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Not Designed for PC: Battle.net 2.0.4

Forum Index > SC2 General
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Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2013-02-21 19:04:28
February 20 2013 20:04 GMT
#1


[image loading]



[image loading][image loading][image loading][image loading][image loading]


If you haven't been reading my blog it may not be immediately apparent what I am about to talk about, but that's ok, you can go read the pertinent material here if you like, or just stick around for a bit. I wanted to talk about the design of battle.net and why I feel, and have felt for a long time now in the PC space, that games (post 2000's) have woefully ignored the robust nature of the platform, and how the current SC2 client could be improved upon to create a better experience worthy of the PC.

You can certainly place a lot of blame on the console market for this slowly developing trend as when a company designs a cross-platform game they need to take into account the various levels of interaction that a user can or will have with their title. In designing these levels of interaction, the more succinct the operation the less development time is needed, and less bug testing. So at least monetarily speaking I can understand this decision to a degree. That being said, having recently played System Shock 2 (or simply reminiscing on older PC games I've played, Deus Ex being another good example) and the more direct usage of the keyboard as an interactive source in the world (typing on keypads for instance) I am continually reminded of past days where these accoutrements were fantastic editions to the impact of the system and the more directly affected nature of interacting with a UI on this level.

Thus we come to Blizzard, a company who hasn't designed a game for the console since they were known as Silicon and Synapse (games include Lost Vikings, Rock and Roll Racing, a N64 port of SC1, and SC:Ghost....uh...well ok, Chris Metzen just announced D3 to the PS3 and 4 so...), and it is for this reason that I am left disheartened and confused as to why contextual navigation has all but disappeared as a tool, or only used sparingly (the last time we saw this type of system was for WC3). There are so many fantastic reasons in the positive column that make, of all their IP's, StarCraft so in line with the use of a robust and fully developed keyboard navigation system, and because of this apparent synergy I would like to present an idea as to how to approach this. I also have a number of bugs, graphical inconsistencies, or conceptual issues that I also wanted to point out post 2.0.4 that I found along the way (that haven't been already in previous threads, such as this). Let's get started shall we?

Before I get into the specifics I would like to note that I only spent a couple of hours in total in looking over all the new patch, and coming up with the structure (along with the bugs or other oddities found).



[image loading]

I briefly covered this in my blog on The Economy of Design, but now that I had access to the updated UI in full I wanted to talk about how the hierarchy currently functions in real life, and allows for this kind of contextual navigation to happen with relative ease. Essentially as we look at it, there is a top level, main level, float level, and secondary and ternary sublevels of navigation menus within those three overall categories (the UI redesign team should get some kudos here for restructuring the complete mess of post 1.5 into something more concise and clean). The top level could be described as any navigation or pane that is not contextually oriented. That is to say, it functions at every level of the client, or is only at the very front end (such as the login screen). The items that accompany this are:
    [image loading]
Two notes on this should be made:
  • The bracketing shows what level these systems lie in, and how the login is an autonomous and separate function. Also I should note that hotkeys are now found in menu/options/ but is an entirely separated screen, so it falls under the float category.
  • Coinciding with this separation, the use of the [number keys 1-6] will cycle between the menu bar items while the use of the [Alt + Tab] key will cycle between open group windows only (see below for more global options).
The next section is the main level where currently, and previously, we still have the use of our F-keys to get through quick navigation (along with the top level welcome screen, though that isn't really important, just should be noted), though they no longer can be assigned, but are instead always linked to the main level (F1-5).
    [image loading]
Finally, and perhaps the most confusing, the float level is made up of contextual screens that function on their own as secondary level navigations, but are by their nature already either at the secondary level or further down. Note that these screens are indicated in the overall navigation scheme below. As a special note, the Create Game options have two functionalities, in arcade/custom functions and for shared replay viewing. You will see a separation in the menu below and was done to indicate this separation.
    [image loading]
Following this hierarchy I very easily once I had looked at the entirety of the UI found an easy way to set up the keyboard navigation. When broken down, the three levels of navigation look like the following:


[image loading]
    + Show Spoiler [login] +
    [image loading]

    + Show Spoiler [profile] +
    [image loading]

    + Show Spoiler [party] +
    [image loading]

    + Show Spoiler [friends] +
    [image loading]

    + Show Spoiler [groups] +
    [image loading]

    + Show Spoiler [menu] +
    [image loading]

    + Show Spoiler [news and community] +
    [image loading]
[image loading]
    + Show Spoiler [campaign] +
    [image loading]

    + Show Spoiler [matchmaking] +
    [image loading]

    + Show Spoiler [custom games] +
    [image loading]

    + Show Spoiler [arcade] +
    [image loading]

    + Show Spoiler [replays] +
    [image loading]
[image loading]
    + Show Spoiler [hotkeys] +
    [image loading]

    + Show Spoiler [map info/game info] +
    [image loading]

    + Show Spoiler [create game] +
    [image loading]

    + Show Spoiler [score screen] +
    [image loading]

what it immediately apparent through these images, hotkeys aside, is that we see this kind of sublevel navigation all the time, in the structuring of websites. What also is visually apparent is that, and somewhat nicely, as a result of this hierarchy we rarely get past the ternary level of navigation, though I will touch upon a few problems I found with the sublevel navigation later.

A few notes on the above system should also be noted, in that certain global options retain their functionality. They are:
  • [~] Will toggle text fields as active or inactive. Default is inactive for search fields, and active for chat and login fields.
  • [Tab] Will cycle through tabs in groups window, or menu items with left_side orientation (example: custom games_navbar, or the top_navbar in the score screen).
  • [Alt + Tab] Will cycle between open chat windows. Shift works the same way (back function when added).
  • Orange colored buttons such as the find match always are activated by the enter key.
  • Similarly ok, cancel, and close are always activated by the [esc] or [ent] key. This level (regarding esc) would normally override the hotkey for the menu/, however it always seemed bizzare that the activation key was escape, so I just rebound it to F10 (a longstanding choice in Blizzard titles). There is an additional problem that I'll discuss below as well.
  • The [Back] key toggles between a minimized open pane, or closes it depending on the context (would minimize in for instance a joined game where the x close is replaced with a - minimize button)
That's essentially the crux of adding in a contextual navigation system, and after looking briefly at the current setup, would be very easy to include. Now the big questions to Blizzard might be "Isn't this too complex to be used effectively? What about engaging new players and developing our customer base, and not scaring them away?" At first perhaps this might look like an issue and especially if you are looking in the global sense, though you're not losing the functionality that is already there. What this does accomplish however is that for the advanced user, allows for quick and mouse-less navigation of a system you use regularly (read: pro players would greatly benefit). Additionally and perhaps more importantly as we are all different types of people, having this kind of navigation system doesn't mean that people will learn every single option. In fact I would be surprised if people used the achievements options at all, however, for those who exclusively use the competitive matchmaking function, quickly and easily parsing out [F2] + [R] + [Ent] to jump in to a game is such a nuanced, but rewarding thing (and here they use maybe 2-3 of these menus only, so there ends up being less to parse overall). It's a win win from my perspective, and something that I hope they seriously consider adding.

One final thing I just want to put out there. In keeping with all the training ideas and apm exercises, I also felt that by instantiating this system would give rise to a potential tool or training game option. This would be to have a number of navigation strings (e.g. get from point A to B via these hotkeys) that are set and that you have to execute precisely and quickly, with a number of difficulty tiers. This game does two things, it teaches or at least is one way to help with apm efficiency and speed, but also serves to teach the user the system navigation as well. Sound like an interesting tool for newer players?



[image loading]

So I did mention that I noticed some errors or inconsistencies, bugs, or other problems with the new system that I find perplexing that someone didn't catch in quality assurance. I'll get to those now. These are in no particular order and kind of as I wrote them down:
  • In the profile 'settings cog', the "copy link" option is not clear as to what it intends to impart to the end user. This is seen in a few other places, but this option copies your profile link, though I am unsure as to what it's is used for (seems client oriented in that the output of starcraft://profile/#/############## doesn't follow standard url link structuring).
  • I mentioned this in my blog, but I still find it problematic that in the arcade section of 'Open Games' only has a max of 30 games total. This seems far too low considering the current options, and eventual expansion of the array, especially when placed next to Valve's longstanding system that can populate over 200 open servers in less time that it takes to parse these 30 instances.
  • In the Replays/Multiplayer/ section, the scrollbar is bugged. When dragged the visual bar lags behind the cursor and ends up feeling like negative acceleration as you have to move your mouse further to reach the bottom of the scroll area. This needs to be reprogrammed and is likely a very easy fix from my experience.
  • A small thing, but you'll notice in the hierarchy that I occasionally have the racial order as PTZ and not the standard expansion order of TZP. This is because the actual menu system has this in the wrong order, where every other instantiation is the latter (yes this is nitpicky, but it is an inconsistency).
  • In the Profile/Achievements/ section the ternary level and beyond is visually undefined in that if you were to just look at that screen without context, you would have no idea where you were in the navigation of your client. An easy solution is to add in a breadcrumb (again, commonly used in web design) in the Identification pane (top left area that identifies the sublevel):

    [image loading]

  • Victory Screen: After finishing a match, you see the new fancy victory screen. I tend to listen to my own music so I have disabled the music, so when the race victory music played at that instance I immediately looked for a way to turn that off as it seemed odd that I had disallowed music, yet, here music is. Unfortunately there is no option to disable this effect that I could find, it's just always there until it's fixed by Blizzard. Please flag this as an music source.
  • The new hotkeys created a problem. I rebound my camera location keys to F1-5 a long time ago, so when I first played a game with the new UI and got an army, the new army selection overrides my camera hotkey entirely (worked before army, not after). In trying to fix this I unbound it, and somehow I entirely broke my left-click drag box functionality, and could not recover it without leaving the game and starting a new one. For competitive players this seems problematic should this happen with any regularity.
  • As mentioned before, the [esc] key activates the menu, and I find this very problematic for one reason. If you wanted to get to the menu via keyboard but want to stay on your current pane, that is not possible in the current iteration. The above suggestion of retaining F10 solves this issue. Essentially escape has a dual function in the client (one as the 'menu activation', and one as 'back one level'), and this is very poor design.
  • We all are used to the standard race icons for SC2, however I should point out that the new Profile/Ladder/Grandmaster/ section (easiest example, but is for all ladder lists) uses an entirely new set of icons which look terrible. I'm not exactly sure what the intent is here, but the graphics were poor changes as they do not reflect the color scheme of each race, nor are they in line with the traditional set (left of the new icons). This is nitpicky I know, but there is no good reason to fundamentally change the icons in this instance.

    [image loading]

  • Additionally, the new random icon has two items regarding its look. The addition of the question mark into one of the sides is a redundancy that seems somewhat out of place, in that a die is really the only thing necessary to impart the 'random' aesthetic (you could use the ? or dots only, but using both ? and dots seems an unnecessary redundancy). Also, the proportional design of the die itself does not mimic how it would look in a real world scenario, being overly stretched in the middle bottom area at the point of intersection between the 5 and ? sides meet (from a real world perspective it is imparts an overly stretched look).

    [image loading]

    (edit: sushiman points out in the thread that the proportions are based on a 2-point perspective approach)

  • the very first time I started the battle.net client, it recognized that I owned Swarm (preordered, no beta), and showed me options that I do not have in Wings (see below). On subsequent logins, these options disappeared as if the game was saying "oops, my bad!"

    [image loading]

  • Hotkey panes still have the previous graphic styles of 2.1.0.0 (Wings release client) in both the left and right panes (bind hotkey, profile, etc...). While not necessarily bad this is the only place they are ever used. See differences between this and the Options/Help/Protoss Units/ section's visual identity. This entirely new UI is not 'entirely new' I guess.
  • In the right pane in the main screen, when you add in channels you will see a scroll bar for navigation, up to 5 as we've seen previously. Unfortunately when removing past 1 instance the window are resizes and the hr graphic element at the bottom does not move, creating a visual inconsistency. This is easily solved by adding in a temporary blank placeholder for the removed channel until the scroll function has been activated and then the item can be removed and the window properly resized.

