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Slight Improvement to the HUD (Idea) - Page 2

Forum Index > SC2 General
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Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2012-04-04 14:14:00
April 04 2012 14:11 GMT
#21
On April 04 2012 23:03 JellowLight wrote:
You guys bring up some valid points, I am not a good player or anything so I didn't think of these little things What might be an idea it to just get rid of the ranks.

Show nested quote +
I'd rather have it vertical next to the upgrades

This is also true, why do we have so much unused black space on the panel? We could use that space for example, but it should stay clean ofcourse.

Show nested quote +
A pop-up as such might become an annoyance or a hindrance to actual gameplay..

It is mend as a mouse over pop up, just like a mouse over the upgrades


The black space is actually kind of a good thing. It keeps the bottom bar from being to cluttered and makes the information on it easy to see. The human eye is naturally drawn to empty spaces, having the black space helps us focus on the actual information contained within.

That's why very long sections of unformatted writing are hard to read, while a few sentences at a time surrounded by empty space are much easier to focus on for example.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
TheV
Profile Joined August 2010
Brazil107 Posts
April 04 2012 14:14 GMT
#22
As some pointed sometimes you need to check if a Marine/Zergling killed a pesky probe for instance, if you have to hover over the little icon just to read the number you lose time and precious APM.
Storm is coming that cannot be avoided.
JellowLight
Profile Blog Joined October 2011
60 Posts
Last Edited: 2012-04-04 14:21:32
April 04 2012 14:14 GMT
#23
Okay, this is a small thing. But, I do like where you are going.

If you can maybe combine a few more improvements. I suggest you modify your OP to ask the community for more improvements. Thereafter, since you are studying user interfaces, you can make proof of concepts applying what you know.

Maybe then it you will have something.

My 2 cents, the kill count should be visible. Maybe even more visible than before because it is useful when watching replay/casts. That rank thing is useless.

I am actually studying Game Programming, but this is a sidetrack subject for everyone to improve the overall knowledge of gamedesign for programmers. I am still busy with designing HUD's for the comming year, so I could still apply ideas
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2012-04-04 14:17:21
April 04 2012 14:16 GMT
#24
Seeing how hard it is for things done by the community to reach back to blizzard (UI improvement threads, better units colours thread, etc), i would doubt this would go far, even though it definitely looks better.
pOnarreT
Profile Joined March 2012
155 Posts
April 04 2012 14:25 GMT
#25
Your resources are way too high! jk

What I like for the middle panel to have is drag selection. You can only do one-at-a-time selection on the units in the middle panel. If we could do a drag selection, I think that would be useful.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44259 Posts
April 04 2012 14:30 GMT
#26
On April 04 2012 22:55 PandaTank wrote:
Show nested quote +
On April 04 2012 22:53 JellowLight wrote:
I don't see a difference...

Like I said, it is a small change


Sometimes you need to be able to read a units kill count on the fly too. I would personally be against the change. I've never had a problem with the size of the upgrade icons. Therefore this would only make important game information less accessible to me.

When do you want to do that, if I may ask? It could also be an option or some sort.


An example would be checking your DT to see how many worker kills it made before it dies. This is vital information to deduce whether the DT's put you ahead/behind/even.


Agree with this. Also, with casting. When you talk about hero units (colossi, immortal, dt... and those are just the Protoss ones), you want it to be easily seen by everyone.

I disagree with the change, OP. Sorry!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 04 2012 14:31 GMT
#27
^^ thats what the different upgrade icons are already for. The actual size of upgrade icons would change nothing, in making them easier to spot. (protoss ground could use some work, but maybe its ebil balancing who knows)
The kill count is something for viewers and replay analysis(you don't check the icons as a spectator, so the data has to be there or could be gone completely), its kept ingame in the same manner, because it keeps the program simpler and that is often a key aspect of a good game, a hud that is easy to understand and use and that doesn't change depending on the situation.
And i won't forget those 30 kill firebat or dragoon, simple because of the kill count. Or the 250 kill colossus that even survived the war till the end. Without it those games would have lost some epic factor, so Blizzard did really well of keeping this in. (especially since kill counts are important for harassment)
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
April 04 2012 14:35 GMT
#28
took like 5 mintues to see what you changed, and personally I wouldnt care if ti changed, but i never had problems seeing what upgrades i was at + i generally know what upgrades I am on.
Balgrog
Profile Blog Joined March 2011
United States1221 Posts
April 04 2012 14:41 GMT
#29
Oh mother of god this is INCREDIBLE! I can't believe how BIG of a difference this makes. That pesky kill count was always in the way of my macro, or in intensive micro battles, or just as a spectator watching games I hated seeing that, made no sense to me. I really hope blizzard listens to this and get's on it ASAP because this is seriously more detrimental to the game than anything else currently.

Fellow TL'er thank you for bringing this to public attention.
The only way to attack structure is with chaos.
IPS.Blue
Profile Joined January 2004
Germany309 Posts
Last Edited: 2012-04-05 09:28:33
April 05 2012 09:26 GMT
#30
On April 04 2012 22:49 Praetorial wrote:
I agree. THe UI is very intrusive at the moment, and i would like an option to hide it entirely or at the very least reduce it.

Play by hotkeys and touch typing, that's me.

I agree. The UI is overloaded. I tried to minimize it with my superior Paint skills. The right side shows all active orders and available skills. I increased the units in one row vom 8 to 12. But this is just a 10 minute try, so don't be too hard (;
[image loading]

Edit: picture link

Note that I do have not as much space at the bottom as the OP has, because I don't have a widescreen LCD.
OopsOopsBaby
Profile Blog Joined June 2010
Singapore3425 Posts
Last Edited: 2012-04-05 09:29:17
April 05 2012 09:28 GMT
#31
this adds nothing to the game. as such, i dont see it being implemented.
s3x2-2 xiao3x2+2 bone3+2+2
decaf
Profile Joined October 2010
Austria1797 Posts
April 05 2012 09:40 GMT
#32
It takes away from the actual screen.
Plus I don't like the total removability some are talking about - sometimes it's vital to see if a marine or whatever got a kill if you weren't watching.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
April 05 2012 09:46 GMT
#33
- I'd rather see the kills
- I never look at the units for the upgrades - I look at my ebay/armory/evo/spire/forge/core/etc when I want to look at the upgrades
- If I have to look at my opponent's units, I can usually tell by the color of the upgrade in the first place how upgraded his units are
- using your mouse to scroll over a location to check something that can already be on the screen is a waste of effort when you can be using your mouse to be doing something ultimately more useful than scrolling over the UI.


thus I don't think I agree with this change
Twitter: @zhurai | Site: http://zhurai.com
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