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Thread: Horrible UI

  1. #1
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    Default Horrible UI

    From reading the forums, from chatting to guildies and from personal experience, I think we can all agree that the DDO UI is an abomination.

    Even with the recent tweaks (which have helped, but in a very badly-thought-out way) it is still a real mess.

    I originally came from Everquest, which started with a very old school UI http://www.tentonhammer.com/image/view/65353/preview

    When the expansion Shadows Of Luclin, SoE included a complete revamp of the UI, coded in XML, which gave players the ability to dramatically change the appearance (and a certain amount of functionality) of the UI (see samples below).
    http://www.eqinterface.com/downloads...now=1360663937
    http://www.eqinterface.com/downloads...now=1360663968
    http://www.eqinterface.com/downloads...now=1360664020

    It was also possible to precisely define individual window locations etc so you didn't have drag windows into almost-kinda-the-right-position-at-least-until-you-window-out.

    That was ten years ago.

    Seriously...

  2. #2
    Community Member Zachski's Avatar
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    Quote Originally Posted by Koochulainn View Post
    I think we can all agree that the DDO UI is an abomination.
    No.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  3. #3
    Community Member Aliss7's Avatar
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    There's a lot of niggles that could be fixed with the ui/ux, but I'd be happy to just get working skins back:
    http://forums.ddo.com/showpost.php?p...96&postcount=1

  4. #4
    Community Member EnjoyTheJourney's Avatar
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    I find the UI to be fairly good, given the rock / paper / scissors nature of many items, skills and spells, and the related need to activate a large number of different items, skills, and spells with one or two clicks of a mouse, keyboard, or game controller.

    Everybody's mileage may vary, of course.

  5. #5
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    Whether you agree that the UI is fit for purpose or not (I don't, obviously) you have to admit that allowing the fanbase to customise the UI would definitely be a *good thing*.

    There are just so many little niggles with it as it is right now.

  6. #6
    Community Member Dhalgren's Avatar
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    Have a problem? Use XML.

    Now you have two problems.
    Heatherx (Completionist--honest, no stones)
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    Quote Originally Posted by Dhalgren View Post
    Have a problem? Use XML.

    Now you have two problems.
    I don't agree that the EQ implementation of an XML UI is the only solution to the problem. It was an example.

  8. #8
    Community Member fco-karatekid's Avatar
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    Quote Originally Posted by Koochulainn View Post
    From reading the forums, from chatting to guildies and from personal experience, I think we can all agree that the DDO UI is an abomination.

    Even with the recent tweaks (which have helped, but in a very badly-thought-out way) it is still a real mess.

    I originally came from Everquest, which started with a very old school UI http://www.tentonhammer.com/image/view/65353/preview

    When the expansion Shadows Of Luclin, SoE included a complete revamp of the UI, coded in XML, which gave players the ability to dramatically change the appearance (and a certain amount of functionality) of the UI (see samples below).
    http://www.eqinterface.com/downloads...now=1360663937
    http://www.eqinterface.com/downloads...now=1360663968
    http://www.eqinterface.com/downloads...now=1360664020

    It was also possible to precisely define individual window locations etc so you didn't have drag windows into almost-kinda-the-right-position-at-least-until-you-window-out.

    That was ten years ago.

    Seriously...
    You got the "notch", what else could you possibly want? And the mail icon is now completely out of your way to enhance your experience!

    Seriously, though- if the UI team wants some suggestions besides the completely worthless changes we've been seeing:
    scalable action bars and other elements (mini-map, small and large vitals bar)
    bindable actions on higher action bar #'s (yes, some of us use more than the current number allowed for in the keymap UI)
    _all_ elements "memorizable" (allow FPS display, adventure menu, character menu, social menu locations stay put in my /layout, for example)
    _all_ keys re-bindable (currently, esc and combinations with that key are reserved)
    un-break "double-click to remove one item from bags" (primarily hireling folders and most ingredient (and collectable?) bags.
    Hotbar projectiles within quivers (more than JUST ui involved here, I know)

    If they don't want to fix because they'd rather create:

    try 80% transparent map, or a 3D map (alternatively, a single story of a dungeon with tabs to toggle among the varying layers - fans of the Pit rejoice!).
    An info window for DC's (tactical, spell, etc), run speed, and all the other character-affecting stats that are ALREADY reported/tracked by the game, but not visible to players EDIT: I forgot - They started this with the character sheet - awesome... keep going!)
    Exportable combat log

    Prolly a lot more...