    [image loading]


  • in-pane highlighting is not consistent. The replay highlighting is distinctly less bright/saturated than other instances and this makes no sense.
  • There are two different button glows, as seen in the Matchmaking/ section (mode and race rows). This different 90° gradient and brigthness difference isn't necessary as there is no functional or directional necessity to separate the visual identity from other buttons of this kind.
  • In the login screen the buttons on the left are semi-transparent. This is the only time in the client where they are.
  • Select all larvae in the Menu/Options/Gameplay/ section makes you select all larvae automatically and is the default option. I do not understand why this function was created (e.g. redundant feature with no purpose) and as someone who does individually select larvae so I needed to change this.
  • Similarly, in Menu/Options/Gameplay/ in order to be able to select enemy units you must check the box for 'Enable Enemy Unit Selection' else you cannot select them at all. I find it rather hard to believe there is even a need for an option such as this, let alone this being the default (competitive players will be very annoyed with this). Maaaybe all-stars, but that still doesn't strike me as a pertinent selectable global option.
  • In create game, there is no option to create a private game when in Custom Games/Browse/. You can also create an offline game, but it is only accessible by right clicking the map inline pane. This does work normally however from Custom Games/Bookmarks/ and from Custom Games/Recently Played/.
  • Play as guest has disappeared. I guess you need an account now. How does this affect the starter edition functionality?
  • Add player and invite player to games or replays means the same things, but its nomenclature is different for some reason. There should only be one naming system here.
  • Stage Two and Three percussion at the start is not flagged as a musical source?
  • Larvae birthing sounds are not at the same dB level as the rest of the game and thusly stick out a little more than they should.
  • Group/chat windows do not remember my resizing choices. It always opens as the default size.
Other Curiosities
  • when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.
  • Stage one training has a build order feature that is directly lifted form YABOT.

So that's pretty much what I wanted to cover. I hope that some of the things I've found here are helpful, or things that Blizzard are seriously considering in their various design/planning phases that they go through. As PC only title I really wish that companies did more of this kind of functionality as it only serves to enhance the directness and impact of the system onto the end user (that and bugs are not cool).
Administrator
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2013-02-20 20:15:10
February 20 2013 20:12 GMT
#2
wo1fwood smacking Blizz down again :D

Nice post as always man
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
csikos27
Profile Joined May 2011
United States135 Posts
February 20 2013 20:20 GMT
#3
hire you :D
muNsu
Profile Joined January 2011
Italy37 Posts
February 20 2013 20:23 GMT
#4
ah this is a long read, sc2's
ui has always felt way
too clunky for me lol.
i think that wc3 one was
simply the best, functional, quick to learn.
maybe one day they will learn that change doesn't imply improvement.
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-02-20 20:28:10
February 20 2013 20:24 GMT
#5
The HotS option you are wondering about is the Starter Edition. It will most likely be activated on battle.net after HotS release.

Also, I guess the background patch is in fact the starter edition. I guess you can test HotS directly after release. This would also allow laddering directly after release without huge downloads. But this is just what I assume it to be... What other reason exists that they encrypt archives files labeled with HotS?

Also, you might want to look into the window where you can select players to invite, too. In the new HotS advertising video which was released today, that window didn't seem great. Sadly I don't know about its functionality in the live version.

Also, lobby still shows options that you can't edit. This is more important arcade, but it's something that needs improvement, too. =/
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Aunvilgod
Profile Joined December 2011
2653 Posts
February 20 2013 20:24 GMT
#6
I really do like the new interface much better than the previous one.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
llIH
Profile Joined June 2011
Norway2143 Posts
February 20 2013 20:29 GMT
#7
I love this analysis! Thank you for providing this to us! I play random. And I have noticed that for a long time!
Achaia
Profile Joined July 2010
United States643 Posts
February 20 2013 20:30 GMT
#8
Blizzard actually started with console gaming. They did The Lost Vikings and Rock N' Roll Racing, 2 awesome titles that a lot of people forget about. Their roots were initially in consoles.
http://www.youtube.com/SCBattleGrounds
number01
Profile Joined December 2012
203 Posts
February 20 2013 20:32 GMT
#9
I do not have a custom gaming pc. I play my games on a normal end pc. I did not have any issues playing WOL in low to medium settings. For some reason, HOTS beta makes my computer hotter and laggier on low settings, forget about going to medium settings or activating physics. I can play 5 to 10 games on HOTS before the program begins to have problems, however, I can play WOL for days.
I agree with you OP. this was a funny post as well.
Idra is the reason I play SC
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 20 2013 20:32 GMT
#10
Well done Wo1fwood, giving free QA to blizz since (insert year here)

Some of these I would never have noticed, but the hotkey bug and the music after a game ends bothered me too. I really hope they fix the music post win.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
February 20 2013 20:36 GMT
#11
On February 21 2013 05:30 Achaia wrote:
Blizzard actually started with console gaming. They did The Lost Vikings and Rock N' Roll Racing, 2 awesome titles that a lot of people forget about. Their roots were initially in consoles.

0_o really?

but yea, bnet now is kinda........
The harder it becomes, the more you should focus on the basics.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 20 2013 20:38 GMT
#12
On February 21 2013 05:24 Ahli wrote:+ Show Spoiler +

The HotS option you are wondering about is the Starter Edition. It will most likely be activated on battle.net after HotS release.

Also, I guess the background patch is in fact the starter edition. I guess you can test HotS directly after release. This would also allow laddering directly after release without huge downloads. But this is just what I assume it to be... What other reason exists that they encrypt archives files labeled with HotS?

Also, you might want to look into the window where you can select players to invite, too. In the new HotS advertising video which was released today, that window didn't seem great. Sadly I don't know about its functionality in the live version.

Also, lobby still shows options that you can't edit. This is more important arcade, but it's something that needs improvement, too. =/
The add to lobby looks exactly like the invite to party option. I don't have enough friends online at the same time to know how multiple people past 8-10 would instantiate a scroll function or not, or how that works.

Thanks on the redundant options. I probably should have been more thorough in my look at game modes, or other options of that kind. It sounds like I would find a few things.

On February 21 2013 05:30 Achaia wrote:
Blizzard actually started with console gaming. They did The Lost Vikings and Rock N' Roll Racing, 2 awesome titles that a lot of people forget about. Their roots were initially in consoles.
ah, I knew I had a funny feeling when I wrote that. Thanks for the correction, I'll edit that in.
Administrator
NexCa
Profile Joined March 2011
Germany954 Posts
February 20 2013 20:39 GMT
#13
Just give this guy his quality post star OO !
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
Grapefruit
Profile Joined November 2010
Germany439 Posts
February 20 2013 20:40 GMT
#14
Good job.
Starcraft 2 is funny, everybody picks the race, which he considers to be the weakest. ¯\_(ツ)_/¯
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 20 2013 20:47 GMT
#15
This was a fantastic read!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
t e a C h e r
Profile Joined January 2013
Canada151 Posts
February 20 2013 20:53 GMT
#16
NICe read!!! You have a keen eye
@bullscent , twitch: teacherwish
RoyGBiv_13
Profile Blog Joined August 2010
United States1275 Posts
February 20 2013 20:54 GMT
#17
Unsurprisingly, a feature,
when organized in flat bullet
lists, commands a finer feel
than the alternate production.

+ Show Spoiler +
I still hold out for a command-line interface to navigate sc2. Think of the custom front-ends!

Any sufficiently advanced technology is indistinguishable from magic
Achaia
Profile Joined July 2010
United States643 Posts
February 20 2013 20:54 GMT
#18
Pretty in depth analysis here. I have to say though that I see very few actual bugs. Obviously the f-key issues are a problem and there are a few interface items that he mentioned which are pretty legitimate. Most of the other items though just appear to be personal preference. I personally love the new UI and think it's much easier to navigate than 1.5 (granted he did give credit to the team for not screwing up worse than that). Either way, it's an impressive post, wish more OPs on TL were this well structured and presented.
http://www.youtube.com/SCBattleGrounds
derpface
Profile Joined October 2012
Sweden925 Posts
February 20 2013 21:02 GMT
#19
I bet your rl job is a auditor...
gg no re #_< no1 Hydra and Leta fan >_#
StarBrift
Profile Joined January 2008
Sweden1761 Posts
February 20 2013 21:04 GMT
#20
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.
Joseph Joestar
Profile Joined February 2013
4 Posts
Last Edited: 2013-02-21 16:21:58
February 20 2013 21:07 GMT
#21
Maximum autism

User was banned(PBU).
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 20 2013 21:24 GMT
#22
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...

actually, I'm a contemporary classical composer.
Administrator
MVega
Profile Joined November 2010
763 Posts
February 20 2013 21:43 GMT
#23
A lot of those are personal preference and not bugs or issues. Others that legitimately are bugs (such as the hotkeys) need to be posted in the bug report forums if they're to have any hope of getting fixed eventually.
bumkin: How can you play like 50 games per day... I 4gate 2 times then it's nap time
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 20 2013 21:50 GMT
#24
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...

I'm an auditor.
We recently got some new software for performing our audits.

It SERIOUSLY needs a UI overhaul, it's absolutely terrible, and that's before the piss poor performance issues.

This thread is the sort of thing someone needs to do about it, and for some reason it's been rolled out into a production environment.

It's also currently on version 2.... HMMMMMMM
HOLY CHECK!
crbox
Profile Joined August 2010
Canada1180 Posts
February 20 2013 21:55 GMT
#25
Very nice read. Bnet needs some serious re-working, not just in the UI and how it looks. I've honestly never been able to play custom games. I played WC3 for a long time and 90% of that were custom games. Now you can only play popular TDs and even in their TOP10 most popular list, I could not find a game to play.

I guess one really important feature would be lobby manual browsing...

Anyways great post, really well written and organized.
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
February 20 2013 22:01 GMT
#26
It's already a lot better. Let's not discourage Blizzard from trying.
Oracle comes in, Scvs go down, never a miscommunication.
carlfish
Profile Joined June 2011
Australia57 Posts
Last Edited: 2013-02-20 22:15:41
February 20 2013 22:13 GMT
#27
There's this thing in software development that we call "bikeshedding".

It's based on an insight from a 1960s book on management, in which the author said that if you go to your board of directors with plans for a nuclear power plant, they're going to say “Well, you're the expert” and approve them. If you go to them with plans for a bikeshed, they're going to spend all day arguing about what colour you should paint it. Because unlike nuclear power plants, everyone thinks they understand bikesheds and want to get their two cents in.

I'm a programmer. I work with incredibly talented, professional graphical and UX designers on a daily basis. This is why they they hate us.

Because we look over the design they poured weeks into and start making trivial suggestions. They have to go back over that entire week and justify every decision they made, and explain to us that all the things we're suggesting are things they tried and threw out. Maybe they tried dozens of different menu configurations and interaction models, subjected them to usability testing and went with the one that scored best on all the axes they were interested in? Maybe the distorted dice logo was more recogniseable when scaled down to the smallest size than the perfectly symmetrical one? Maybe one of the designs was rushed because hey, they were only given a limited amount of time to design a dozen screens. Too bad, we're not going to be happy until they've justified all those decisions all over again.

Then we take their designs and subject them to the constraints of software development. The pixel perfection that they worked on is sacrificed because we have to get a product out by a deadline. Some of their screens need to be redesigned because the back-end isn't quite flexible enough to serve what they need. Work on a whole raft of look and feel bugs is postponed because there are dozens of more important things that need to be developed at the time.

And then we release the software, and the designers cringe waiting for the customers to start the same process all over.
I am a fish.
mrRoflpwn
Profile Blog Joined February 2011
United States2618 Posts
February 20 2013 22:20 GMT
#28
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...


Thats what I was thinking- No one could even notice half the things he mentioned unless they critisized things this heavily on a regular basis. The new UI is nice, clean and easy for me to use. I see no problem with it. You are being to critical in my opinion.
Long live the Boss Toss!
urashimakt
Profile Joined October 2009
United States1591 Posts
February 20 2013 22:22 GMT
#29
That is some intense and attentive scrutiny. However, no matter how long one spends looking at the hood of the car one is never going to understand why it's shaped a little weird unless one can take a look at the engine.

Personally, I think they did a fine job with the new UI.
Who dat ninja?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 20 2013 22:23 GMT
#30
On February 21 2013 07:13 carlfish wrote:
There's this thing in software development that we call "bikeshedding".

It's based on an insight from a 1960s book on management, in which the author said that if you go to your board of directors with plans for a nuclear power plant, they're going to say “Well, you're the expert” and approve them. If you go to them with plans for a bikeshed, they're going to spend all day arguing about what colour you should paint it. Because unlike nuclear power plants, everyone thinks they understand bikesheds and want to get their two cents in.

I'm a programmer. I work with incredibly talented, professional graphical and UX designers on a daily basis. This is why they they hate us.

Because we look over the design they poured weeks into and start making trivial suggestions. They have to go back over that entire week and justify every decision they made, and explain to us that all the things we're suggesting are things they tried and threw out. Maybe they tried dozens of different menu configurations and interaction models, subjected them to usability testing and went with the one that scored best on all the axes they were interested in? Maybe the distorted dice logo was more recogniseable when scaled down to the smallest size than the perfectly symmetrical one? Maybe one of the designs was rushed because hey, they were only given a limited amount of time to design a dozen screens. Too bad, we're not going to be happy until they've justified all those decisions all over again.

