Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

View Stats:
Amylrun 30 Mar, 2016 @ 5:41am
UI and HUD feedback megathread.
https://umbragame.com/forums/topic/ui-and-hud-feedback-megathread/

Hello ! I'm Alex, in charge of the UI design at Wolcen Studio. Feel free to post every suggestions/feedback here or on the forum ! (I'd recommand to read the forum first !)
< >
Showing 1-15 of 75 comments
CoTTo 30 Mar, 2016 @ 8:15am 
Hi Alex, thanks a lot :)

Here is a translated version in german:
http://www.wolcen-game.de/cms/news/index.php?shownews=144
Honey Badger 1 Apr, 2016 @ 5:21pm 
I can't change the graphics settings from medium to high or very high without the game freezing.

Combat is pretty good and responsive, though it isn't very smooth (as in using a physical weapon and switching between targets). Also, movement around the maps at certain points feels restrictive as if there are many invisible walls.

Visual effects, environments, and animations are superb!

Story is okay so far.

Hope this feedback helps a little.
mccanlessjc 4 Apr, 2016 @ 8:43am 
the Ui when i click on level up or anything in a box my character moves to that spot and with the merchant it doesnt show up stats for wpns only armor and even then when i click to buy my character moves to that spot closing the shop window.
rn_archl0rd 4 Apr, 2016 @ 10:51am 
Originally posted by mccanlessjc:
the Ui when i click on level up or anything in a box my character moves to that spot and with the merchant it doesnt show up stats for wpns only armor and even then when i click to buy my character moves to that spot closing the shop window.

When dealing with the merchant right click on items to buy or sell and it won't click through. Mouse over the pic to get the tooltip (if it has one) instead of clicking. Still have the player icon in the upper right screen corner obscuring some of the screens, i.e. character, merchant sell, player chest. Still cannlot place skills into slots 5 and 6 nor do those slots appear in the left bottom hotkey interface.
eobet 9 Apr, 2016 @ 6:36am 
Latest patch and any changes to the graphics options makes the game just display an empty screen after pressing "apply".

Also, the way the game captures the mouse during the windowed loading screen is really annoying. It should only capture the mouse once it switches to fullscreen.
The Masked Frogue 13 Apr, 2016 @ 2:24am 
Just a copy/paste of what i posted on the official forum concerning the UI.

HUD :

The “2 globes theme” may be outdated and lacks clarity. checking your resources in the corner is annoying and awkward.
As far as we ll have to deal with more than 2 ressources whatever build we ll choose, having 2 globes can’t be good.

You just can’t tell when your take significant damage. someone suggested red hazing/huge blood spatter effects, I think we have this already but I don’t really like them, we probably did them wrong and they are not working as intended. currently you realize you are in danger when your character’s HP drops below 1% it seems. so that’s nooot good.
Instead of a visual signal we could get a sound signal when in danger (less than 33% of max health). Why not some heartbeats for exemple ?

Was also suggested better sound work when you take too much damage (or when you deal a lot of damage!) I really like this idea! this + some SFX and it may become very clear when you benefit from an environmental combo/ do a critical strike etc.
Concerning critical hits i d rather like something like having the damage numbers displayed at a bigger scale and more flashy way.

Switch the HUD location around the screen. I don’t think we can scale/detach the HUD and move them around. I seriously have no idea if this is possible. I liked how we could customize the size of everything in Guild wars 1. need some feedback about this, I know some people playing MMORPGs really love to have a weird display haha. but is that something worth to make in an hack & slash?
It all depends of how well adjusted the UI ll be. Anyway having the possibility to adjust the UI by ourselves would prevent anybody from being unpleased. That being said this is definitely not a priority for Wolcen. Maybe a stretch goal bonus then ?

About the top left icon with your character avatar and level. do you think like this element is useful ? how can it be improved gameplay-wise ? I’m having a hard time figuring out the utility of it, as a gamer I’m almost never looking at it. but if it’s there in other game I’m sure there are reasons !
I don’t think that the top left icon is useful at all. The more screen space saved for the game in itself the better. Most of the time such an avatar icon is used in MMORPG to display both your health and main ressource and your level. But in a hack ‘n slash i really can’t think of it as any important. Instead of it display our current level in an experience bar at the bottom of the screen.

Do you prefer a clean, non-invasive UI (FFXIV’s one is a good exemple) or a beautifully crafted one with a lot of details (thinking of D3 – Total War Warhammer). Maybe a mix of both ?
A mix of both. As i said i really like the way the UI is designed in Diablo games. Especially the bottom part of the screen. That being said i also rather like when the mid to top part of the screen is free of any UI element.

Dialogue box :

Too much Diablo-like.
There is no "too much Diablo-like" when it comes to a dark fantasy themed hack ‘n slash. I really love it.

How about the text ? we currently have 3 lines of fat-sized typos for fast reading dialogues. I think the text is a bit too big right now, it’s taking too much place in the box.
Having a dialogue box displayed over the NPC that is talking is the best design move. We don’t need of any wide dialogue square at the bottom of the screen. It is unimmersive. Also give people more time to read the text when this is a long one.

Skipping the dialogues. someone suggested to use “space” for fast skipping the text. right now since it’s the key to trigger apocalyptic forms it can become an issue if you immediately transform after the boss has finished taunting you. but I think that’s a good idea to have a key to do that. I think we should be able to move forward and backward in the dialogue, having no time limit to read, and a button to close the whole dialogue/skip the entire scene.
I suppose that you ll allow people to change the game keybindings (at least i hope so) so just let people choose which key the want to use to fast skipping dialogues. Also, as said previously, having more time to read long texts would be nice.

