HP bar?
300 feels a bit.. arbitrary though
250 iirc
I hope this isnt taken in a way that invalidates my takes. I am 100% sure my issues with the ui where not just growing pains. it was cluttered and def felt bad. the new hp bar however is just completely cooked, i honestly hope it just gets reverted.
Haha, all good. Itās why we talk through each piece. Which parts feel generic to you?
Here's the screenshot I used, if it helps show where I'm getting that
I have nearly exactly 6 ticks at 1841HP
Yea i think it's like 303/333 ish
It's just like, when am I doing that math mid fight
Happens to be a pic featuring wisp miragent š
owned
Speaking of health, toughness as a stat is somewhat confusing and not really explained
maybe generic is the wrong word⦠the ui more feels like its doing too much. the hp bar is the biggest issue. i think it makes the whole ui like wayyy worse, the hp bar at the bottom left prob should be cut imo, the xp bar at the bottom left already bushes up the massive character art which takes up more of the screen, I LOVE where the passive is placed btw dont change that please, ammo gauge is fine just big, icons are so small its like they are trying to hide. basecamps are a massive step in the wrong direction.
I actually didn't even notice until you said that LMAO
Also, no worries. I understand the scale issues, and if your issues with the health bar overlaps with what Fate talked about, I have the context I need there too now.
To harp on the ammo thing, I think it looks great, certain characters get more impact out of it, but right now, there isn't a character that REALLY uses it, I could see there being someone in the future.
I feel like im talking in circles a bit, my bad i feel like im trying to summarize over and over. its probably devaluing the conversation a bit.
Do people here generally find the health bar in your HUD frustrating? Itās been there for a while - curious if others have felt this way for a while.
im just gunna put this here for the ui discussion.
this was july 2023.
what do u feel about the ui @lavish dove
i like the bot 1/2, item icons were too big (we didnt have ui scaling yet)
minimap is in a little bit of a bad spot (cant see top left of ur map, circular map lets u see a peek of it, soul icons are too big)
i feel like when i see this one vs the old one despite things being awkwardly sized i see more stuff.
just curious what ppl think about a pretty old version of the ui
No, youāre good!
the bot left health bar isnt useful if it doesnt show the exact hp number in a really easy way to see i think. i can see my health bar where my cursor is centered on my char as im looking there 99% of the time.
the usefulness of ui healthbar is extra bits of info in downtime if im trying to minmax stuff.
The main thing I like on this is the ultimate being in the middle and bigger than everything else
I see a lot of people who played a lot longer then me praise this one. i personally feel a bit bad on it. i dont like where gold is placed, though maybe its the old art thats throwing me off as a bit of a newbie? i agree general placement IS better but we need a kind of amalgam of this and current
I wouldnāt say I find it frustrating, but it seems unnecessary/repetitive.
i came back to say this ui was one of the best of all time (with some glaring elements that were not great)
honestly in a ideal world FFXIV ui customization would be like, top tier. make it so the current ui is default and then let us customize. it would fit in the sandbox nature of the game too! idk how hard it would be to implement but IMO it would mean a lot to me. i love it when games let me make my version of the game feel like its MY version of the game.
yea gold is rly bad for sure, i forgot to even look for it.
i like how this ui was really compact, it tells me exact numbers in places if i need to see them, and while slightly inconvenient some placements let u end up seeing way more.
it has some really bad placements but some really good ones and general sizing i think is perfect for how much space something should take (except top left, thats a complete mess)
What I like about this hud is that instead of another bar of health it just give numbers. Itās also smaller and simple. It gives info without taking up a chunk of the screen.
Gotcha. Is it important to you, that like zzkknn mentioned, to know the exact health number on the bottom left?
tmr if i remember i would love to draft up my ideal ui in paint
WOW THERE'S A LOT TO UNPACK HERE, THE READ WAS LONG
i think it is extremely important to see the number, right; where else are we getting this info? if we're looking down at this part of our screen, do we expect granularity?
To harp on this more specifically, I think that it is a REALLY nice bit of visual "oh that's cool" that feels really nice in the game, but none of the cast really utilizes it. In the future I could absolutely see it being important to certain characters that are "Ammo Dependant" like if there was a Jhin style character where specific shot's mattered or had different effects, or the character had limited ammo.
