IDEAS FOR RYZOM


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#1 Multilingual 

Good day friends. I want to propose a concept for changing panels and some windows.
What does it give?

Firstly, saving space on the screen (all menus are at hand, map and radar are combined).
Secondly, a more organic interface in a single style.
Thirdly, the interface will become more intuitive for any novice player, which will allow you to quickly get used to the game and stay in it!forever! (mu-ha-ha-ha-ha)

So the bottom line is to make the panel monolithic (skills, menu buttons, pockets) remove some windows and add buttons to certain menus (maybe add a 90 turn?), combine the map and radar (add a separate strip to adjust transparency?) lock the orientation (so that only the player's marker turns)
Add checkboxes in the "selected specialization level" window to open this window less often.
Add checkboxes in the quest window, for easier navigation display on the radar/map.

Is something else possible?

For example, I made a simple concept in the form of animation. The scale of the panels is 1k1 (just reduced the picture, do not be scared) =)



What does my window look like now



What would it look like after the changes

#2 [en] 

Change to radar seems interesting. Must see how it works in reality tho.

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Hello!

#3 [en] 

Nice, where to get it?

#4 [en] 

Yes, in any case.

1. Radar with the real map. Absolutely yes!
2. Click on the radar to open the map? Yes!
3. Combine windows that work similarly! Yes!
4. Also combine status display and target display!
5. Ability/Skill Display: Show only the current level, so you don't have to click through!

Last edited by Heernis (2 years ago)

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Nicht klicken!


#5 [de] 

Ist die Aktionsleiste eventuell auch modular machbar? Soll heissen könnte da vielleicht an Stelle der Taschen zum Beispiel auch eine andere Aktionsleiste untergebracht werden?


Und besteht die Möglichkeit das der Benutzer selbst (via Script) Änderungen vornehmen kann?

Oh mein Gott, ich sollte besser aufhören, sonst wird das ewig.

Last edited by Tikolaus (2 years ago)

#6 Multilingual 

So in continuation of the topic, I heard your words about the fact that the panel should be segmented, and I completely agree, but... But I would like to see an option like in the first frame (gif below) for players who have been trained, so the player will see the functionality and will be able to move the panels as he needs. I'll explain "why exactly?", when I started playing, I had no idea that it was possible to add some panels, I think any beginner will understand more about their presence if they are displayed, and after that, let him master the interface and move the panels as he needs =)

#7 Multilingual 

As for the "map/radar", I suggest turning only the player's marker, darkening the map itself so that both the map itself and the radar objects can be seen.

#8 [en] 

segmented panels would also make the 2nd action bar less awkward.

i like the xp bar tho, i don't rly need the radar 'upgrade' since map isn't accurate anyway unless its a satellite map.

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#9 [en] 

Magez
... i don't rly need the radar 'upgrade' since map isn't accurate anyway unless its a satellite map.

That's why I suggest an option in the radar settings to add a transparency slider for the map layer itself. If you don't need a map layer you can hide it.

#10 Multilingual 

Dommage le post n'a pas l'option "traduire"
Option qui a disparu depuis une dizaine de jours !
J'écris donc en français, car les traduction Deepl de traductions Deepl, peuvent mal finir.

Comme le radar et la carte ne signalent pas les mêmes choses.
Finalement l'option carte en filtre sur le radar est la mieux.
La carte indépendante étant nécessaire.

je pense que mettre un lien entre la mission et le radar je ne sais pas si c'est utile car arrivé sur Atys, les PNJ qui sont donnés au départ sont les donneurs de missions pas ceux a qui il faut livrer, sauf celles de chasseur qui n'est montré qu'une fois la chasse complétée. Mais je ne connais pas toutes les missions.
ajouter la possibilité que toutes les bandes missions restent visibles lorsque l'on en sélectionne une pour la lire est une bonne idée !

les barres d'action et barres de taches (a laquelle vous avez retiré des lien utiles comme l’encyclopédie ou quitter l'équipe, etc) et poches soient accolées....
Votre seconde option, juste pour l'arrivée en jeu, avec l'option séparer ou les recombiner, peut-être bien selon la disposition de chacun.
A vérifier le rendu selon le grossissement de l'interface et la taille de l’écran.

Par contre que les poches soient au même format que les barres d'action, serait bienvenu.

Une barre de niveau de compétence affiché a la demande, aussi.

Merci pour vos idées :)

#11 Multilingual 

To understand the combination of the map and the radar, I recorded a video, yes, this is a game video, I adjusted the scale of the map and put a compass on top. This is not ideal, but it will do for a general understanding.

#12 Multilingual 

Next, I plan to take up the design of the panels and icons themselves. This little "demo"

#13 Multilingual 



A small update, how do you like this idea? (In this case, the drops of sap and hp and aura are recycled)

As for the interface panels, I suggest expanding the skills panel by 2 more columns (- =), in this case, you do not need to remove anything superfluous from the action panel. And it will remain to adjust the dimensions

#14 Multilingual 

Lots of interesting ideas.. but the long action bar definitely wouldn't work for the way I use the UI. Needs to be split up.

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Tgwaste

#15 [en] 

This is what radar+map is actually looking ingame

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