Portraits and avatar. do you like the art style ? do you think animated portraits could add a lot to the dynamic ? (note that as for alpha 0.1.3 version, the player’s face is an unfinished painting placeholder that I’m ashamed of and I should take the time to fix it ASAP!)
As said above, any character portrait displayed on the screen is quite a waste in a hack ‘n slash. We don’t need it. The only place where you need to see a character avatar is in the inventory window.

Inventory :

Color codes to compare the stats of your currently equipped weapon/armor with the one you are hovering.
The color code to compare quality has been used in almost every hack ‘n slash that i can remember of. And it works well. So just keep it.

Switch items by placing one on top of another.
Definitly yes. Also equipping items when double clicking them.

Purchasable backpacks for more inventory slots ?
Why not ? The more space for loots the better.

Rework the rarity color code and renders in order to make it prettier and subtle.
I m not fond of the colored background stuff. I d rather like to have a border colored and textured accordingly to the quality of the item.

Are you okay with how the different equipped items slots are displayed ?
I have no issue with the current way it is displayed.

MAPS :

The world map lacks clarity, you don’t really know when you can and can’t go.
True but having a too detailed map would play against the “search and discover” part of the game.

What are your stances on tab-map overlay ? I personally don’t like it since it’s making the whole game more confusing but I might be wrong. do you think the top-right minimap is enough ? if you have examples of great maps in game I’ll take everything !
The top right minimap takes too much screen space. Here is an exemple of what i would do regarding the map AND the ressource bars : https://i.imgsafe.org/5eaa055.gif

It would allow for a lot of lower right and left space for dark fantasy/diablo-like arts.

We will add dots showing the recent path you took on the minimap.
No need to. Getting lost is part of the exploration process.

Icons displaying chest/npcs,etc are a little bit too colorful in my opinion.
Just keep the dark fantasy style for all icons.

the minimap should be more zoomed out to be actually useful. maybe add a – + button to adjust ?
Why not. That being said we should have a key to display the full map. Most of the time you can display the full map by pressing “M”.

SKILLS :

Tooltips are currently in the making. they will explain in details what everything does (spells, stats)
Cool.

Also indicate the range of the skills in the tooltip. and if there are modifiers, display it clearly.
The more info the better.

add preview changes for the power/utility leveling system.
That would be nice.

display the actualy effect of the utility level up on spells. (if it can reduce the cooldown, cast the spell faster or cast multiple projectile for instance)
Same as above.
Last edited by The Masked Frogue; 13 Apr, 2016 @ 3:20am
rn_archl0rd 13 Apr, 2016 @ 1:41pm 
The inventory screen can use a little work as to size of icons. The large icons should be limited to 2x2squares so there is more room for stuff. Currently the 3x2 icons create problems arranging inventory to fit open spaces and do not need to be that big. Also noted that the Great Mushroom does not appear in the inventory but blocks the space and cannot be moved. Great Mushroom also extends downward to other blocks so mousing over a piece of armor gives the tooltip for the mushroom instead.
AtOm 16 May, 2016 @ 3:08pm 
The stamina/mana pool designs need some work and different placements to make it more easy for the eye to watch(perhaps above the exp bar) and also the health pool bars above the enemy need recoloring to be more brighter due to all the amazing effects
Last edited by AtOm; 16 May, 2016 @ 3:10pm
Raziel317 19 May, 2016 @ 10:31am 
I have an issue with the character chat text or rather the ui element used when you are talking to a character. When I go to press the advance play looking button my character moves to where I have clicked as well as it advancing the text. The only resolution I have found is to hold shiftr so the character does not move but he attempts to attack.
serneno 19 May, 2016 @ 3:07pm 
When you look over item descriptions in your stash, you should make it so that the item description doesn't try and go over the bottom of the screen. Currently, if I have items on the bottom like 3 or 4 rows of my inventory, when i hover over the item description, some of it gets cut off. I believe there should be a way to add a check that if the item description box exceeds the maximum size of the screen, it just popup above the item instead of below the item.
serneno 19 May, 2016 @ 3:08pm 
Also, when leveling up skills, the game seems to register a movement along with me clicking the skill level up icon. Should fix that so that players don't accidentally walk into danger.
AtOm 21 May, 2016 @ 6:41pm 
Very nice new ui and the only issue so far was hovering the mouse cursor over the first potion and getting the item description staying ontop of the mouse cursor,relogging fixes that though
CoTTo 22 May, 2016 @ 2:09am 
I love the new HUD :D
Dracbjorn 26 May, 2016 @ 8:27pm 
There is an issue with the game when played in 3440x1440 resolution where the game thinks the UI is one place when it is actually somewhere else. I can't hover over weapons in my inventory or even click sometimes. And when I am able to click on weapons and armor in my inventory it has a "click through" property to it and makes my character move to the location under the UI window. This is the case for all windows that I interact with. It really makes the game unplayable unless I put it in windowed mode. Is this a known bug and is it being worked on?
Last edited by Dracbjorn; 3 Jun, 2016 @ 3:28am
lavafire 29 Jun, 2016 @ 1:10am 
Will there be a hotkey to display items that can be looted or destroyed ?
In some games, pressing ALT will highlight all the items that can be interacted with..
< >
Showing 1-15 of 75 comments
Per page: 1530 50