YOU WENT FROM TOO TO BOTTOM?! IM SO SORRY
I skimmed after some bit, because it was repetitive, but it's talking about UI so I'm here
I think the positioning is ok, but the stuff in the bottom left feels so empty
Anic summoned me, and I have my two cents on it
š
oh yeah we talked a bit in circles at time, but i think it comes from passion for the game
I would rather have the exact number and comparison like 20/1500 instead of the same bar in the UI. If I want quick info I look at the UI above my character for a general idea of my health/mana, but if I want more specific numbers I will look down like in league.
i think generally speaking, the main reason you look down at the lower UI elements is for the kind of clarity that numbers give
cooldowns, mana numbers, etc.
and when it fails this function or actively makes it harder for me to do so, then i'm like...why is this even here
Not to point back to this but i would love peoples thoughts on this, do you guys think this would be meaningful to you guys? or would it feel like a waste of time to implement
like the ammo/gun indicators are cool, but they have no purpose in reality
you'll never be reading that in the moment as you play assault or freeze, or charging as myth, for example
The specific piece of feedback I got was that the Ghost main found that it was nice to manage their LMB and check the gauge. But Iām with you that itās lightweight in roster usage right now. I think if we believe it has long-term value and itās positive for certain Hunters, establishing the UI footprint now is probably good vs. later
i mean yes i didnt look down because i could just feel when the long shots would come out, but having a indicator for those 3 long shots on freeze was a VERY nice touch
I think it looked pretty and was a neat feature, and I wouldnāt be mad if it stayed. I just think it was a little chonky
I think thatās also why itās helpful to speak from your personal POV - guessing othersā POV is going to be lossy
I agree, and making it universal like it is wont cause "readability confusion" like certain league characters that have unique systems like that
for me, it's like...if you play this character more than once, and learn the timings/sounds, it's fine; if the game also isn't providing these adequately through vfx/sfx then i think that's a shortcoming. it shouldn't be made up for by making the UI worse.
as a diff vet assault player, having ammo at the bot left is really not useful and ima be honest if ur looking bot left to check ur ammo guage ur looking away from important things in combat.
the little ammo thing near the radial worked great if i really needed it, and theres also pretty distinct vfx for u running out of ammo. also ur damage is just way less so it was easy for me to know when i'm out of ammo.
you get used to the muscle memory of it also, holding fire for 0.3 s -> letting go -> ammo full -> full ammo to proc daze at max power
Lol
Hehe
yeah my question is like -- if you play ghost and you're not looking at the target you're shooting what exactly are you doing LOL
and if you're a ghost main and you don't know the ammo system then again, what exactly are you doing
I do think that the new bars for empowered shots like Elluna, or KP, or Assault aren't really there for veterans, or anything, they are there for visual clarity, fidelity, to look nice, and for newer players it can help them internalize the timing on the passives better then they would if it werent there.
it's a cool HUD element that comes up when
- players are brand new
- players aren't actually doing things that require the usage of the indicator
- players are doing things wrong
- the game isn't providing enough scaffolding elsewhere (sound, vfx)
That is correct, but as safelocked said, it was something that someone allready harped on liking, so I do think it is allready proven to be a good thing, at least for some poeple
Specifically a thing is also just how it's formatted; With the old old format it was very simple to see which key was where based on positioning. Ultimate being bigger also just helped showing it was a special key
this feels a bit elitist, its nice for learning and helpful to some.
Id say having the ammo sit on your cursor would also be nice. You are looking at your cursor a lot so mink ui elements there would help with judging ammo counts and weapon charge
i don't think so - if a player spends countless hours on a character and "mains" a character, i think i would have that expectation of knowledge
but I think that learning is easy to do without the UI indicator at all times, right?
it is on your cursor, or atleast it was when i played him in august. (this is a bug ignore what happens in the clip)
look at the circle that goes down
But like, what about the people who dont want to spend countless hours on him? what about casual players. its important to keep those people in mind IMO
i think a 10000 hour game may be a poor fit
Hold on, this is awesome.
and i think it can be made up for with better sound design or visual cues
Sometimes, itās people who have spent countless hours on him too - I think thatās my main callout
imo designing your ui to help new players by moving their eyes away from important things (what they are looking at) to look at the bottom left to tell them a basic mechanic about their character is not really ideal.
the radial around the mouse might be bad, maybe there is other vfx that could exists to help them.