Then we take their designs and subject them to the constraints of software development. The pixel perfection that they worked on is sacrificed because we have to get a product out by a deadline. Some of their screens need to be redesigned because the back-end isn't quite flexible enough to serve what they need. Work on a whole raft of look and feel bugs is postponed because there are dozens of more important things that need to be developed at the time.

And then we release the software, and the designers cringe waiting for the customers to start the same process all over.


It must totally suck for a have to release something you know is going to be picked apart by customers. I hate doing work that I know is going to be shredded by my clients, even if it was the best job we could do with the time we had. But one thing I have learned is everyone thinks they could have done it better after the results come in.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 20 2013 22:23 GMT
#31
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
February 20 2013 22:23 GMT
#32
they should hire you to do all the testing and perhaps some fixing :D
Pimpmuckl
Profile Joined March 2011
Germany528 Posts
February 20 2013 22:24 GMT
#33
What the holy destroying of dem new interfaces. Like it, quite some interesting facts.
twitter.com/pimpmuckl
aksfjh
Profile Joined November 2010
United States4853 Posts
February 20 2013 22:24 GMT
#34
On February 21 2013 06:24 wo1fwood wrote:
Show nested quote +
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...

actually, I'm a contemporary classical composer.

Then how in the world do you have so much time to analyze this? All the composers I know spend hours a day in studios and with musicians...
TeslasPigeon
Profile Joined March 2012
464 Posts
February 20 2013 22:26 GMT
#35
On February 21 2013 07:23 mishimaBeef wrote:
Show nested quote +
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.
thezanursic
Profile Blog Joined July 2011
5478 Posts
February 20 2013 22:28 GMT
#36
in client forums would be really cool.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
ejozl
Profile Joined October 2010
Denmark3372 Posts
February 20 2013 22:29 GMT
#37
Bnet 2.0 sucks, today i learned you can actually find people playing custom games, although not many.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 20 2013 22:29 GMT
#38
On February 21 2013 07:26 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
mvdunecats
Profile Joined December 2011
United States102 Posts
February 20 2013 22:29 GMT
#39
Keyboards are slowly going from the station of primary input device to a special purpose one. It's not just because of the influence of console gaming. It's also due to smart phones, tablets, and touch screen monitors for PCs and laptops.

I'm a programmer, and I love to be able to do all of my work from a keyboard without touching the mouse. I use vi specifically so that I can navigate around a document without having to use the mouse. But I also realize that I'm not the norm when it comes to computer users. For most people, just scrolling with the mouse makes more sense for the kind of tasks they routinely do. And when I play video games, I'm in that same boat with them.

Mouse based navigation for the menus is a sufficient and suitable interface. Making sure everything has a keyboard short cut for menu navigation is overkill, and I would rather have Blizzard's development resources sunk elsewhere.
ELA
Profile Joined April 2010
Denmark4608 Posts
February 20 2013 22:30 GMT
#40
This comes down to the original lead on Battlenet 2.0 came from X-box Live, right?

As far as I recall, the guy left (got permed) not too far after release of WoL
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
carlfish
Profile Joined June 2011
Australia57 Posts
February 20 2013 22:31 GMT
#41
On February 21 2013 07:23 Plansix wrote:
It must totally suck for a have to release something you know is going to be picked apart by customers. I hate doing work that I know is going to be shredded by my clients, even if it was the best job we could do with the time we had. But one thing I have learned is everyone thinks they could have done it better after the results come in.


It's also a simple fact of life that no creative work is ever really finished. Everybody who has ever built something would, if they took the time to go back over it again, find an almost uncountable number of flaws that they wished they could fix. And when you give your work to the public you're just outsourcing that process to thousands of people who don't even understand the process that got the work to the place it did when you released it.
I am a fish.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 20 2013 22:34 GMT
#42
On February 21 2013 06:24 wo1fwood wrote:
Show nested quote +
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...

actually, I'm a contemporary classical composer.


Well, I find your critic of the new UI to be overly critical, nit picky and presumptuous. You assume a lot with little expertise on the subject and point to small details that have little baring on the over all usability of the system, while taking little time to discuss the improvements in the UI.

More importantly, I am a paralegal who drafts legal documents, contracts and does legal research. How seriously would you take my criticism of your latest musical work if I titled it “Wo1fwood’s Sonata, Not Written for Concert Halls”?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
kafkaesque
Profile Blog Joined November 2011
Germany2006 Posts
February 20 2013 22:36 GMT
#43
On February 21 2013 07:29 mishimaBeef wrote:
Show nested quote +
On February 21 2013 07:26 TeslasPigeon wrote:
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


I think I saw one, let me just find a link.

Oh wait, it's in. the. fucking. op.
Sorry, something about not being able to see the forest because of all the trees.
| (• ◡•)|╯ ╰(❍ᴥ❍ʋ)
vesicular
Profile Blog Joined March 2010
United States1310 Posts
February 20 2013 22:37 GMT
#44
The reason the keyboard is not used for navigation is because of the ability to type into chat windows. Not having the input box "hot" to type in and then typing would result in moving around the UI. Non hardcore users would be easily confused.
STX Fighting!
danbel1005
Profile Joined February 2008
United States1319 Posts
February 20 2013 22:39 GMT
#45
Very impressive, I've thought about a few of this things before but never as good as the stuff shown in the OP. Its just remarkable, nice work OP.
Blizzard truly needs to work on this; I thought it was kind of OK before and not that big of a deal, but after having a closer look at the current state of things I think its very sad for such a company like Blizzard to present a product with so many flaws.

Stuff like this reminds me of an epic facepalm moment I had when watching last Blizzcon, they were happily showing the "new cool and exciting HOTS units and its abilities" and the way they did it was such a fail, the videos were horrendous pieces of work, anybody could've done a better job; seriously, it looked like they made those videos the night before the event not to mention the retarded idea of the unreal scenarios where the units were engaging battles...I couldn't believe it, it was utterly dumb, such a waste of time and money.
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
vesicular
Profile Blog Joined March 2010
United States1310 Posts
February 20 2013 22:39 GMT
#46
On February 21 2013 07:13 carlfish wrote:
There's this thing in software development that we call "bikeshedding".

It's based on an insight from a 1960s book on management, in which the author said that if you go to your board of directors with plans for a nuclear power plant, they're going to say “Well, you're the expert” and approve them. If you go to them with plans for a bikeshed, they're going to spend all day arguing about what colour you should paint it. Because unlike nuclear power plants, everyone thinks they understand bikesheds and want to get their two cents in.

I'm a programmer. I work with incredibly talented, professional graphical and UX designers on a daily basis. This is why they they hate us.

Because we look over the design they poured weeks into and start making trivial suggestions. They have to go back over that entire week and justify every decision they made, and explain to us that all the things we're suggesting are things they tried and threw out. Maybe they tried dozens of different menu configurations and interaction models, subjected them to usability testing and went with the one that scored best on all the axes they were interested in? Maybe the distorted dice logo was more recogniseable when scaled down to the smallest size than the perfectly symmetrical one? Maybe one of the designs was rushed because hey, they were only given a limited amount of time to design a dozen screens. Too bad, we're not going to be happy until they've justified all those decisions all over again.

Then we take their designs and subject them to the constraints of software development. The pixel perfection that they worked on is sacrificed because we have to get a product out by a deadline. Some of their screens need to be redesigned because the back-end isn't quite flexible enough to serve what they need. Work on a whole raft of look and feel bugs is postponed because there are dozens of more important things that need to be developed at the time.

And then we release the software, and the designers cringe waiting for the customers to start the same process all over.


As a UX designer for over 15 years, I love you.
STX Fighting!
TeslasPigeon
Profile Joined March 2012
464 Posts
February 20 2013 22:40 GMT
#47
On February 21 2013 07:29 mishimaBeef wrote:
+ Show Spoiler +
On February 21 2013 07:26 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Most casino dies adhere to high standards, for Blizzard's die it doesn't have "even" surfaces.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 20 2013 22:41 GMT
#48
Skimming through and seeing you bitch about the size of the dice icon...I knew I didn't need to bother reading the whole pretentious piece. Good god.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 20 2013 22:41 GMT
#49
On February 21 2013 07:29 mishimaBeef wrote:
Show nested quote +
On February 21 2013 07:26 TeslasPigeon wrote:
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


The pic is in the OP. Also, when did we care that art in a UI was not perfect in every way? I mean, its an icon and when did we start caring about those on this level.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
February 20 2013 22:41 GMT
#50
LOL at that terribad Random icon. What the fuck were they thinking?
Turn off the radio
carlfish
Profile Joined June 2011
Australia57 Posts
Last Edited: 2013-02-20 22:43:12
February 20 2013 22:42 GMT
#51
On February 21 2013 07:40 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:29 mishimaBeef wrote:
+ Show Spoiler +
On February 21 2013 07:26 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Most casino dies adhere to high standards, for Blizzard's die it doesn't have "even" surfaces.


By distorting the image slightly to increase the size of the visible facets, the icon is more recognisable as a die when scaled down.
I am a fish.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-02-20 22:45:11
February 20 2013 22:43 GMT
#52
On February 21 2013 07:31 carlfish wrote:
Show nested quote +
On February 21 2013 07:23 Plansix wrote:
It must totally suck for a have to release something you know is going to be picked apart by customers. I hate doing work that I know is going to be shredded by my clients, even if it was the best job we could do with the time we had. But one thing I have learned is everyone thinks they could have done it better after the results come in.


It's also a simple fact of life that no creative work is ever really finished. Everybody who has ever built something would, if they took the time to go back over it again, find an almost uncountable number of flaws that they wished they could fix. And when you give your work to the public you're just outsourcing that process to thousands of people who don't even understand the process that got the work to the place it did when you released it.


Its so true. I always want to polish my motions and pleadings before we submit them to the court, but we due dates and we can't blow them off. Pleadings arn't art, but I treat them like it(because I like to win). However, even in law, people don't nitpick to this level unless your at the S.C. and even they don't care about uneven lines.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
February 20 2013 22:47 GMT
#53
While it looks like you put a lot of time and effort into this, it's just a frontend for the game itself. It's the aesthetic choice of the designer, and as such, it can't really be "wrong" for PC. This is how Blizzard wants it to look/act, this is how it will look and act.

As far as the bugs and glitches are concerned, just give it some QA time.
Excludos
Profile Blog Joined April 2010
Norway8067 Posts
Last Edited: 2013-02-20 22:48:48
February 20 2013 22:47 GMT
#54
I don't get the thing about the icons. I think they look a lot better than before (although for those of us who plays random, I can confirm that it is NOT asymmetrical. I call it terrandom now)

Completely agree with the rest, unfortunately bnet 2.0 will require so much work I don't think they will ever be able to make it good..they can only tweak it a little bit, like they have in hots.
vesicular
Profile Blog Joined March 2010
United States1310 Posts
Last Edited: 2013-02-20 22:57:09
February 20 2013 22:50 GMT
#55
On February 21 2013 07:23 Plansix wrote:
It must totally suck for a have to release something you know is going to be picked apart by customers. I hate doing work that I know is going to be shredded by my clients, even if it was the best job we could do with the time we had. But one thing I have learned is everyone thinks they could have done it better after the results come in.


As a designer, it's par for the course. You learn to have a thick skin. It's why design school spends so much time on critique, because that becomes half the job. It's also why there's an art to arguing for design ideas, since most people view them as subjective, when most of the time they're anything but.
STX Fighting!
Teddyman
Profile Joined October 2008
Finland362 Posts
February 20 2013 22:50 GMT
#56
Is it just me or are the first 1500 words just saying "add hotkeys to every function"?
"Chess is a dead game" -Bobby Fischer 2004
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 20 2013 22:52 GMT
#57
On February 21 2013 06:43 MVega wrote:
A lot of those are personal preference and not bugs or issues. Others that legitimately are bugs (such as the hotkeys) need to be posted in the bug report forums if they're to have any hope of getting fixed eventually.

I'll address what some people are classifying as 'preferrential' on my part:

Inconsistencies are not bugs for sure, but they still are inconsistencies within the client. I will admit that there is a bit of preference in what I say (how can I not), but that said however, there is a distinct difference between the inconsistencies that a designer sees, and what a general end-user will think is just fine or overly nitpicky (or labeled preferential).

