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UI stuff, excessive swing animation

Posted: Mon Aug 03, 2015 9:12 pm
by Amnath
These were a few things I tried to prod VG devs about, that were largely ignored and maybe out of the realm of possibility.

I think everyone sees excessive swing animation, not full swings but like warming up, in between your attacks it looks a bit like dancing and it's really exaggerated with dual wield. It's appropriate if for example you back off from the target, but when consistently whirling a rotten skull focus like you're playing maracas, is something that, ideally, could be toned down.

Many people had wished that it would save the full UI settings such as winscale, to make the buff bar fit on screen plus whatever else you adjusted.

I am about the only one who wanted a "clock-sweep" motion for the cooldown timers. The straight shadow moving to a soft, dark edge, to me, is fairly difficult to see for abilities that are on about a 20 or 30 seconds refresh. Actually, that's about the only thing that muddled the game play for me--you fire it a few seconds too early and can't use it, which causes the minor panic of "crud, what else should I use" and you either waste those few seconds or wind up using other stuff, which delays use of the thing you wanted--or probably needed--to use. It ranges from a mild irritation, to dying, just from not being able to see the timing properly.

Also, to be able to turn off the target's name.

Re: UI stuff, excessive swing animation

Posted: Tue Aug 11, 2015 1:10 pm
by Dinenon
Amnath,

Everything here is client-side systems, which are (at least curenlty) outside of the scope of this project.

Character animations may be able to be played with a little, but the only way I see of stopping the "dancing" would be to constantly tell the client that you are no longer in combat, which would break tons of other stuff
If the client is ever looked into for a re-write or modification (or if it was ever released to us by some miricle), we would then need to find us an animation person to make new stuff...but I'm sure we would be able to find someone capable enough to help out there.

Saving stuff like winscale would also require a modification to the client, as that is not handled by the server.

I was also an advocate of the clock-sweep cool-down timer, but I think that this was one of those things that got tossed to the side as "unimportant" since not enough of us asked about it. BUT, since the game's UI is entirely driven off of XML, and no fancy stuff like LUA is possible, we can't really change that with just a custom interface.

Disabling names would be one of my top wishes. If I want to see the name of something, I mouse over it, or click on it. This one I'm not completely sure about, but fairly certain it is also a client-side modification that would be needed.

Now, if someone were to jump into building a custom client from the ground up, in say, UE4 (It is free*), and embed LUA as the interface language, we could do TONS of stuff to update the feel of not only the interface, but eventually the graphics and assets of the game itself....but that is wishful thinking

Re: UI stuff, excessive swing animation

Posted: Tue Aug 11, 2015 6:48 pm
by Amnath
Yeah, I figured it might all be untouchable client stuff.

Since the game has the option to turn off all names, I am not sure why it then decides that a target is something different from "everything" and displays its name, always seemed weird to me.

Re: UI stuff, excessive swing animation

Posted: Tue Aug 11, 2015 11:03 pm
by Kandra
[quote="Dinenon"]Disabling names would be one of my top wishes. If I want to see the name of something, I mouse over it, or click on it. This one I'm not completely sure about, but fairly certain it is also a client-side modification that would be needed.[/quote]
You mean like hitting the N key on your keyboard?

Re: UI stuff, excessive swing animation

Posted: Wed Aug 12, 2015 7:54 am
by Dinenon
Beyond that though. IIRC, that hides names, but the dot indicators still showed. At release, there wasn't anything that would display above a character by default, then when SOE took the reigns (or maybe before), suddenly there were all these intrusive names and dot indicators all over the place. Disabling the UI and/or hitting N only hides a portion of these. Made making nice screenshots tricky, had to time it so no NPCs would be in shot, or just deal with it if you wanted to have them in frame.

To be honest, I haven't tried playing around with this in quite a while, since well before sunset, but I'll hop on tonight and see if I can reproduce my memory, or if there actually is a way to disable all the obnoxious text/indicators that float around above people's heads.

Re: UI stuff, excessive swing animation

Posted: Wed Aug 12, 2015 8:01 am
by Kandra
[quote="Dinenon"]Beyond that though. IIRC, that hides names, but the dot indicators still showed. At release, there wasn't anything that would display above a character by default, then when SOE took the reigns (or maybe before), suddenly there were all these intrusive names and dot indicators all over the place. Disabling the UI and/or hitting N only hides a portion of these. Made making nice screenshots tricky, had to time it so no NPCs would be in shot, or just deal with it if you wanted to have them in frame.

To be honest, I haven't tried playing around with this in quite a while, since well before sunset, but I'll hop on tonight and see if I can reproduce my memory, or if there actually is a way to disable all the obnoxious text/indicators that float around above people's heads.[/quote]
You turn of the dot indicator in the client settings.

Re: UI stuff, excessive swing animation

Posted: Sun Oct 30, 2016 5:17 pm
by OutcastCreatures
/uiwinscale can and was saved to file in the bin folder, the reason it was remove was due to server weight. They said (sigil) that it would be revisited. Now i am talking in sigil beta of the game, early on.