Okay so on current UI, from looking at it and having experienced several ones before (can't play i have carpal lol)
- The implementation of everything globally is WAY better. Having every info needed on the portrait is great, but...
- The weapon is useless and visual clutter imo, would just be needed and cool looking if there was ammo, but not currently, takes space on the screen for no reason (sorry to be blunt š )
- Ye still not a fan of the spells being on the side of the screen, as it steers your eyes away from center and obscures what happens from right hand screen and at worst all the top right screen, on a top down game where threat can come at every angle
- Visually it's cute looking and readable color wise, but still not a fan of mana (both visually and in gameplay haha) and how HP increments work. Imo it's just "so hard" to read in a pinch that it's a bother to actually check for said info when it should be precise. Refer to #1281611021546688512 message for my mana take, and to OW for how HP increments are goated and easy to read š (only goes from 25 increments, can't have 491 max hp for instance, makes for even increments)
- HP bars are the best they've ever been (minus mana)
- GOOD CALL ON REMOVING MOST STATS DISPLAY š . I never gave feedback on that in due time but it's great. I'd compact everything in the bottom right and tuning the size of important things (might do a mockup if interested), but all in all it's getting better and better in that front
For the rest UI wise... Need to think through things a bit more, but really needed to give my takes after Anic sent me a screenshot, sorry for big wall
But does it negatively detract from your experience?
yeah i think the issue is that it's still a bad answer even in the cases it helps
ultimately it feels like the wrong solution to the problem
The fact that there are people who find it nice, and appreciate it, means that I do not think it should go, if there are people that find it useful, then good, it's working correctly
just let me turn it off 
I think we wont agree on this topic. I respect your position and understand it but I think this game will live and die on the casual playerbase, the ammo counter is inherently not adding too much clutter and its not very harmful and useful to casual players. however i do see where you are coming from.
i play firefox i do not need to know when my flamethrower is flaming i promise
No need to apologize - this is a great breakdown, too.
yeah probably - i think the neccessity for an indicator for this is more of a symptom of different design problems, still
I think this is the most important part, not that it's bad, or doesn't provide anything, or is clutter, but that you want the ability to turn it off.
When you mention HP bars are the best theyāve ever been - which ones are you referring to? We talked a lot about each one, so Iām curious!
oh no if i were a new player i woudln't want it either
it feels insulting (at a personal level)
But, again, there are people that like it
I actually appreciate your take. i find a lot of the time im trapped in echo chambers, its refreshing to hear someone liking the new hp bar! now i can blame you when it stays/j /j /j
Meant the hud on top of playable characters. It's sleek, very compact (takes the least screen space), easily readable and gives personality to the game instead of giving "League at home vibes"
i think we definitely have different preferences - but i don't think "some people like it" is really validity. some people like (insert anything). it's somewhat of a nonstatement
Also this is unrelated but THIS feedback
https://discord.com/channels/852642429105995786/1285189824092831784
is really important
Social systems are really bad atm
mind if If i ask, how do you feel about how souls are displayed now?
Show me
(I didn't notice it)
ahh dont have a screen shot? it just shows the icon to the left of the bar as if it was another power just on the other side
vs the old partials it would give your level which is felt gave off massive charm points
Exactly, I think I'm more harping on, stating that it is an inherently flawed and negative system to the game, that detracts from the overall experience, while there are statements from players, stating that it has helped them better understand a character, feels very limiting to those perspectives. I think giving the option to remove the weapon on the screen is a good idea, because I could see it being clutter, but I don't think removing it entirely is the solution.
ECHOING!!! massive agree i love this form and would love to talk about it at some point
in my perspective it detracts from the overall experience, holistically. as a new player and a vet i would dislike this. please do not speak for me or draw conclusions from my words that i am not directly stating. it's just my opinion as well - and not representative of anyone else
Is this it?
yes
Because if this is it, it shows players got more, conveys what it can be (with a lil bit of experience), but doesn't look threatening as a soul should be
But I like the look of it, but maybe might need an indicator you're in for danger if you see that
just add the particles back!!! they where so charming imo!!!