    EDIT: AND REMOVE THAT UGLY, WORTHLESS, FRAME PIECE ON THAT ONE ACTION BAR THAT HAS AN EXTRA CHROMOSOME!
    Last edited by fco-karatekid; 02-14-2013 at 10:39 AM.

  9. #9
    Founder Lyle_Vertigo's Avatar
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    How about something useful, like being able to make your own marks (both public and dungeon) on maps that stay there even after you TR.
    Lyles Vertigo formally known as Lyle

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    You can reach me at Lyle_Vertigo@msn.com

  10. #10
    Hero Gkar's Avatar
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    While I think the DDO interface needs some work...those other ones you like look like a bigger mess to me

    Guess tastes differ.

  11. #11
    Community Member fco-karatekid's Avatar
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    Quote Originally Posted by Lyle_Vertigo View Post
    How about something useful, like being able to make your own marks (both public and dungeon) on maps that stay there even after you TR.
    ... and a journal that ain't my bio.

    How about "raise-on-hover" behavior for the 47 bags we're shuffling stuff to/from vs. the current "click to raise"... and drag from one bag to another (assuming same type)?

  12. #12
    Community Member redspecter23's Avatar
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    UI is a system than can always be made better. It will never be 100%. What I can't understand are the recent moves BACKWARD along that line with the introduction of the "notch", floating eyeball icons and the text bug that cuts off the start of your message if you go on too long. All 3 of these things should either have just not happened (floaty eyeballs), been completely OPTIONAL (the notch) or have been acknowledged as bugs to be fixed (the text issue).

    The notch bothers me to an extreme. Someone decided that the DnD icon on the bottom bar was just too big. Instead of fixing the actual issue and making that icon small enough to sit flush with the bar, they went completely illogical and backwards and modified EVERY chat box (whether or not that box actually sits directly on top of the notch) so that it fits.
    Last edited by redspecter23; 02-14-2013 at 01:11 PM.
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  13. #13
    Community Member Aliss7's Avatar
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    Quote Originally Posted by redspecter23 View Post
    What I can't understand are the recent moves BACKWARD along that line with the introduction of the "notch", floating eyeball icons and the text bug that cuts off the start of your message if you go on too long.
    It happened with the shift where User Interface took a backseat to User Experience.

    Modern UX design is about making the initial default look a certain way as to cause a positive emotional experience for the inexperienced new user. Everything else (options/customizations) is secondary and can be delayed.

  14. #14
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    Agreed.
    DDO has this fixation with horrible un-sizable windows floating all over the place that stack on top of each other, and hotkeys but no macros.
    Something should change.

  15. #15
    Community Member FranOhmsford's Avatar
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    I personally liked the old DDO UI!

    I've got used to the changes - Still annoyed about the Mail Icon of course!

  16. #16
    Community Member fco-karatekid's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    I personally liked the old DDO UI!

    I've got used to the changes - Still annoyed about the Mail Icon of course!
    I have NO idea why that bothers me so much, but it just does. "Mail Icon" for me is "ladder bug" for others.

  17. #17
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    Quote Originally Posted by Gkar View Post
    While I think the DDO interface needs some work...those other ones you like look like a bigger mess to me

    Guess tastes differ.
    I'm not saying that the sets above are aesthetically pleasing, just that the layout and functionality could be modified from the base UI to your taste.

    If you felt a UI was too cluttered you could remove or merge parts of it. If you wanted more functionality, you could add to it. If the borders around the windows were taking up too much space, you could get rid of them.

    It just about giving the player the choice.

    Quote Originally Posted by fco-karatekid View Post

    try 80% transparent map, or a 3D map (alternatively, a single story of a dungeon with tabs to toggle among the varying layers - fans of the Pit rejoice!).
    Didn't they introduce this with the last update? I'm fairly sure some of the High Road quests have multi-level maps.
    Again, that is something that even EQ was able to do way back then.

    Quote Originally Posted by fco-karatekid View Post
    EDIT: AND REMOVE THAT UGLY, WORTHLESS, FRAME PIECE ON THAT ONE ACTION BAR THAT HAS AN EXTRA CHROMOSOME!
    Agreed, that's exactly the kind of thing that would be sorted in a customisable UI.

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