An example of this is the highlight inconsistency in the replays section. As someone who designs things, this discrepancy does not make sense because there is no underlying reason that one type of selection_highlight is different than another (blizzard does have a 2 tiered system were there is a hover and selected difference, which is important). Ask yourself the question, "why are replays highlighted differently? Whats the purpose?" By making this design choice Blizzard is very subtly saying "hey, this is important (or less important)!" and has a distinctly different function, when clearly, it does not.

Now to the average end-user this difference is so subtle that they will likely classify it as 'preferential', and there is some truth to that idea, in that it is a very subtle change that doesn't really impact the client operation. Nevertheless, you cannot deny that the above differences still have no functional reason to exist and is therefore inconsistent from a design perspective.

So, are there some preferences here in the inconsistencies I mentioned? Out of the 24 total, I would say that about 1-3 of them are more grey and perhaps preferential, but every other item (aside from 2 that I would need more info on) is rooted in some design choice that has some kind of issue or problem behind it.

This is also not a subtly derogatory remark either on my part, I hope to impart that designers see things differently, the way that anyone with advanced knowledge on a subject sees things differently than the general populous. Think of how Beethoven would hear music versus one of your siblings or parents? Err... Maybe I should have used the word perceive...
Administrator
Duckvillelol
Profile Blog Joined July 2009
Australia1240 Posts
February 20 2013 22:53 GMT
#58
when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.


Firstly this doesn't always work fluidly; lets say you are researching +1 weapons at a Forge, and your screen shows the Forge in the top right corner, but barely visible. When you click on the upgrade, it will just highlight the Forge, but not center it on the screen. This is kind of annoying because as you've stated if the building/item on the production tab is clicked when it's "owner" building is off screen, yet it will center it.

Secondly; this is incredibly useful and I'm glad they put it in (despite the above inconsistency) as it makes displaying something that is being produced a lot easier when casting/observing
Former SC2 commentator. youtube.com/duckvillelol
TeslasPigeon
Profile Joined March 2012
464 Posts
February 20 2013 22:56 GMT
#59
On February 21 2013 07:42 carlfish wrote:
+ Show Spoiler +
On February 21 2013 07:40 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:29 mishimaBeef wrote:
+ Show Spoiler +
On February 21 2013 07:26 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Most casino dies adhere to high standards, for Blizzard's die it doesn't have "even" surfaces.


By distorting the image slightly to increase the size of the visible facets, the icon is more recognisable as a die when scaled down.


Unless you have a picture of an undistorted Blizzard die, you have nothing to compare to and you're just making conjecture.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
Last Edited: 2013-02-20 22:58:59
February 20 2013 22:57 GMT
#60
On February 21 2013 07:20 mrRoflpwn wrote:
Show nested quote +
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...


Thats what I was thinking- No one could even notice half the things he mentioned unless they critisized things this heavily on a regular basis. The new UI is nice, clean and easy for me to use. I see no problem with it. You are being to critical in my opinion.



so your argument is they should invest millions of dollars in a game and then leave bad design elements in because (in 1 persons opinion) its not worth the effort to fix?

this isnt the first time blizzard has failed at simple shape drawing in the SC2 UI, this guy is basically doing their QA departments job for them.

On February 21 2013 07:41 KrazyTrumpet wrote:
Skimming through and seeing you bitch about the size of the dice icon...I knew I didn't need to bother reading the whole pretentious piece. Good god.


you think the design team didnt have a meeting to decide on icon choice/colour/size?

hes being no more pretentious than any designer would be.
carlfish
Profile Joined June 2011
Australia57 Posts
February 20 2013 23:05 GMT
#61
On February 21 2013 07:56 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:42 carlfish wrote:
+ Show Spoiler +
On February 21 2013 07:40 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:29 mishimaBeef wrote:
+ Show Spoiler +
On February 21 2013 07:26 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Most casino dies adhere to high standards, for Blizzard's die it doesn't have "even" surfaces.


By distorting the image slightly to increase the size of the visible facets, the icon is more recognisable as a die when scaled down.


Unless you have a picture of an undistorted Blizzard die, you have nothing to compare to and you're just making conjecture.


My conjecture as to why it's drawn the way it is, is equally valid as any other. Unless we were actually in the room when it was designed and understood the trade-offs involved, we don't know.

Which is kind of my point.

It's a stupid thing to even care about. Cartoon characters don't have the proportions of real people. Neither do Barbie dolls. Trash cans don't bulge at the sides when you put something in them, but that was an incredibly successful visual metaphor on the original Macintosh. Icons are supposed to represent things, not depict them, and blasting them for not being sufficiently "realistic" is a complete waste of time.
I am a fish.
TheAnswerIsZero
Profile Joined July 2010
United States21 Posts
Last Edited: 2013-02-20 23:15:07
February 20 2013 23:14 GMT
#62
Possible Bug(?):

Hey guys, I briefly glanced through the thread and didn't see anyone mention this (I apologize if anyone did). I was playing a team game last night and one of the opponents paused the game and ragequit. Then, when the game was unpaused none of the remaining players could control their units (mouse or hotkeys), nor could they even scroll the screen. This happened 3 times, with 2 different ragequitters. Is this a bug or a hack?

Plexa: TL gives excellent advice 99% of the time. The problem is no one listens to it.
Excludos
Profile Blog Joined April 2010
Norway8067 Posts
February 20 2013 23:15 GMT
#63
On February 21 2013 08:14 TheAnswerIsZero wrote:
Possible Bug(?):

Hey guys, I briefly glanced through the thread and didn't see anyone mention this (I apologize if anyone did). I was playing a team game last night and one of the opponents paused the game and ragequit. Then, when the game was unpaused none of the remaining players could control their units (mouse or hotkeys), nor could they even scroll the screen. This happened 3 times, with 2 different ragequitters. Is this a bug or a hack?



Wrong thread. Bugs here should be limited to battle.net ui, not ingame.
geoIOPS
Profile Joined August 2010
40 Posts
February 20 2013 23:48 GMT
#64
Great, great post. Please keep doing what you're doing.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 20 2013 23:53 GMT
#65
Had a good laugh at that, thanks for posting your findings again. It is always entertaining if people go overly critically about something. Personally liked the dice section the most, especially since I like the scaled version and think the designer made the perfect decision there.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2013-02-20 23:56:46
February 20 2013 23:55 GMT
#66
Uhm. You do realise that keyboard navigation has little to no real application in any of the situations you described? In fact, in a game like Starcraft 2 (where the keys are linked to various actions) it might actually DETRACT from the experience to have other keys enabled. Not to mention the possibility of what we in WoW called chatboxing which is your chat bar taking actions you intended the game to have, or vice versa.

You're nitpicking. Far, far too much. There is no need for a more fluid interface when the design of Battlenet 2.0.4 is to keep the player in the interface more often!!

I hate it when people who can't analyse things pretend they can.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
February 20 2013 23:57 GMT
#67
Some of this stuff is just dumb, overall I like the idea behind what you did and some things would be better if tweaked, but a lot of this was just nit picky.
VERY FRAGILE, LIKE A BABY PANDA EGG
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37023 Posts
February 21 2013 00:06 GMT
#68
On February 21 2013 05:20 csikos27 wrote:
hire you :D

FXO already did
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Jisall
Profile Blog Joined January 2011
United States2054 Posts
February 21 2013 00:17 GMT
#69
Originally, i thought you to be some kind of OCD super critic. I also did not refering to a PC, as I thought you wanted sc2 to be windows exclusive (I play on a mac).

Then I gave you the benefit of the doubt and read threw both blogs.

And I agree with you. would help to streamline things. The shortcut keys were something I missed form my WC3 days.
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
February 21 2013 00:21 GMT
#70
The new hotkeys created a problem. I rebound my camera location keys to F1-5 a long time ago, so when I first played a game with the new UI and got an army, the new army selection overrides my camera hotkey entirely (worked before army, not after). In trying to fix this I unbound it, and somehow I entirely broke my left-click drag box functionality, and could not recover it without leaving the game and starting a new one. For competitive players this seems problematic should this happen with any regularity.

I had the same rebind active, and when I logged in it gave me a big warning screen saying that I had hotkey conflicts with the new HotS hotkey configuration. It gave me the option to fix it or to ignore. So, I don't really see this as a problem since it actively prevented me from logging on and warned me that this was a problem.
Hitch-22
Profile Blog Joined February 2013
Canada753 Posts
February 21 2013 00:28 GMT
#71
You think Blizzard would read these and fucking hire... If Blizzard hired even 3 of the coders/think tankers on this fucking website (I bet a lot of them would if given the chance) the game and their future games would be so much better technically and visually.
"We all let our sword do the talking for us once in awhile I guess" - Bregor, the legendary critical striker and critical misser who triple crits 2 horses with 1 arrow but lands 3 1's in a row
BoX
Profile Joined July 2003
United States214 Posts
February 21 2013 00:38 GMT
#72
I've been in awe of Blizzard's shocking incompetence with Battle.Net 2.0. It's been a tragic failure since day one... A massive pile of shit that has never been acceptable to me. It's an actual downgrade from Battle.Net 1.0
Beakyboo
Profile Joined May 2010
United States485 Posts
February 21 2013 00:42 GMT
#73
I don't really know if I (or the vast majority of people playing this game) really care about this sort of functionality. I get the impression a lot of support here is coming from people who didn't actually read OP and are just eager to further critique Blizzard.

All I'd really like is better keyboard support for navigating between chats and stuff, since that's when I actually have both hands on the keyboard. Otherwise I'd probably just click stuff 99% of the time anyways. Navigating the SC2 UI isn't like editing code. I don't need keyboard shortcuts to race between every obscure UI page at high speed.
HawaiianPig
Profile Blog Joined July 2008
Canada5155 Posts
February 21 2013 00:56 GMT
#74
lol I like how you mentioned that Blizzard hasn't been involved in console gaming. Dat timing.

Diablo 3 just announced for the PS4
AdministratorNot actually Hawaiian.
MiND.GaMeS
Profile Blog Joined August 2012
Germany218 Posts
February 21 2013 01:00 GMT
#75
On February 21 2013 09:56 HawaiianPig wrote:
lol I like how you mentioned that Blizzard hasn't been involved in console gaming. Dat timing.

Diablo 3 just announced for the PS4

... AND PS3. Had to correct you here ;-)
HerO / MC / Grubby / Rain / Dear / Naniwa // Also make sure to check out my Blog: http://sc2mindgames.com/category/blog/
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 21 2013 01:02 GMT
#76
On February 21 2013 09:56 HawaiianPig wrote:
lol I like how you mentioned that Blizzard hasn't been involved in console gaming. Dat timing.

Diablo 3 just announced for the PS4

haha I just was watching. I guess I should scratch that.
Administrator
AnomalySC2
Profile Joined August 2012
United States2073 Posts
February 21 2013 01:03 GMT
#77
I've never understood the bnet whining. The GAME is what matters most.
warshop
Profile Joined March 2010
Canada490 Posts
February 21 2013 01:21 GMT
#78
On February 21 2013 10:03 AnomalySC2 wrote:
I've never understood the bnet whining. The GAME is what matters most.


An interface is part of the game experience.

Imagine trying to play a board game but the manual is written in random order. Alright, poor analogy, but you get the point.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
February 21 2013 01:25 GMT
#79
Mostly things that I wouldn't notice if someone like you didn't point them out, but when you think about it, there's very little reason not to touch these things up. Another great post
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2013-02-21 01:42:14
February 21 2013 01:41 GMT
#80
lol at the dice.....who cares if the question mark is an overkill? Stop overanalyzing stuff man. Its blizz, let them do what they want.
Now you are going to complain about the color of the dice?

EDIT: And its not symmetrical, you are so funny. Do you really think these are necessary? Oh ok, maybe add 2 more millimeters and change the angle to 5 degree to make it nice. Who cares...
Regarding the imbalance, hilarious to see Zergs defending themselves....
Kommatiazo
Profile Blog Joined February 2011
United States579 Posts
February 21 2013 01:45 GMT
#81
On February 21 2013 07:29 mishimaBeef wrote:
Show nested quote +
On February 21 2013 07:26 TeslasPigeon wrote:
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Did you even read the OP? lol

There's a pic and caption specifically about this in there.
"You must enemy don't know, and very good micro" - Bosstoss #Wet4Ret
Jochan
Profile Blog Joined July 2010
Poland1730 Posts
February 21 2013 01:47 GMT
#82
I think you are overly critical aswell. I know it's not perfect, it has flaws but I don't mind and frankly I don't see half of the things you posted, nor they bug me. I won't bother with deconstruction the whole thing piece by piece I won't read it and double check everything. It's your opinion and you are entitled to it, but there is at least one thing wrong/not true which I've just picked up while only glancing through it.