It whispers advantage, when it should scream it
iāll die on this hill
i'm going to be honest, those indicators are so small that if they were on a fast moving char they would be incredibly hard to see exactly what they are
it's already hard sometimes to see like a team appearing out of the sky and figuring out what soul buffs they have when its a gigantic blue shield and their health bar is glowing red
It also gives off "those are items" and not souls*
But ye, wanted to ask, are my friends and I the only ones troubled by the game having huge increments and HP not increasing by said increments only considering how fast the game can go and how important gathering info in split seconds can be?
honestly i would still dislike it but i would settle for those particals back, untilt the design a bit, make the level more readable, remove the hp bar at the bottom left.
Yeah, I think this is super fair
I like HP bar at the bottom left, imo it's important, as long you do a few things : Put your party stats lower, remove yours in that party hud, scale down your own portrait hud, and like that you got the "what's the state of the team" corner space to gather valuable info
Itās good to get general vibes around Soul readability - we didnāt really touch on it until now, but I think itās a great callout
Id say the hp bar at the bottom should be like 789/1000 flat hp number bar. Atleast id preffer that
is there a reason it has to be a bar though?
If you want some feedback on things I might have missed due to being impaired on last few playtests, just ask, I missed on a few things already
Wdym?
We used to have that and I also got conflicting feedback that it wasnāt very readable heh
I personally think that soul empowerments should be visual more on the character, rather then their healthbar. IE if they have damage soul then there could be a little aura of knives at their feet, armor soul are hammers, and so on, but that may be a bit to "loud" visually, so I'm not sure.
can it not just be numbers⦠however seeing safelocked response makes sense
It could be combined like in league. Smaller but have number and the bar there
please no. i dont want "ronin starts sweating when he has no dashes". this game is already so messy with visual effects, it needs to be really readable extremely fast.
characters can get griefed by debuffs, cosmetics, other moving particles so easily lol
The biggest issue previously was the text (especially mana!) wasn't readable, not necessarily that it was the wrong shape of element
This was mostly from colour contrast
I'm not against bars though
it just feels really bad and redundant to have a bar there. its very meaningful to me. but i understand that if it matters for some people i am willing to compromise on it being smaller. i just dont want it to stay the same
I'd wager it's because of huge increments maybe? Human brain has a really hard time processing numbers, and it works in OW because it's 25HP a bar and heroes have like 200 hp give or take it most of the time
I meant only for the soul powers, since there isn't really a place for them on the health bars, but that's mroe what I meant by it being too "Loud" (Too many things happening at once making it impossible to read)
Also this thread is very long so it's hard to know if something has already been brought up but it was incredibly hard to see what powers someone had this patch because of the rarity being a block background colour to the power icon
Battlerite also had small increments for small hp, I could easily do maths in an instant to know which one of my opponents I'd one tap with my cds going back on on Jamila
I also couldn't see what upgrade level peoples weapons were?
I think one of the better examples of this was Grace (My beloved) where it has the feet behind you whenever you actually get the passive
This isn't really great and unique visual clarity it happens on every speed buff in the game
hasnt been brought up, i kinda disagree but I normally struggle to see powers so take my word with a grain of salt
figuring out what enemy is on what team is also so much worse now, like this tiny little slanted line on the left of a health bar is so incredibly important and hidden. i just wish we could see showmatch healthbars in game holy
I.. did not know it happened on everything
this was def worse but i feel like its likely due to growing pains
I got both notes, but I hear ya
we could see the game with this kind of team identifier and instead we have
OKG YES
this
But yes this is needed
It's sometimes hard to tell there's more than one team immidiatly
yeah this is just truly unreadable
i have been messing w/ nvidia settings more and more lately to make the game more readable
which is something i think i should never have to do
to be fair, this is also bad. but hey atleast i can see more than 3 pixels of it.
i would love to just see the health bar though.
nameplates are a huge design challenge though tbf
so i dont have to look at my minimap when im getting third partied by two different green teams and see this wonderful mess
to figure out what team we are all fighting
Are you the mythical footprint VFX enjoyer?
I feel like having these as color options is just so fucking cooked
to begin with
indeed
that is also why i have been messing with nvidia settings
what is the difference between lime green and pea green when i am glancing at the minimap for 200ms
visual clarity.
i can't tell! and neither can my colorblind teammate!
