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  1. #1
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    Default My thoughts on Mod 9's UI

    Just coming to live from the EU beta, and while I had some suggestions for controls and the UI in the beta, WOW the interface and controls in mod 8 suuuuuck.

    So good news, there are major improvements in the mod9 update. They're not perfect (or really even great) by any stretch, but I feel sorry for all of you that have been playing for years with this **** that is on the live servers currently.
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  2. 07-17-2009, 02:25 PM


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  5. #2
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    The UI could certainly tolerate some changes.

    That said, I haven't seen a lot of changes I liked with the EU beta.

    Past experience on these boards has repeatedly and reliably shown that new players aren't aware of a lot of the ways to tweak the UI that the veterans are. Examples include extensive keymapping and UI skins.

  6. #3
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    I personally dont see any significant change in the UI. Its refined a bit, but its not night and day by any stretch of the imagination.
    Last edited by Tarrant; 07-17-2009 at 03:17 PM.
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  7. 07-17-2009, 03:01 PM


  8. 07-17-2009, 03:07 PM


  9. #4
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    I prefer the UI we have now, and will be using DDO classic when Mod 9 goes live, but isn't it great that we can totally customize?
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  10. 07-17-2009, 03:07 PM


  11. #5
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    Oh and just to clarify, the UI enhancements are only part of it. The CONTROLS make such a huge difference too!
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  12. 07-17-2009, 03:09 PM


  13. #6
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    I turned off most of the new UI changes ( at least the ones I could). Because I found them very annoying.
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  14. 07-17-2009, 03:13 PM


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  19. 07-17-2009, 03:16 PM


  20. #7
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    I can't believe I have to moderate the UI forums; that's certainly a first. Knock off the personal attacks everyone.

  21. #8
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    Certainly I did find DDO almost unplayable in the default mode the first time I loaded in. Without having the AD of WASD configured to strafing and the "mouse-look" mode on, I simply would find the game intolerable. But it really only took me a few minutes to configure things the way I like. Everything works really well with the exception of how tunneling or teleporting mobs make you lose target selection, which is particularly annoying for ranging and casting situations (I think I read that might get changed, which would be cool).

    I'm somewhat skeptical that I will be making any extensive use of the new UI interface changes coming with Mod 9. But I guess I'll have to wait and see.
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  22. #9
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    Quote Originally Posted by Tarrant View Post
    I can't believe I have to moderate the UI forums; that's certainly a first. Knock off the personal attacks everyone.
    Some of us can get quite passionate about certain UI features.

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  23. #10

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    My first impression of the new UI was "Now, how do I turn it off?".

    Still, if it brings in new players, then it's a good move.


    Quote Originally Posted by Wylker1 View Post
    Just coming to live from the EU beta, and while I had some suggestions for controls and the UI in the beta, WOW the interface and controls in mod 8 suuuuuck.

    So good news, there are major improvements in the mod9 update. They're not perfect (or really even great) by any stretch, but I feel sorry for all of you that have been playing for years with this **** that is on the live servers currently.
    There were a lot of issues with the first (and maybe second...) incarnation of the Mod 9 UI. Looks like most of that got fixed, though. Welcome to the forums!
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  24. #11
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    Quote Originally Posted by Tarrant View Post
    I can't believe I have to moderate the UI forums; that's certainly a first. Knock off the personal attacks everyone.
    Internet DND UIs are SERIOUS BUSINESS
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  25. #12
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    Quote Originally Posted by Strakeln View Post
    The UI could certainly tolerate some changes.

    That said, I haven't seen a lot of changes I liked with the EU beta.

    Past experience on these boards has repeatedly and reliably shown that new players aren't aware of a lot of the ways to tweak the UI that the veterans are. Examples include extensive keymapping and UI skins.

    Here's an example for you. in m9, you can assign LMB to do simultaneously: hold to attack, select, use item/door. At the same time, RMB will: select, use item, mouselook. You can't do this in m8 so you end up having to lose functionality in your LMB to get it to attack without target. However, if you can educate me on how to make the middle mouse button stop mouselook you'd be a champion among men, because I sure can't get it to stop.
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  26. #13

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    Quote Originally Posted by Wylker1 View Post
    However, if you can educate me on how to make the middle mouse button stop mouselook you'd be a champion among men, because I sure can't get it to stop.
    You can't slave it to "Toggle Mouse Look" in the keymapping? If not, I'd bug it...there was an early problem with being unable to turn off features on mousebuttons, so maybe this relates.
    Last edited by SableShadow; 07-18-2009 at 07:25 PM.
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  27. #14
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    It just seems that regardless of what I set MMB to do, it always mouse looks =/
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  28. #15

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    Quote Originally Posted by Wylker1 View Post
    It just seems that regardless of what I set MMB to do, it always mouse looks =/
    Bug it. It sounds similar to the "can't remove interact from my attack button" problem of the early version.
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