On February 21 2013 05:04 wo1fwood wrote:
[*]The new hotkeys created a problem. I rebound my camera location keys to F1-5 a long time ago, so when I first played a game with the new UI and got an army, the new army selection overrides my camera hotkey entirely (worked before army, not after). In trying to fix this I unbound it, and somehow I entirely broke my left-click drag box functionality, and could not recover it without leaving the game and starting a new one. For competitive players this seems problematic should this happen with any regularity.

I don't get it, the very first thing game did today when I've logged in, even before I saw any of the UI big message popped up and screamed THERE IS A PROBLEM WITH YOUR KEYBINDS, CLICK HERE TO FIX IT. How did you come up with this, I don't know....
"(...)all in the game, yo. All in the game"
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2013-02-21 01:54:52
February 21 2013 01:53 GMT
#83
On February 21 2013 10:21 warshop wrote:
Show nested quote +
On February 21 2013 10:03 AnomalySC2 wrote:
I've never understood the bnet whining. The GAME is what matters most.


An interface is part of the game experience.

Imagine trying to play a board game but the manual is written in random order. Alright, poor analogy, but you get the point.


It's part of the experience sure, but the real point of SC2 is the gameplay itself. I mean, people have been attacking bnet 2.0 ever since WoL beta and it has always left me scratching my head. I bought the game to play the SP and enjoy intense MP matches, not play around with the menus...or w/e people were wanting out of it all LOL. The ladder works, the custom games menu works, what is there is complain about, really?

And yeah that analogy didn't make any sense at all xD
FinalForm
Profile Joined August 2010
United States450 Posts
February 21 2013 01:58 GMT
#84
well they found money to pay ppl to do Project Blackstone
Priest214
Profile Blog Joined May 2011
Japan30 Posts
February 21 2013 01:59 GMT
#85
Wow, very well compiled review. They should hire you. xD
Starcraft is not a game, it is not a hobby, it is a way of life.
iNbluE
Profile Joined January 2011
Switzerland674 Posts
February 21 2013 02:00 GMT
#86
On February 21 2013 10:47 Jochan wrote:
I think you are overly critical aswell. I know it's not perfect, it has flaws but I don't mind and frankly I don't see half of the things you posted, nor they bug me. I won't bother with deconstruction the whole thing piece by piece I won't read it and double check everything. It's your opinion and you are entitled to it, but there is at least one thing wrong/not true which I've just picked up while only glancing through it.

Show nested quote +
On February 21 2013 05:04 wo1fwood wrote:
[*]The new hotkeys created a problem. I rebound my camera location keys to F1-5 a long time ago, so when I first played a game with the new UI and got an army, the new army selection overrides my camera hotkey entirely (worked before army, not after). In trying to fix this I unbound it, and somehow I entirely broke my left-click drag box functionality, and could not recover it without leaving the game and starting a new one. For competitive players this seems problematic should this happen with any regularity.

I don't get it, the very first thing game did today when I've logged in, even before I saw any of the UI big message popped up and screamed THERE IS A PROBLEM WITH YOUR KEYBINDS, CLICK HERE TO FIX IT. How did you come up with this, I don't know....


Agree with this post. The new interface is waaaay better that the old one. You make good points, but most are of such little importance to 99% of the people that they aren't even worth mentioning.

By the way, clicking the buttons on the production tabs is a new feature that was announced in one of the latest Blizz vids, and it's incredibly useful for casters. Calling it an "oddity" is absurd.

Still, good post overall.
ლ(╹◡╹ლ)
RifleCow
Profile Joined February 2008
Canada637 Posts
February 21 2013 02:00 GMT
#87
On February 21 2013 07:56 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:42 carlfish wrote:
+ Show Spoiler +
On February 21 2013 07:40 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:29 mishimaBeef wrote:
+ Show Spoiler +
On February 21 2013 07:26 TeslasPigeon wrote:
Show nested quote +
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Most casino dies adhere to high standards, for Blizzard's die it doesn't have "even" surfaces.


By distorting the image slightly to increase the size of the visible facets, the icon is more recognisable as a die when scaled down.


Unless you have a picture of an undistorted Blizzard die, you have nothing to compare to and you're just making conjecture.


I think the stretched die looks better than the isometric one. Allows for a bigger face to display the question mark, giving a better indication of "random".
hohoho
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 21 2013 02:06 GMT
#88
Maybe it's a first step in redesigning it to Playstation 3/4 ?

[image loading]

[image loading]

[image loading]

http://us.battle.net/d3/en/blog/8717945
sushiman
Profile Joined September 2003
Sweden2691 Posts
February 21 2013 02:06 GMT
#89
On February 21 2013 10:45 Kommatiazo wrote:
Show nested quote +
On February 21 2013 07:29 mishimaBeef wrote:
On February 21 2013 07:26 TeslasPigeon wrote:
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Did you even read the OP? lol

There's a pic and caption specifically about this in there.

It's basic 2-point perspective, the OP complaining that it's distorted isometric is absurd.
1000 at least.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
February 21 2013 02:08 GMT
#90
New interface is an improvement, it feels smoother. Navigation will require a little acclimatization.

But! Warcraft III interface was awesome! Why get rid of a good thing? :\
MaxQT
Profile Joined January 2013
69 Posts
Last Edited: 2013-02-21 02:20:11
February 21 2013 02:19 GMT
#91
On February 21 2013 05:04 wo1fwood wrote:
[list][*]In the profile 'settings cog', the "copy link" option is not clear as to what it intends to impart to the end user. This is seen in a few other places, but this option copies your profile link, though I am unsure as to what it's is used for (seems client oriented in that the output of starcraft://profile/#/############## doesn't follow standard url link structuring).


You don't understanding something doesn't make something a bug, or an incosistency. It's clear that a profile link is something that is used to link to your profile. And how do you open a link? You put it into the navigation bar in any web-browser or the folder navigation bar in windows. SAME AS EVERY OTHER LINK!

It's use is fairly simple. For example; i want to show some profile to a TL member. I don't know the profile character number, and i added him from my match history. I just give him the profile link, and BAM, he can access his profile.

Also, about standard url link structuring:

What the hell? a normal url for a profile page would be along the lines of:

http://www.forum.net/member/x

where x is the userid or the username (depending on forum software or SEO)

is there any difference betwen that and:

starcraft://profile/#/x

where x is the userid

I don't see any. Of course the protocol is starcraft (starcraft://), since it launches for sc2 client.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 21 2013 02:32 GMT
#92
On February 21 2013 11:06 sushiman wrote:
Show nested quote +
On February 21 2013 10:45 Kommatiazo wrote:
On February 21 2013 07:29 mishimaBeef wrote:
On February 21 2013 07:26 TeslasPigeon wrote:
On February 21 2013 07:23 mishimaBeef wrote:
On February 21 2013 06:04 StarBrift wrote:
I find it suprisingly hillarious that the random icon is a die that if used in real life would not actually give the user a random result because it's not symmetrical.


Please explain. I was under the impression that a die gives you a random result.


A die with uneven surfaces will not have 1/6 probability for each side, there will be a tendency to favor other sides more than others and depending on the severity of the deformity on the die it may not even land on certain sides.


Oh does the random icon die have uneven surfaces? Can someone post a pic?


Did you even read the OP? lol

There's a pic and caption specifically about this in there.

It's basic 2-point perspective, the OP complaining that it's distorted isometric is absurd.

ah, thank you for pointing that out. my wording on that was rather poor in retrospect.
Administrator
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
February 21 2013 02:37 GMT
#93
On February 21 2013 10:41 dynwar7 wrote:
lol at the dice.....who cares if the question mark is an overkill? Stop overanalyzing stuff man. Its blizz, let them do what they want.
Now you are going to complain about the color of the dice?

EDIT: And its not symmetrical, you are so funny. Do you really think these are necessary? Oh ok, maybe add 2 more millimeters and change the angle to 5 degree to make it nice. Who cares...

You my friend, are the kind of tool that propagate further stupidity from Blizzard
lazyitachi
Profile Blog Joined December 2011
1043 Posts
February 21 2013 02:38 GMT
#94
If people spend more time playing than staring at the in game menu.. they might actually improve more.. :S
Don't see how any of these are in anyway affecting the game.
nomyx
Profile Joined June 2012
United States2205 Posts
February 21 2013 04:48 GMT
#95
On February 21 2013 10:53 AnomalySC2 wrote:
Show nested quote +
On February 21 2013 10:21 warshop wrote:
On February 21 2013 10:03 AnomalySC2 wrote:
I've never understood the bnet whining. The GAME is what matters most.


An interface is part of the game experience.

Imagine trying to play a board game but the manual is written in random order. Alright, poor analogy, but you get the point.


It's part of the experience sure, but the real point of SC2 is the gameplay itself. I mean, people have been attacking bnet 2.0 ever since WoL beta and it has always left me scratching my head. I bought the game to play the SP and enjoy intense MP matches, not play around with the menus...or w/e people were wanting out of it all LOL. The ladder works, the custom games menu works, what is there is complain about, really?

And yeah that analogy didn't make any sense at all xD


"Do you really want chat rooms" - Blizzard, 2010
dcemuser
Profile Joined August 2010
United States3248 Posts
Last Edited: 2013-02-21 05:24:00
February 21 2013 04:52 GMT
#96
I'd like to see see links to where you posted any of these bugs on Blizzard's beta bug report forums (one per topic).

See, I complain like this too, but I do it constructively (usually - I rage at their QA sometimes too). I have 30+ active threads for this WoW PTR patch alone, and 28 of those bugs are fixed in the latest build. I have lists and lists of hundreds of bugs that I submit each patch, and most of them are fixed. I have complained frequently in the past on those forums about the speed of the fixes being slow, and this patch cycle it has been far better. They're actively trying to improve, at least in my case.

I really hope you posted these because if you didn't, one of the main things you're proving is that you could have helped make SC2 a better game but thought it was better to complain about how terrible of a company that Blizzard is.

Sure, it reflects quite poorly on their QA department that they missed some of the more obvious things you mentioned, but the point of having a beta is to find the more obscure bugs.
i)awn
Profile Joined October 2011
United States189 Posts
February 21 2013 06:05 GMT
#97
I'm not sure why Blizzard had not hired you yet.
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
February 21 2013 07:08 GMT
#98
LOL this thread...is fantastic.

I can't believe he did all of that, it's like a perfectionist's delight! :D

Props.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
February 21 2013 07:42 GMT
#99
On February 21 2013 15:05 i)awn wrote:
I'm not sure why Blizzard had not hired you yet.


Because given time and technical constraints maybe he couldn't do any better? It's easy to sit back seeing the finished product and nitpick, but you're not privy to the design decisions, discussions, prototypes, deadlines and engine that were needed and used to get to the final result. Ignore the realities of software development at your peril.

Could things be improved? Sure. The OP has pointed out some things. Does this thread need to be on TL? No. If he wants Blizz to see it, post it to them. Otherwise this just becomes a thread for people who like hating on Blizz to get their fix.
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 07:46 GMT
#100
That's when you realize you don't really have the time to read TL anymore.
Eviscerador
Profile Joined October 2011
Spain286 Posts
February 21 2013 07:49 GMT
#101
This post is proof you can never satisfy everyone, no matter how hard you try.

Great post in structure and analysis nonetheless, but the new UI, even with its little faults and annoyances, is light years better than the two previous iterations.
A victorious warrior wins first, then goes to war. A defeated warrior goes to war and then seeks to win.
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
Last Edited: 2013-02-21 07:52:40
February 21 2013 07:52 GMT
#102
well that (PS3/4 announcement) totally explains why there is 4 man party in diablo3 instead of 6 or 8.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
February 21 2013 08:02 GMT
#103
On February 21 2013 16:42 BoxingKangaroo wrote:
Show nested quote +
On February 21 2013 15:05 i)awn wrote:
I'm not sure why Blizzard had not hired you yet.


Because given time and technical constraints maybe he couldn't do any better? It's easy to sit back seeing the finished product and nitpick, but you're not privy to the design decisions, discussions, prototypes, deadlines and engine that were needed and used to get to the final result. Ignore the realities of software development at your peril.

Could things be improved? Sure. The OP has pointed out some things. Does this thread need to be on TL? No. If he wants Blizz to see it, post it to them. Otherwise this just becomes a thread for people who like hating on Blizz to get their fix.


Technical constraints? This is design fail and pure lack of direction and planning on part of Blizzard.

There is nothing constricting bnet 2.0 than Blizzard themselves.