@lavish dove but ye essentially a month ago I was working on an UI mockup for things I wanted to see in the UI before carpal stroke, but now most things became real
why dont we have a gray team?
Scale ain't it, disregard it, and it only features party hud when I had plans for most other things
Credit to miragent, too funny not to post in this context
or a light gray team? would be better then the double greens.
I hate the internet

Eeehhhh idk if im into it. i see what you are cooking though
HAHA It's missing hp bar for main hero, imagine it's there I forgot to group it xd
I personally think the new character art was absolutely pretty (idk how to spell gourgus, dysgraphia moment) and i just want it a bit smaller but let it be big. its good for spectators
LMAO
Lol, I got the level note. Understood there
I know it's a bit taboo to praise it, but I do think one of the best "This person has this active" in a PVP game is actually Dead Man's Plate in League, the simple red line behind them is clear, visually distinct, and gives a feeling of what they are gaining with the passive.
It's team colour as well
^ its team colour
nono, not the level, the team color being like invisable.
The level matters too TBF
Oh, I was going to respond to the other screenshot about team color
The passive placement is a bit random I'd say. The idea is neat, but ye I'd rather see it along the spell bar more than where it is, it's kinda disruptive as every UI segment should be located where you need to gather linked info (in this instance, your character's kit)
And finally understood the weapon stands for left click, ye no not a fan either even more
I dont see color, everyone in the lobby is just a free kill 
But yeah, I feel like team color has always been tuff; was going to pull latest just to see it all together
Facts
Did want to ask, did you see the post about the Most wanted crown? And making the ally most wanted crown a differnt color on the mini map so we arent hunting out teammate on accident?
when you play in korea newbie lobbies as a dev with.. a ton of hours
/j
its always felt bad that when i watch a showmatch from the showmatch perspective of the game i just played i can tell whatever team is who 10-15x easier compared to my own replays.
like we're playing and we're panicking figuring out who is on what team from our perspectives.
and in showmatch u just see these obviously very different health bars that u cannot miss
(Since it's kind of related)
Hmm - I donāt think so - can you link me?
is there a reason those 2 green colors are so close, its honestly one of the only issues
Iām always on the hunt, no matter if itās friend or foe 
TLDR, having the enemy most wanted the same color as an ally can lead to some confusion
But yes making it a diff color for allies would be a nice adjustment
i think a lot of the team colors are too indistinct even when different
borders are a few pixels wide, you have to make sense of it all in seconds. it's a bit easier now with adjustments to my color settings, though
Grey teams can be rough if youāre coloring the health bar. Typically that can read as a health state (no health, or grey health depending on the game)
i just resort to looking at the minimap at all times to check for amount of teams on my screen
I can see that being a issue. Understood thank you for the response
cus its impossible to do otherwise
Yeah, same - I think itās an easy case to bring up to the team; Iām just planning on looking at the full palette
true
me when i void swap ally wisp into the abyss
I'm cooking something if you give me a hot minute š³
IS THAT LITTLE COOK!? 
Gotcha - yep, I donāt think this is contentious
For me it currently feels like I have to put way to much effort into looking for my CDs / Powers instead of actually foucsing on the fight. Most of the time I just went of feels this playtest. I more than often just though "if I press this button it should be off cooldown" instead of actually checking for it.
Generally I think many people have differences on where they want to have their cooldowns etc. displayed. Adding HUD customization would solve this since everyone can just design it to their own preferences. (Example from FF14) Even if a full customization would be too much effort to implement / keep in check over the years I think having multiple HUD layouts you can switch between would alleviate a lot of frustrations with it.
Safe Color for Ally crown = Blue
Based Answer for Ally Crown = Purple
It would take dev time but this would be meaningful to me.
Also it would need to be made carefully, as it has quite a few limitations that you can notice especially when you're on the modding side, things that have been discovered and answered some questions
Essentially, in FFXIV IT HAS to have an innate layering, so if TC ever wants to push it, they need to consider a way to adjust which layers hud elements go to or else you end up with some limitations in the setup, with certain elements going on top of others without control over it
Itās one of the most time-consuming requests you can ask on the UI side by far for sure - the other tricky thing is that very rarely will you see players opting out of defaults, so the high dev cost is really serving a small group
Not to invalidate the feels, just to put it into perspective
I see. this does put it into perspective thank you!
