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User Interface and the user experience

Discussion in 'Ask the Team' started by Vlordak_The_Mighty, Mar 22, 2016.

  1. Apropos spamming commands, can it be that there is a current bug when picking a spawn point that it just sends a ping on the map? It seems to be related to the in-game command "rally here!" Sometimes it happens that the rally here repeats what feels like 200 times and I'm pretty sure that's the ping which gets set. First time I had this ping I was also clicking at least a dozen time on A, B or C at Torias which always resulted in a ping instead of a spawn :/ probably people where thinking "who the hell is spamming the rally command again?!"
    Sxep and Cegorach like this.
  2. FoxDie Sonbot Well-Known Member

    I submitted this to bugs before but haven' t been addressed. I cannot see custom loadouts in game. The text rows are there but when highlighted they show nothing. Also, the default loadouts did not update. Ex: SSSM still says power sword and Apothecary has bolter +Narth. Is this a bug? I know a few people with this problem.
  3. Christine Vlordak_The_Mighty Former Lead UI Designer

    I also totally hate this.. Ill ask around and see if what we can do about it.
    Cegorach, Jova and Brother_Nemiel like this.
  4. Christine Vlordak_The_Mighty Former Lead UI Designer

    Custom loadouts currently do not show icons of the weapons in the loadout... and there are bugs for the default loadouts showing the wrong icons. I will probably remove that entire panel.. or have the icons be dynamically displayed based on whats in the loadout .. but that needs programmer time and may get bumped to post launch.
  5. Christine Vlordak_The_Mighty Former Lead UI Designer

    ya this is a known bug.. when you click on a spawn point it pings the map.. which makes it very confusing for other players.
    Jova likes this.
  6. That ping in itself is a nice function though, however it doesn't work when being already deployed on a map. Will we see use of it in the future?
    Sxep likes this.
  7. BrunoGrimaldi Mohax Active Member

    Could you also shed some light on color schemes for colorblind people, Christine? Are they post-launch/ alpha/beta/customisible colors/aint even in plans, something? Because its really easy to confuse between enemy and ally on minimap (radar) if you cant tell difference between red and green in most situations.
    CabalTrainee likes this.
  8. As far as I know it is planned. I think when Christine was present at one of the last Twitches she mentioned that.
    I think the recoloring of the big map goes already into that direction and the minimap has not been touched since the start of alpha...I guess

    btw there is also the possibility of blue-yellow colorblindness ;) not only red-green...but that is much more rare than the 2 types of red-green colorblindness
  9. BrunoGrimaldi Mohax Active Member

    Yep, i know, thats why i always suggest customisible colors.
    Brother_Nemiel likes this.
  10. Jovan Jova Cipher

    You mentioned squad UI being more or less ingame, which is true, how far are you intending to expand upon the information given there.

    "At a Glance" the squad UI only tells me that I have some people in my squad named xyz. I have to pull up a map to reliably find where my members are unless they are very close by, and I have no idea what each person has or is capable of aside from their class (which is probably okay because class determines 90% of what you need to know about a squad member)

    My only frustration is never knowing who is nearby and who is dead. Once warparties come into play, it will become crucial for squads to stick together in my eyes. Having a 10 man squad with mini groups of 2-3 players running around because they can't regroup with their squad and the active combatants don't know that the others are no where near them will eventually cause ranks to break in favor of "Just Get it Done!" over "Let's regroup and push forward together". Once Orks come out this problem will compound because of any group bonuses we might acquire mechanically.

    My ideal squad push for offensive would be, I start in a rhino with my full squad. I take my full squad to a far away point and unload 9 members. 1 member stays behind to park the rhino far away from danger and proceeds to enter the fray.

    6 members die and the squad retreats (Difficult to determine because UI doesn't show accurately who and how many people have died, sometimes the skull shows up on people that haven't died yet.) or, 5 members die and the squad leader is dead and the squad retreats to the rhino.

    All members that have died protect the rhino on respawn and hold position until the squad regroups for round 2 in a full rhino drop off.

    If I could see how close my party members are, Maybe perhaps add in an opacity filter for close, near, far, and dead (maybe a different color Red would be nice).

    If I am within 50 paces of a squad member it's non-transparent, if I am 51-100 paces from a squad member its slightly transparent, if I am 100+ paces the squad name is near full transparent. If the squad member dies it changes to either near full transparent or turns red. (when a player dies they are technically still at the location of their death until respawn, it may cause problems with a filter for death without changing the color)

    Thoughts?

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