You going to tell me that lan isn't possible in current technology next?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
February 21 2013 08:03 GMT
#104
On February 21 2013 16:49 Eviscerador wrote:
This post is proof you can never satisfy everyone, no matter how hard you try.

Great post in structure and analysis nonetheless, but the new UI, even with its little faults and annoyances, is light years better than the two previous iterations.


but this is not because this one is good, the others were just clearly made by someone how made console uis before.
there is still so much room for improvement...
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
StayPhrosty
Profile Joined August 2009
Canada406 Posts
February 21 2013 08:28 GMT
#105
this is a great OP, i think people are just jumping to the conclusion that this is all blizzard hating. Criticism is not the same thing as anger. All of these things are good improvements and by getting them out there blizzard has a chance to see some of the things that can improve things for the community. Now, I'm sure some of these have already been brought up and either rationalized or simply put as low priority, but there's nothing wrong with mentioning it. Personally I love seeing these UI changes that are better fitting the target audience. The new UI is great and these (among other) improvements will only make it better
To be is to do-Socrates To do is to be-Sartre Do Be Do Be Do-Sinatra
fezvez
Profile Blog Joined January 2011
France3021 Posts
February 21 2013 08:32 GMT
#106
I will be honest, that was too long for me, especially because I am not fundamentally interested in UI questions.

However, this does not mean that I do not appreciate the work you have done. Thank you for stating your opinion in such a clear way (well, I didn't read all of it, but I skimmed) and for furthering the discussion.

Hoping someone at Blizzard will see this.
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
February 21 2013 08:37 GMT
#107
umm wow this was DEEP, amazing read and really intriguing info! Thank you so much for taking the time to write this really super detailed post, took me awhile to read but wow, I totally agree with this and with they would use like the old Broodwar layout :-]
AKA: TelecoM[WHITE] Protoss fighting
Danglars
Profile Blog Joined August 2010
United States12133 Posts
February 21 2013 09:19 GMT
#108
Synthesizing what any starcraft veteran has known faulty in the last few patches and today, and going even further in design irregularities, wo1fwood delivers! Man, and that analysis is right on. The console generation/console porting of UI design has marginalized what should be the shining example of where PC gaming can shine. Instead of seeking greater keyboard navigation and simplification (Esc key shortcomings particularly), they make it so that mouse is the only easy way to do many tasks. I have no hopes of this being implemented past 6 months of expansion (given their intractability with the original Battle.net 2.0 complaints). Maybe their design team can listen and prepare some new directions.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Lorch
Profile Joined June 2011
Germany3682 Posts
Last Edited: 2013-02-21 09:30:44
February 21 2013 09:30 GMT
#109
On February 21 2013 05:24 Aunvilgod wrote:
I really do like the new interface much better than the previous one.


The previous one was literally the worst interface I have ever seen in any game ever. So yeah it's better, but OP is still right, it's a console games UI for a PC game. For the most part it's just a windows taskbar combined with your average halo ui...
paralleluniverse
Profile Joined July 2010
4065 Posts
February 21 2013 09:39 GMT
#110
This is a very good post. I've looked at the blog post you've linked and the screenshots look really nice,

I've also pointed out many design issues with the B.net UI as well as UI inconsistencies here. A few of these have since been fixed but most haven't.
paralleluniverse
Profile Joined July 2010
4065 Posts
February 21 2013 09:39 GMT
#111
Ever wonder why there are so many UI inconsistencies, e.g. why the dialog box to confirm deleting a replay is completely different in style to the dialog box for removing a friend? Or why the right-click menu in the custom games list is clearly different in style to the right-click menu on the replay page? Or why the lists on these pages have completely different styles?

I believe I've figured it out. It's because the tools they've used to make SC2 do not have standardized UI templates. It seems that they can't click a button that opens a template for a generic-right click menu. Instead, they manually design a right-click menu each time it's needed, thus leading to inconsistencies.

This appears to be the only way to explain why there are differences in the right-click menus in the custom game and replay pages, i.e. in the latter the borders are tight, in the other it's not, and in the latter the text is not bold, in the other it is. And there are many other examples.
Inex
Profile Joined October 2010
Bulgaria443 Posts
February 21 2013 10:03 GMT
#112
Keep in mind that SC2's team is quite small and interface is far from their primary objective right now. These things might get fixed in the future, but as of now I think they've done a very good job. I am your average user and I didn't even register those inconsistencies and bugs, so it's not that big of a deal. Very well written post though.
Prillan
Profile Joined August 2011
Sweden350 Posts
February 21 2013 10:19 GMT
#113
On February 21 2013 11:19 MaxQT wrote:
Show nested quote +
On February 21 2013 05:04 wo1fwood wrote:
[list][*]In the profile 'settings cog', the "copy link" option is not clear as to what it intends to impart to the end user. This is seen in a few other places, but this option copies your profile link, though I am unsure as to what it's is used for (seems client oriented in that the output of starcraft://profile/#/############## doesn't follow standard url link structuring).


You don't understanding something doesn't make something a bug, or an incosistency. It's clear that a profile link is something that is used to link to your profile. And how do you open a link? You put it into the navigation bar in any web-browser or the folder navigation bar in windows. SAME AS EVERY OTHER LINK!

It's use is fairly simple. For example; i want to show some profile to a TL member. I don't know the profile character number, and i added him from my match history. I just give him the profile link, and BAM, he can access his profile.

Also, about standard url link structuring:

What the hell? a normal url for a profile page would be along the lines of:

http://www.forum.net/member/x

where x is the userid or the username (depending on forum software or SEO)

is there any difference betwen that and:

starcraft://profile/#/x

where x is the userid

I don't see any. Of course the protocol is starcraft (starcraft://), since it launches for sc2 client.


Calm down

You are correct, but no need to sound that way.

The starcraft-URL does follow the standard. Presumably it opens the SC2 client and navigates to the profile if clicked.

A lot of programs use URLs like this. On top of my head:
magnet:    -  Opens a bittorrent program and starts downloading the specified torrent
spotify: - Opens the specified playlist/album/artist/song in the spotify client
xfire: - Used to join servers in games
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Wertheron
Profile Joined October 2011
France439 Posts
Last Edited: 2013-02-21 11:19:39
February 21 2013 11:19 GMT
#114
Great thread, hope the OP will give this to blizzard.

But don't be too hard, they made progress, and creating a game is harder than some of the players could think. Don't want to always blame them for everything, they gave to us a really good RTS
Dghelneshi
Profile Joined January 2013
Germany82 Posts
Last Edited: 2013-02-21 12:16:35
February 21 2013 12:14 GMT
#115
Great post!

One thing I would like to add that has bothered me is that in the observer UI, the order of the players in the resource/supply bar to the top right is not always the same as in the other UI tabs to the left (e.g. production/units tab). I find this mildly confusing when regularly comparing supply/bank and unit compositon for example.

It seems to be a rare inconsistency, not sure how to reproduce it since I can't quite figure out what the UI sorts by (maybe color?).
m0ck
Profile Blog Joined November 2010
4194 Posts
February 21 2013 12:15 GMT
#116
Really impressive work, thank you!
Wertheron
Profile Joined October 2011
France439 Posts
February 21 2013 12:24 GMT
#117
On February 21 2013 21:14 Dghelneshi wrote:
Great post!

One thing I would like to add that has bothered me is that in the observer UI, the order of the players in the resource/supply bar to the top right is not always the same as in the other UI tabs to the left (e.g. production/units tab). I find this mildly confusing when regularly comparing supply/bank and unit compositon for example.

It seems to be a rare inconsistency, not sure how to reproduce it since I can't quite figure out what the UI sorts by (maybe color?).


Don't know for Wol 2.0.4, but in hots we will have an option to customize the obs interface, so maybe we could change this.
Taefox
Profile Joined March 2010
1533 Posts
February 21 2013 12:38 GMT
#118
Patch 2.0.4 is just a preparation for HotS so
Great impressive work by OP
@taefoxy
fr0d0b0ls0n
Profile Joined March 2010
Spain51 Posts
February 21 2013 12:45 GMT
#119
I was about to read this, but scrolling I saw that joke about the dice, and someone that doesn't know what perspective is has no moral right to criticize anything. That alone tells the story about the extreme absurd nitpicking from the author. I hope someone makes a post about real UI problems...
I should warn you, getting what you want and being happy are two quite different things.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
February 21 2013 12:56 GMT
#120
this is one of the most useless well written threads on TL
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
February 21 2013 13:02 GMT
#121
On February 21 2013 18:39 paralleluniverse wrote:
Ever wonder why there are so many UI inconsistencies, e.g. why the dialog box to confirm deleting a replay is completely different in style to the dialog box for removing a friend? Or why the right-click menu in the custom games list is clearly different in style to the right-click menu on the replay page? Or why the lists on these pages have completely different styles?

I believe I've figured it out. It's because the tools they've used to make SC2 do not have standardized UI templates. It seems that they can't click a button that opens a template for a generic-right click menu. Instead, they manually design a right-click menu each time it's needed, thus leading to inconsistencies.

This appears to be the only way to explain why there are differences in the right-click menus in the custom game and replay pages, i.e. in the latter the borders are tight, in the other it's not, and in the latter the text is not bold, in the other it is. And there are many other examples.

oh that's an interesting thought. Also I have your thread linked in the OP if you missed it.

To everyone thinking that I'm unequivocally hating on Blizzard and hate their UI, that is not my intent at all. My post hoped to offer some rather detailed constructive criticism on the new UI which should not be taken as a "this fucking sucks, fix it." The 2.0.4 UI is a big step in the right direction (I subtly said so in the OP), but just because it's a large improvement, doesn't mean that its free of flaws or shortcomings. In order for progress to happen when we want it to we must be looking critically at things.
Administrator
yyfpulls
Profile Joined November 2012
United States2185 Posts
February 21 2013 13:07 GMT
#122
So much nitpicking, I think the UI is fine. And who is even going to bother using all those hotkeys anyways? No one cares about Menu APM sorry to say.
yeint
Profile Joined May 2011
Estonia2329 Posts
February 21 2013 13:09 GMT
#123
I don't really understand why you're calling universal keyboard navigation "contextual".

It's practically the opposite.
Not supporting teams who take robber baron money.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 14:22 GMT
#124
On February 21 2013 21:56 Cheerio wrote:
this is one of the most useless well written threads on TL

Agreed in everyway. This is like a full blow review of the Dead Space 3 menus or the UI for Streefighter 4. Shakespeare wrote a play about this, “Much ado about Nothing”.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MaxQT
Profile Joined January 2013
69 Posts
February 21 2013 15:04 GMT
#125
On February 21 2013 19:19 Prillan wrote:
Show nested quote +
On February 21 2013 11:19 MaxQT wrote:
On February 21 2013 05:04 wo1fwood wrote:
[list][*]In the profile 'settings cog', the "copy link" option is not clear as to what it intends to impart to the end user. This is seen in a few other places, but this option copies your profile link, though I am unsure as to what it's is used for (seems client oriented in that the output of starcraft://profile/#/############## doesn't follow standard url link structuring).


You don't understanding something doesn't make something a bug, or an incosistency. It's clear that a profile link is something that is used to link to your profile. And how do you open a link? You put it into the navigation bar in any web-browser or the folder navigation bar in windows. SAME AS EVERY OTHER LINK!

It's use is fairly simple. For example; i want to show some profile to a TL member. I don't know the profile character number, and i added him from my match history. I just give him the profile link, and BAM, he can access his profile.

Also, about standard url link structuring:

What the hell? a normal url for a profile page would be along the lines of:

http://www.forum.net/member/x

where x is the userid or the username (depending on forum software or SEO)

is there any difference betwen that and:

starcraft://profile/#/x

where x is the userid

I don't see any. Of course the protocol is starcraft (starcraft://), since it launches for sc2 client.


Calm down

You are correct, but no need to sound that way.

The starcraft-URL does follow the standard. Presumably it opens the SC2 client and navigates to the profile if clicked.

A lot of programs use URLs like this. On top of my head:
magnet:    -  Opens a bittorrent program and starts downloading the specified torrent
spotify: - Opens the specified playlist/album/artist/song in the spotify client
xfire: - Used to join servers in games


Yeah, sorry, maybe i sounded a bit too rude in that post

I just find it strange to always blame blizzard for every single feature they add to the game, i mean, they worked really hard for this patch and we are never happy!
AveSharia
Profile Joined April 2011
United States62 Posts
Last Edited: 2013-02-21 16:01:18
February 21 2013 15:59 GMT
#126
On February 21 2013 21:45 fr0d0b0ls0n wrote:
I was about to read this, but scrolling I saw that joke about the dice, and someone that doesn't know what perspective is has no moral right to criticize anything. That alone tells the story about the extreme absurd nitpicking from the author. I hope someone makes a post about real UI problems...