I didnt realize it would be so much work.
So what are the general thougts on UI so far summed up
Custom ui is obviously the optimal end goal (but probably unrealistic) but I think I would be happy with just having a couple options available (e.g. which corner the map is in, abilities centred or to the side, that kinda stuff)
Everything else we talked about on the UI side would be less work than making the UI customizable, said another way
If possible this would be nice. unsure how hard this would be though
I'm curious do you guys have looked into this / got feedback off people who would not edit their HUD? I'd say most of the people I play MMOs interact with HUD customization. Honestly this could be a very biased take from me since I interact mostly with players who like to tryhard in those game
smh. default gamers OUT š
Sweet spot would be fixing most general issues with UI, and then maybe proposing some different layouts down the line that work for different cuts of people
Yea this would already be plenty enough
I dont think we need a "Drag and drop" HUD system, at least like in the first 2 years, but a "I want this here" would be nice to get eventually
But we mmo players go out of our way to eat gpus for breakfast, the logic doesn't really apply for the wide market, which prefers a controlled and fine tuned baseline
didn't check latest patch but several times I've just wanted simple hud upscaling and couldn't
This is from me being on League for a long-ass time, but also from other game companies - same anecdotes
There is HUD scaling but I think it's on max by default
Really big note on this, the max scaling which is in the game is not really a maximum, let me go to the limit where UI elements are touching
Iām sure MMOs are a bit of a different beast - feel like you live or die by everything on your 100 hotbars
If someone sets their settings badly for them that's ok, they're settings, but especially for people with more visual impairment it's so important that stuff is just big enough to see
Hey! its not 100⦠its 10
Hahah
(thousand)
It should just reach a state of cohesive information spaces (after all.. the main goal of a UI is to give out info), fine tuned, and maybe give extra plausible set ups OR give, like League, the ability to place certain UI elements in different corners
I only for 4 on FFXIV, tho I play on controller hehe
honestly with the amount of hotbars I change with marcos it just might be 100 
this! accessibility is super important
I⦠fuck your right
Side note (Genuinely dont know) is there a colorblind mode?
there is but it doesn't work very well and this game is visually horrible for colourblind people. like almost unreadable in many game & ui elements. and seems to be getting worse and worse every patch
I think there is ? I saw some clip which had changed color plates
Cool, just didn't know if there was one or not
Okay, I said this earlier but it probably got lost so, now that we're getting into more general stuff, I will link this thread once again, and I think @wintry sluice can give a great summary of it; social systems need a lot of work
https://discord.com/channels/852642429105995786/1285189824092831784
Safelocked, please tell us you saw the feedback about social aspects š
I saw it earlier when you posted this
I think we are still kind of directing the convo toward Colorization, visuals, and HUD, also Safelocked probably needs sleep soon lol, but I do think we should talk about that stuff soon
Unless she is trucking on through the night lol
Honestly, a lot of that is on our list hahah
Nah all good
good to know
what do you mean, my UI space is definitely reasonable
wait didnt she want to sleep like 8 hours ago? I literally went to sleep and woke up
What's on for movie night?
average WoW enjoyer
thats in my druid UI not my priest lol
Ah, my bad
OH GOD WoW ui is definitely something xd
Itās really just a matter of building all of it. Services crew is building social, but also the same people building store, progression, scaling infra for higher populations
PC bang integration
Theyāre real heroes
oh btw question, is open beta more important or is release more important. Imo as a consumer i tend to see open beta AS a release, unless its not 24/7 forever
^weird question i know both are important just curious on opinions and thoughts
I think thatās up to the player!
good to know!
I do know I am very weird when it comes to HUD, in that I barely read it, or look at it.... I have a couple thousand hours in league, about 70% of that being on Ekko.. and I dont remember the last time I actively looked at the numbers, cooldowns or scaling on anything he has, I couldn't tell you a single one of him scaling numbers lol. So I'm usually fine with any Hud, unless it gives me information like "How much ammo I have"
I think of beta as more as a game state, vs. a patch. Hitting a live environment with SUPERVIVE is going to hit snags that we anticipate as devs and community, and ones we totally donāt. Beta gives us some breathing room philosophically I think to get our bearings in a live environment. We memed that League was in beta for years. But it was more likeā¦we were learning what was actually important to the full audience, what the team was good at making.
I look at my HUD often especially when trying out new / less familiar characters
this test I wanted to play zeph, but I don't remember by heart exactly the mana cost of all of my abilities or the actual max mana # that zeph has for each level
I saw my mana bar was low on my nameplate and I wanted to know if I had enough mana to heal + tornado and throw a grenade, or if I had to hold throwing the grenade to keep the mana to cast my other spells.
I looked to the bottom left, and had to stare mid-fight for ~2 seconds just to actually read what the number was for my mana because the element was so small even with max HUD scaling, and then I looked at my ability icons but... the mana costs aren't there anymore? So I had to start hovering over my abilities to read the tooltips and - I died because I couldn't see the fight
the answer was I was about 15 mana off from being able to cast nade in the end, which I finally was able to figure out quickly after i was dead
I completly agree with this but this isn't given for everyone and I would argue that it's not a good new player experience. I just started to experiment with more character and try out if I like to play when and I just don't have every memorized by heart.
The best UI is the one that you "don't actively notice", yet gives you all info needed
Based on how few people I saw in practice know what tooltips said, I think this is way more common than you give credit for
I dont have jack memorized on Ekko either lol, I should have specified, I just go off feel. I personally go off feel rather then numbers and stats.
Aww man, I'm not unique
Dang it
Hahaha
personally i'd rather know the exact numbers
I like knowing i dealt 531 of psychic damage to the enemy
I just meant youāre not weird! Isā¦is that also a miss? Lol

I should have been more precise on that "you don't actively notice". UI is there to communicate, in a compact and supposedly ergonomic manner, information back to the user. It's there to second hand info that can be hard to guess (if not impossible), but when the ui gets in the way of getting said information naturally or makes it harder than pure feeling, it's where it starts to break down
It's essentially the issue I have with mana in supervive. Its need and how it's supposed to be displayed do not align with the design philosophy of the game imo
Yea, that's fair
It because at some point it became a habit / muscle memory but if you can't build up that memory with an actual feedback of seeing the ability coming off cooldown it just takes more time to reach that point. (+ with some changes to the hunter kits this because even harder but that is an alpha problem)
Exactly. UI second handed building that muscle memory š
I feel like you build the cd memory down in a few hours of playing (Tho I mained udyr in league so I might have a nack for developing muscle memory)
Can you tell me more about this?
I do think one thing that SV does 100% correct with it's cooldowns in the hotbar is the colorization, when something is on cooldown it has a drastically different colorization then when it is available, which is a HUGE problem with Deadlock IMO, the ability icons in that game are Color outline, and Grey, then when it's on cooldown it's greyscale. y'all's drastic color changes from Grey to the ability colorization is perfect in the game, I havent thought "I though it was off cooldown" once while playing the game.
(That being said, it was hard to read how many charges I had this test, specifically with Shrike RMB)
Most of the thoughts are in the feedback thread I referenced earlier, here #1281611021546688512 message
Yep, heard

It's pretty long and I baked that for a long time, so ain't flooding it here xd
I think I disagree
A game like dota does it much better
I struggle to see visually the difference between "on cooldown" vs "out of mana" vs "unlevelled" because they're all grey iirc
out of mana is grey but also just hides the tooltip by putting a dropplet icon over my tooltip which mostly just makes it less clear
I had my 8 hours of sleep while this discussion was still going on
No you're not allowed š¦ (good night)
nvm im staying /j
Also isn't it.. 6 am for safelocked? 
Yea, I was specifically focusing on the On cooldown thing, and not getting confused if something was on cooldown or not, the mana thing is a bit confusing, and could use a tad bit of a touchup. Also dont know if the "Unleveled" needs to be a different look compared to the others
out of mana is actually a slightly bluer-grey but I think this isn't super visually clear for where it is in the UI
I really don't like the out of mana Icon, (in order out of mana, CD, not leveled)
How does OOM look in Dota?