I was really hoping this was going to be a comprehensive critique of the UI, similar to what was done (by OP or somebody else?) to the original battle.net UI.

While some points OP makes are good (keyboard nav would be sweet, consistency is obviously desirable,) the points he is wrong about are so cringe-worthy that it undermines the whole piece. The dice was obviously a big one, but not recognizing two point perspective (which is more realistic than isometric, not less,) wasn't the worst part; it was complaining that an icon was "redundant" by being both a dice and having a question mark.

An icon is supposed to represent a single idea, and both the question mark and the dice point to that idea. The purpose of an icon is to beat you over the head with an idea so it is patently obvious at first glance- it is nearly impossible to be too "redundant." Even if it were, the dice is not. It conveys the idea perfectly.

I also disagree about the race icons being worse than the old, "colored" ones. The old icons look childish next to the new ones.

Finally, the last points, about clicking a production tab, and "stealing" YABOT... you have to be kidding me. Both of these things are amazing.
ssg
Profile Joined July 2011
United States1770 Posts
Last Edited: 2013-02-21 16:02:41
February 21 2013 16:02 GMT
#127
On February 21 2013 22:07 yyfpulls wrote:
So much nitpicking, I think the UI is fine. And who is even going to bother using all those hotkeys anyways? No one cares about Menu APM sorry to say.

Then you never played WC3. For us Warcraft players, we were in heaven and we didn't even know it. How do you take so many steps backwards from a game released in 2002?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 16:07 GMT
#128
On February 22 2013 00:04 MaxQT wrote:
Show nested quote +
On February 21 2013 19:19 Prillan wrote:
On February 21 2013 11:19 MaxQT wrote:
On February 21 2013 05:04 wo1fwood wrote:
[list][*]In the profile 'settings cog', the "copy link" option is not clear as to what it intends to impart to the end user. This is seen in a few other places, but this option copies your profile link, though I am unsure as to what it's is used for (seems client oriented in that the output of starcraft://profile/#/############## doesn't follow standard url link structuring).


You don't understanding something doesn't make something a bug, or an incosistency. It's clear that a profile link is something that is used to link to your profile. And how do you open a link? You put it into the navigation bar in any web-browser or the folder navigation bar in windows. SAME AS EVERY OTHER LINK!

It's use is fairly simple. For example; i want to show some profile to a TL member. I don't know the profile character number, and i added him from my match history. I just give him the profile link, and BAM, he can access his profile.

Also, about standard url link structuring:

What the hell? a normal url for a profile page would be along the lines of:

http://www.forum.net/member/x

where x is the userid or the username (depending on forum software or SEO)

is there any difference betwen that and:

starcraft://profile/#/x

where x is the userid

I don't see any. Of course the protocol is starcraft (starcraft://), since it launches for sc2 client.


Calm down

You are correct, but no need to sound that way.

The starcraft-URL does follow the standard. Presumably it opens the SC2 client and navigates to the profile if clicked.

A lot of programs use URLs like this. On top of my head:
magnet:    -  Opens a bittorrent program and starts downloading the specified torrent
spotify: - Opens the specified playlist/album/artist/song in the spotify client
xfire: - Used to join servers in games


Yeah, sorry, maybe i sounded a bit too rude in that post

I just find it strange to always blame blizzard for every single feature they add to the game, i mean, they worked really hard for this patch and we are never happy!


But people are(or at least appear to be) happy with the update to the UI. If you look at the response to the update in any forum or post about it, people are overwhelmingly positive when it is first announced. However, since both Blizzard and TL are world wide sites, at some point someone posts their displeasure with the changes. Then other people who are displeased latch onto that post and continue the thread in that vain and discuss why their do not like the changes. People argue with these posters and support the changes and the thread continues. But if you think about, out of all the people that enjoy SC2.

Think of the internet as Yelp reviews. If you read a one star yelp review, you will often find one say stuff like “loved the food, but got a parking ticket”, others are well written but have little to do with the food. But all you care about is the food. Just because someone took the time to post something on the internet does not mean that it is true or is how everyone else feels. And just because they are able to connect with other people in the world with the same idea does not mean that they are the majority. Even if a thread is thousands of posts, that does not mean it is important. Because a post can be done in 10 minutes on my commute to work, or on in the bathroom, where I have nothing else to do and I am killing time.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2013-02-21 16:42:46
February 21 2013 16:09 GMT
#129
On February 22 2013 01:02 ssg wrote:
Show nested quote +
On February 21 2013 22:07 yyfpulls wrote:
So much nitpicking, I think the UI is fine. And who is even going to bother using all those hotkeys anyways? No one cares about Menu APM sorry to say.

Then you never played WC3. For us Warcraft players, we were in heaven and we didn't even know it. How do you take so many steps backwards from a game released in 2002?

It's funny that you mention it cauz most bw players HATED that wc3's interface. Now we're getting wc3 players hating on sc2's interface.
Guess we don't like change maybe ? Or maybe it takes time before getting used to it.

I still prefer the sc/bw interface though.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Mortal
Profile Blog Joined November 2010
2943 Posts
February 21 2013 16:19 GMT
#130
Definitely the best pointless thread on TL atm. The new UI is actually a lot better than the trash they had before, and the only nitpicking I care about is the victory music, which is just silly.
The universe created an audience for itself.
GeneralSnoop
Profile Joined February 2011
United States142 Posts
February 21 2013 16:25 GMT
#131
I know this wasn't even close to the point of the whole thing, but I liked the mention of The Lost Vikings and Rock and Roll Racing. I forgot about those; they were some pretty awesome old Blizzard games. There are even Lost Vikings references in SCII (and almost every other Blizzard game, they really seem proud of that one) if you look hard enough.
"I could probably live in trees" - LiquidJinro
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2013-02-21 16:45:52
February 21 2013 16:38 GMT
#132
I read the first part about hotkeys, but I really don't see the need...
SC2 is a computer RTS game you play with mainly your mouse, not fucking emacs. What would a mouseless navigation through the menus bring? You'll have to use your mouse at some point anyway, might as well practice your mouse accuracy and speed by clicking on the menu items or something.
You want to eat and/or jack off while firing up a ladder game? Well, use your other hand to do that (you know, the keyboard hand, because the navigation is currently keyboardless, this is what you're getting at). You find using your mouse not convenient, not as fast, or tiring? Well you might want to stop playing this game then.

Although I gotta admit, this is the best formatted and researched post on a pointless and irrelevant topic I've seen in a long time.

On February 22 2013 01:42 maartendq wrote:
I sometimes believe I'm the only one here who has never had a problem with B.net 2.0's interface from the beginning. It perfectly allowed me to do what I wanted it to do: play starcraft 2 and chat with friends.

Haha so much this. Never bothered me in the slightest.
I think people who want to have a clan or play many custom games have some legit concerns, which might be addressed with the Arcade and Bnet 2.0.4/HotS.
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
February 21 2013 16:42 GMT
#133
I sometimes believe I'm the only one here who has never had a problem with B.net 2.0's interface from the beginning. It perfectly allowed me to do what I wanted it to do: play starcraft 2 and chat with friends.
Noocta
Profile Joined June 2010
France12578 Posts
February 21 2013 16:44 GMT
#134
I hope you can submit all of these to Blizzard.
You're doing a great job at this.
" I'm not gonna fight you. I'm gonna kick your ass ! "
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
February 21 2013 16:50 GMT
#135
A command-line interface would bring faster and cleaner navigation (perhaps not when looking for custom maps, but still, a Linux-like <tab> key to show the existing map names would help). The problems would be having a learning curve (I would not mind), less modernity (but let's not forget that GUI will never be as efficient as CLR) -- but since the normal GUI version will not be removed, I don't see any problem. People who don't want to use it, will definitely not.

With this, you could log in just to chat from bad PCs (even phone, tablet, w/e).
"Having your own haters means you are famous"
sylverfyre
Profile Joined May 2010
United States8298 Posts
February 21 2013 16:53 GMT
#136
On February 21 2013 10:21 warshop wrote:
Show nested quote +
On February 21 2013 10:03 AnomalySC2 wrote:
I've never understood the bnet whining. The GAME is what matters most.


An interface is part of the game experience.

Imagine trying to play a board game but the manual is written in random order. Alright, poor analogy, but you get the point.

The sad thing is, I know more than one board game for which this is the case, one of which my friends and I basically re-wrote a cheat-sheet manual.
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 17:00 GMT
#137
Other Curiosities
when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.
Stage one training has a build order feature that is directly lifted form YABOT.

I don't know why you call that "Curiosities", it's just extra features.
1) The real curiosity is that if you click on something that's already on your screen, it doesn't move the camera at all ( it doesn't center on the unit/building). Probably a concern about the smoothness of observer cam for esports broadcasts.
2) It's the other way around, YABOT copied the beginner training missions in WoL. 2.0.4's challenges have exactly the same UI, same sounds and types of objective. Consistently enough.
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
Last Edited: 2013-02-21 17:37:47
February 21 2013 17:32 GMT
#138
On February 22 2013 02:00 ZenithM wrote:
Show nested quote +
Other Curiosities
when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.
Stage one training has a build order feature that is directly lifted form YABOT.

I don't know why you call that "Curiosities", it's just extra features.
1) The real curiosity is that if you click on something that's already on your screen, it doesn't move the camera at all ( it doesn't center on the unit/building). Probably a concern about the smoothness of observer cam for esports broadcasts.
2) It's the other way around, YABOT copied the beginner training missions in WoL. 2.0.4's challenges have exactly the same UI, same sounds and types of objective. Consistently enough.


1). If you've activated the "Follow Unit (Ctrl-Shift-F)" function during game-play or observation, everything you click on until you move your camera is centered and followed. The reason why clicking on objects when you're not following them doesn't center your screen is because if you have over 10 APM it would be a total mindfuck.
2). YABOT was far more comprehensive than anything used before it in SC2 challenges or tutorials. YABOT also took into account the metagame and was updated accordingly. Basically, Blizzard put a custom map-maker out of business and probably won't give them any credit. Granted, there probably isn't any money on the line for the custom map maker.

What some consider to be "nit-picking" is actually an accumulation of annoyance from having to navigate a shitty user interface that needs to be vocalized. Thanks OP for making this thread and hopefully someone from Blizzard gets to see it who isn't overly dismissive of the whole thing. Some good points were made about inconsistency and bugs (mostly key-bind related bugs, it seems). I don't agree with everything but I second the notion that Blizzard proves to us all the time that they care more about adding nonsensical casual-friendly UI features than they do about testing. Sad, because it's the disappointed fans who typically have the staying power while the casuals die off.

EDIT: I feel like the Blizzard launcher is overlooked as something terrible that causes many of us headaches. Lately, I can't even get to the launcher because of a trash ethernet controller driver that I'm not even using for an internet connection. The launcher detects the erroneous driver and won't pass the "updating blizzard launcher" phase until a driver reinstall. Odd, because I use wireless.
twitch.tv/duttroach
stjartrov
Profile Joined August 2012
Sweden81 Posts
February 21 2013 17:40 GMT
#139
On February 22 2013 01:42 maartendq wrote:
I sometimes believe I'm the only one here who has never had a problem with B.net 2.0's interface from the beginning. It perfectly allowed me to do what I wanted it to do: play starcraft 2 and chat with friends.


At least we're two... But better be quiet about it.
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 17:51 GMT
#140
On February 22 2013 02:32 dUTtrOACh wrote:
Show nested quote +
On February 22 2013 02:00 ZenithM wrote:
Other Curiosities
when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.
Stage one training has a build order feature that is directly lifted form YABOT.

I don't know why you call that "Curiosities", it's just extra features.
1) The real curiosity is that if you click on something that's already on your screen, it doesn't move the camera at all ( it doesn't center on the unit/building). Probably a concern about the smoothness of observer cam for esports broadcasts.
2) It's the other way around, YABOT copied the beginner training missions in WoL. 2.0.4's challenges have exactly the same UI, same sounds and types of objective. Consistently enough.


1). If you've activated the "Follow Unit (Ctrl-Shift-F)" function during game-play or observation, everything you click on until you move your camera is centered and followed. The reason why clicking on objects when you're not following them doesn't center your screen is because if you have over 10 APM it would be a total mindfuck.

I was obviously talking about replays, not about when you actually play (who uses the follow mode while playing :D). You might want to take a look at the new feature in HotS and 2.0.4. You can now click on things in the production or unit tab and the camera is instantly centered on that thing. Not a mindfuck at all, but a weird behavior if you click on things that are on the same screen. Why not center every time you click (in an item in the production tab, not on anything in the game), was my question.