But also, I dont think Unleveld needs to be it's own unique visual, cause you should probably know if you leveled something or not
dota 2ge
Itāsā¦2:52AM
I really like how league handels CDs
Sorry š¦
Hahahah
Nah, the time got away from me.
I would reccomend sleep. in our sleep we process information.
It's nearly midday for me, I joined as I woke up
Its 1 pm here
Anic pinging me on wake up
Alright, I should get some sleep.
Cause if I'm being honest, the water droplet feels WAY better then that, cause I mean, what if the ability icon is Blue
Good night safelocked!
"They redid the player HUD again this playtest, come on in we're talking about it"
Good night Safelocked, rest well, and remain based (always been a fan)
Don't worry I'll bonk em if they make trouble >:D
not us we would never 

Dont say that, now Fate is gunna start a wisp fight club
Chair Clears 10/10 matches
Ehh, but chonky cat
You can't bonk me, I'm the favorite bad noodle
I'd win, I'm allowed to start trouble
get me in there
Or we lock this thread until Safelocked come back 
That.. may honestly be the best option
jokes aside, ye probably lock it
I'm good with that
I have been summoned
Iāll lock it up untilā¦checking cal
6PM PST. I got a dayjob too š

I could have done it too but thank you 
<t:1727398800:t> <- (Automatically converts to your timezone)
I know this is late, but I preferred this 1000000x more than the new one
Oh just saw thread was locked. š
How would you expect for spiking to best work?
36
54
2
Aiming at the balloon above the character
Where do you mainly attribute recent changes to TTK?
42
46
2
Equipment
Hi. 
HI IM HERE!
Welcome back everyone
I was showering
but now im not
Lol, take your time. I'm not going anywhere.
So... where were we...
Reviewing some of the topics - let me take a moment to pick the next one off the list.
Sounds good. Btw, synoyd asked me to share something he wanted to mentioned about UI, but he's in bed, here it is:
This goes for things broadly - but in general, I'll always want something more descriptive than the word better.
Itās very clean and simple and provides more precise information than the current imo. I think I mentioned it yesterday, but I look at the UI above my character for quick general info on my health, mana, shield, etc. and Iām used to looking down for more precise numbers on the rare occasion if necessary.
I am not a fan of square minimap but i do like the bottom left portion!
I do also think abilities in the center of the screen is a big deal for me when it comes to where I naturally look for them as a MMO/MOBA player, bottom left was a lot of extra brainwork for the same result and not much more cleanliness
@vernal vortex For you to check out later
Mhm! its also a easier eye movement to check
I will say Iāve never played with the ability layout mimicking keybind order so I canāt say if Iād prefer it or not. Iām very comfortable with the current layout order of the abilities and itās similar in other games.
Hmm - I didn't need more HUD feedback since this is reiterating some of the same points from yesterday, I think.
If we want to make sure the points are encapsulated in a summary, what I might do is lock this again, summarize what we covered yesterday, and make a new game state thread.
š
And start there - so that we're not rehashing the same topics. I want to make sure we're covering ground that this group wanted to talk about that hasn't been discussed yet, if that makes sense.
also down to just drop the hud idea and give feedback on whichever topic was next on the list, no worries, my bad!
I think we're good to move on, just wanted to make sure I sent synoyd's message, cause he asked me to.
HI
but we need to get this thread to 10000 messages TWT /j
I do think summerizing here and starting a new thread would make sense
new topics
jess, can i ask why the dev team thinks they need to simplify the game? I think it would help us give feedback if we understood the process 
Idr if we talked about this yesterday
If people want to discuss the HUD more, I'm sure there's another feedback post, they can discuss there.
this would actually be helpful
Yes! I want to understand the direction being taken from the dev perspective
Yeah, let me do that. One thing I've been thinking about also is to make megathreads for each playtest, so that we're also resharing the goals of what's gone into each build, and the relevant feedback's attached.
That would be good
I was actually hoping this would happen! im glad its being concidered
This is not a concrete goal that the dev team has - I think this is a misunderstanding.
Ohh ok so what's the goal then
This is what the majority of vets think I believe so
Hold on, haha. Let me do what I promised at the start of this discussion. Give me ten to summarize some of the highlights of what we covered.
ok 
def a reallllyy common sentament thrown around