2). YABOT was far more comprehensive than anything used before it in SC2 challenges or tutorials. YABOT also took into account the metagame and was updated accordingly. Basically, Blizzard put a custom map-maker out of business and probably won't give them any credit. Granted, there probably isn't any money on the line for the custom map maker.
[...]

Unless I'm mistaken, the mini-challenges from Blizzard are intended for beginners. No practice and no metagame here. OP was just talking about the UI design I think, not about the features. The day hasn't come that I will stop using YABOT for practicing builds, I can tell you that :D
Nyarly
Profile Blog Joined March 2011
France1030 Posts
Last Edited: 2013-02-21 17:57:06
February 21 2013 17:55 GMT
#141
On February 21 2013 07:01 T.O.P. wrote:
It's already a lot better. Let's not discourage Blizzard from trying.


I'm pretty sure the point of doing a beta is to report stuff like this. They might not listen but they certainly need to see it.
With all due respect
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
February 21 2013 18:01 GMT
#142
On February 22 2013 02:51 ZenithM wrote:
Show nested quote +
On February 22 2013 02:32 dUTtrOACh wrote:
On February 22 2013 02:00 ZenithM wrote:
Other Curiosities
when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.
Stage one training has a build order feature that is directly lifted form YABOT.

I don't know why you call that "Curiosities", it's just extra features.
1) The real curiosity is that if you click on something that's already on your screen, it doesn't move the camera at all ( it doesn't center on the unit/building). Probably a concern about the smoothness of observer cam for esports broadcasts.
2) It's the other way around, YABOT copied the beginner training missions in WoL. 2.0.4's challenges have exactly the same UI, same sounds and types of objective. Consistently enough.


1). If you've activated the "Follow Unit (Ctrl-Shift-F)" function during game-play or observation, everything you click on until you move your camera is centered and followed. The reason why clicking on objects when you're not following them doesn't center your screen is because if you have over 10 APM it would be a total mindfuck.

I was obviously talking about replays, not about when you actually play (who uses the follow mode while playing :D). You might want to take a look at the new feature in HotS and 2.0.4. You can now click on things in the production or unit tab and the camera is instantly centered on that thing. Not a mindfuck at all, but a weird behavior if you click on things that are on the same screen. Why not center every time you click (in an item in the production tab, not on anything in the game), was my question.

Show nested quote +
2). YABOT was far more comprehensive than anything used before it in SC2 challenges or tutorials. YABOT also took into account the metagame and was updated accordingly. Basically, Blizzard put a custom map-maker out of business and probably won't give them any credit. Granted, there probably isn't any money on the line for the custom map maker.
[...]

Unless I'm mistaken, the mini-challenges from Blizzard are intended for beginners. No practice and no metagame here. OP was just talking about the UI design I think, not about the features. The day hasn't come that I will stop using YABOT for practicing builds, I can tell you that :D


Regarding the first one, does it just center on the object (off-screen object) or does it select it?

Let's say I'm observing a zerg making 60 Zerglings from 5 hatcheries, and I click on the zergling (60) button on the production tab. One of the 5 hatcheries is on-screen. What happens to the camera? Does anything happen to my selection if I have, say, a queen selected?
twitch.tv/duttroach
ZenithM
Profile Joined February 2011
France15952 Posts
February 21 2013 18:06 GMT
#143
On February 22 2013 03:01 dUTtrOACh wrote:
Show nested quote +
On February 22 2013 02:51 ZenithM wrote:
On February 22 2013 02:32 dUTtrOACh wrote:
On February 22 2013 02:00 ZenithM wrote:
Other Curiosities
when watching a replay or observing a game, clicking on the image placeholder in the production tab will automatically center the camera on that area specifically.
Stage one training has a build order feature that is directly lifted form YABOT.

I don't know why you call that "Curiosities", it's just extra features.
1) The real curiosity is that if you click on something that's already on your screen, it doesn't move the camera at all ( it doesn't center on the unit/building). Probably a concern about the smoothness of observer cam for esports broadcasts.
2) It's the other way around, YABOT copied the beginner training missions in WoL. 2.0.4's challenges have exactly the same UI, same sounds and types of objective. Consistently enough.


1). If you've activated the "Follow Unit (Ctrl-Shift-F)" function during game-play or observation, everything you click on until you move your camera is centered and followed. The reason why clicking on objects when you're not following them doesn't center your screen is because if you have over 10 APM it would be a total mindfuck.

I was obviously talking about replays, not about when you actually play (who uses the follow mode while playing :D). You might want to take a look at the new feature in HotS and 2.0.4. You can now click on things in the production or unit tab and the camera is instantly centered on that thing. Not a mindfuck at all, but a weird behavior if you click on things that are on the same screen. Why not center every time you click (in an item in the production tab, not on anything in the game), was my question.

2). YABOT was far more comprehensive than anything used before it in SC2 challenges or tutorials. YABOT also took into account the metagame and was updated accordingly. Basically, Blizzard put a custom map-maker out of business and probably won't give them any credit. Granted, there probably isn't any money on the line for the custom map maker.
[...]

Unless I'm mistaken, the mini-challenges from Blizzard are intended for beginners. No practice and no metagame here. OP was just talking about the UI design I think, not about the features. The day hasn't come that I will stop using YABOT for practicing builds, I can tell you that :D


Regarding the first one, does it just center on the object (off-screen object) or does it select it?

Let's say I'm observing a zerg making 60 Zerglings from 5 hatcheries, and I click on the zergling (60) button on the production tab. One of the 5 hatcheries is on-screen. What happens to the camera? Does anything happen to my selection if I have, say, a queen selected?

I can't check myself right now, but I seem to remember that it does select what you clicked on.
And in this video it does too:
Hylirion
Profile Joined March 2012
Netherlands968 Posts
February 21 2013 18:09 GMT
#144
You've put a lot of effort in it, but this just seems so very much nitpicky to me... From my experience the new interface works really great. How you can call it 'not designed for pc' is really beyond me. Skyrim's interface is not made for pc, you should try that one... This one most definitely is and it works great with a mouse. Not once did I get lost in the UI. This update is so much better than the old 1.5.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:09 GMT
#145
On February 22 2013 02:40 stjartrov wrote:
Show nested quote +
On February 22 2013 01:42 maartendq wrote:
I sometimes believe I'm the only one here who has never had a problem with B.net 2.0's interface from the beginning. It perfectly allowed me to do what I wanted it to do: play starcraft 2 and chat with friends.


At least we're two... But better be quiet about it.


Three, but dont let anyone know we are happy and excited.....
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 21 2013 18:11 GMT
#146
On February 22 2013 03:09 Hylirion wrote:
You've put a lot of effort in it, but this just seems so very much nitpicky to me... From my experience the new interface works really great. How you can call it 'not designed for pc' is really beyond me. Skyrim's interface is not made for pc, you should try that one... This one most definitely is and it works great with a mouse. Not once did I get lost in the UI. This update is so much better than the old 1.5.


Oh man, I didn't even think about that. The new B.net is way better than Skyrim's interface. Or Borderlands one, which had the worst menus ever.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Mortal
Profile Blog Joined November 2010
2943 Posts
February 21 2013 18:13 GMT
#147
On February 22 2013 03:11 Plansix wrote:
Show nested quote +
On February 22 2013 03:09 Hylirion wrote:
You've put a lot of effort in it, but this just seems so very much nitpicky to me... From my experience the new interface works really great. How you can call it 'not designed for pc' is really beyond me. Skyrim's interface is not made for pc, you should try that one... This one most definitely is and it works great with a mouse. Not once did I get lost in the UI. This update is so much better than the old 1.5.


Oh man, I didn't even think about that. The new B.net is way better than Skyrim's interface. Or Borderlands one, which had the worst menus ever.


Oh why would you remind us about Borderlands interface. I honestly think Skyrim's interface was worse though. As far as lack of sense, it tops the recent list.
The universe created an audience for itself.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2013-02-21 19:57:33
February 21 2013 19:48 GMT
#148
I think some of your complaints/points are completely non-issues.

As mentioned, the dice is a 2-point perspective, with the points being relatively close obviously.

Copy link seems more or less clear and intuitive and works as intended. If you paste it anywhere on battle.net (at least Starcraft 2 battle.net), anyone who clicks on it will be taken to that page.

The race icon changes are great. I could see swapping terran and random's colors though, or at least making terran gray or white. The new icons are so much easier to distinguish at a glance because of the different colors. I have no idea what you're talking about with the reference to a race's color scheme, aside from maybe terran. Protoss are mostly yellow, and zerg are mostly purple; those colors are perfectly suitable.


That said, I agree that game developers in general don't work on useability, accessibility, or efficiency enough on PC games. So many things make little-to-no use of keyboard shortcuts, and even when there is, there's oftentimes critical shortcuts missing that make it less useful. One of my biggest peeves is the the scenario where text size is not scalable, either at all, or enough. I guess Starcraft 2 is a big offender for this.



The biggest thing I hate about battle.net for Starcraft 2 is the engine used for the UI. As far as I know, the UI engine is essentially a modified [Adobe] Flash. I guess it make's someone's job easier by using it, but aside from the main downside, I'm sure it has some other really nasty downsides as well. The main downside I notice is that it uses a buttload of CPU processing power. I get more CPU usage out-of-game (near the start of the game) than in-game, which is ridiculous. If you have a slower computer (like minimum spec for running SC2) this is particularly noticeable, and really unacceptable in my opinion. Why the hell should a game perform faster and more efficiently than it's out-of-game UI?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
February 22 2013 06:28 GMT
#149
AOL chatrooms were very popular but there was the scandal with pedophiles grooming children in it. Blizzard is probably being very careful about implementing chat features to ward off potential scandals themselves; especially considering the gaming population is overwhelmingly below the legal age.
Kommatiazo
Profile Blog Joined February 2011
United States579 Posts
February 22 2013 08:17 GMT
#150
On February 21 2013 06:24 wo1fwood wrote:
Show nested quote +
On February 21 2013 06:02 derpface wrote:
I bet your rl job is a auditor...

actually, I'm a contemporary classical composer.


If you ever wondered if there was interest Ina blog about your compositions, there is! From me. Haha. You should totally do a series on a piece you're writing. If you're not too busy that is.
"You must enemy don't know, and very good micro" - Bosstoss #Wet4Ret
HaniStream
Profile Joined March 2011
Canada50 Posts
February 23 2013 18:29 GMT
#151
Can I add that you can't invite someone to a clan unless he's online?
kblueriver
Profile Joined July 2012
Argentina430 Posts
February 25 2013 07:10 GMT
#152
AWESOME. Can I add two more?
1: The Victory sound is not affected by volume. I have my volume at 20% for casting and still this sound is REALLY loud.
2: The client doesn't remember which channels or groups I was in last time (that is, I had opened), so every time I log in I have to type the channels' names and for groups go to the groups menu and look for each one individually. I know featured groups are featured, but should they really be that much more accessible than my own clan, even when I'm not a part of them?
Your ever humble pwnage provider
Gfire
Profile Joined March 2011
United States1699 Posts
February 26 2013 23:54 GMT
#153
I found a little thing I figured I should post here?

When in profile/rewards/animations, there's a little question mark help thing at the top. When you mouse over it it tells you how to execute the unit animation, but it says "enter" no matter what your chat hotkey is set to. This is different from most the tips and things where it shows your specific key in a light blue/teal color.
all's fair in love and melodies
NubainMuscle
Profile Joined June 2005
South Africa423 Posts
February 27 2013 04:51 GMT
#154
On February 22 2013 15:28 plogamer wrote:
AOL chatrooms were very popular but there was the scandal with pedophiles grooming children in it. Blizzard is probably being very careful about implementing chat features to ward off potential scandals themselves; especially considering the gaming population is overwhelmingly below the legal age.


hahahaha this actually reminded me of an experience from Broodwar.

I was playing a public game vs. AI and my ally starts a discussion relating to working out, bodybuilding, etc. which was benign enough at first (especially considering my screen name), but then he started to get a little weird, asking me what I wear to the gym, which definitely raised some eyebrows.

He then asks me if there is anything private I want to tell him, that I can tell him anything, even something that I would be afraid to tell other people. Puzzled, I declined his offer, at which point he then fantasized in alarming detail about how he would like to give me a backrub with scented oil. At this point I promptly left the game lol

You are right, there are definitely some weirdo pervs out there, even on Battle.net so it makes sense that Blizzard would see this as a potential liability, which is unfortunate because an easily accessible, social community adds so much to the game.
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