Bro did you not see the skill icon with the guy looking at you mostly showing the eye. Look at that again and tell me that is not cartoony. For the most part I love this game and the way it is coming together. But they are walking a very fine line of doing to much and ruin a great game seriers for that matter. Listen if people like big cartoony over the top play that is waht Wow is for but Diablo was something different it was unique in its day. It was a photo relalistic rts game with a gothic touch. It was great and I miss it. But the icons can be in color but just not like that come on that is all they can come up with.
I don't really see how you can make things easier to recognize than the paragons of artistic simplicity that was the icons of Diablo. It's virtually impossible to mix any of the Diablo 1/2 skills/spells up with any of all the other.
We're going to have a lot more skills available for use now 5 on the bar if you chose, 2 on the right mouse button and 1 on the left.
Just think if you had all those skills to use in d2. Trying to find the right one in a intense situation might have gotten confusing. If you still don't think it'd be hard that's fine but I know this way will be a lot easier for me and some others.
That's just not true at all, it's basically the same theory behind both sets of icons. Symbols on squares. Except now the squares have SOME variance of color and that's somehow HARDER to see?
Sure I wish there were more color variations, but anyone can see stone + white is harder to mix up than red + black, blue + black, orange + black, not to mention the shading in certain skills would make it stand out.
I don't really see how you can make things easier to recognize than the paragons of artistic simplicity that was the icons of Diablo. It's virtually impossible to mix any of the Diablo 1/2 skills/spells up with any of all the other.
Please stop using expressions such as "paragons of simplicity". Subjective and turns away from conversation.
I had tons of issues with recognizing DII spells, honestly, because they all look the same sometimes, or similar. On the other hand, in WoW, everything was easy to see. That's with DII having like 5 skills on average... if not less. I also had issues with Nox for the same reason: all spells are white on black.
I had tons of issues with recognizing DII spells, honestly, because they all look the same sometimes, or similar. I also had issues with Nox for the same reason: all spells are white on black.
That's not true. You had different colored spell icons for different types of magic and further for different character users (blue for wizard and green for conjurer).
They were pretty distinguishable, it's just that they were too minute and small. You only have 5 of them on screen anyway and you gain them one at a time. How can that be confusing?
I think you're drawing your conclusion on D2 out by the way the skill trees had all those similar icons huddled together. As I became familiar with them, they became recognizable on first sighting though. Maybe they should put traffic signs for people to more easily relate and react to them?
Diablo 2 skills (D1 alike) were more iconic, they weren't done in an illustratory fashion.
They suited the environment and UI.
This new environment and different ui art style in D3 need a different type of icons than before.
I'm so far somewhat pleased with these icons.
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Quote from "KonataX" »
lol it can still easily be a ranger since who said you cant shoot arrows at melee distance xD
Quote from "Archie" »
The Barbarian is from Arreat, a very cold snowy mountain top, but they are much tougher than normal humans, so they don't need warmth.
Quote from "Archie" »
Where are Barbarians originally from? Sumeria, or more specifically Mesopotamia, AKA Europe. Think the Alps and the Pyrenees
I got to learn D2 skills by keyboard shortcut, not the image.
I don't know about you, but I felt interested in how the icons in D2 were drawn. I spent some time looking at them to make out my character's skill path, so I kind of memorized most of them with each character non-intentionally.
Quote from "pernunz" »
In D2 when I was selecting an image from the hotbar, I had to mouse over and see what it was.
You're saying you're not going to have to hover on these new icons and check their uses even after you've spent some time using them? :rolleyes:
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Quote from "KonataX" »
lol it can still easily be a ranger since who said you cant shoot arrows at melee distance xD
Quote from "Archie" »
The Barbarian is from Arreat, a very cold snowy mountain top, but they are much tougher than normal humans, so they don't need warmth.
Quote from "Archie" »
Where are Barbarians originally from? Sumeria, or more specifically Mesopotamia, AKA Europe. Think the Alps and the Pyrenees
These new icons remind me of WoW's icons. I'm not saying they are cartoony, I'm just saying they more similar to WoW than they are to Diablo 2 (in my opinion). But with all else aside, I can let the icons slide. :rolleyes:
I like the new UI, I liked the old one also, though it did feel a bit too high tech, so I like the new one.
As far as the abilities icons go, I think the colors are good, its the images themselfs that need changing.
They are fairly recognizable now, without playing it I can't tell for sure, but the biggest problem is the actual images, like the eye one, the heads that need to represent monsters are silly and stuff like that.
As far as the icons being metallic, I feel that won't work now, now with the 3D graphics, the D3 animations and spell effects it will really look bad.
I feel they just need to concentrate of making the icon images have more realistic eyes and heads and stuff like that.
Also if the icons are a bit bigger that would be awesome!
That's just not true at all, it's basically the same theory behind both sets of icons. Symbols on squares. Except now the squares have SOME variance of color and that's somehow HARDER to see?
Sure I wish there were more color variations, but anyone can see stone + white is harder to mix up than red + black, blue + black, orange + black, not to mention the shading in certain skills would make it stand out.
You're telling me THESE:
Are easier confused than THESE:
?
omg the stone is so much better
screw those WoW theme rip offs
just revamp the stone don't bitch out on us Blizzard, it's still DIABLO not some new game you can fuck with
Oh, and just take the purple color out of the whole game. Having unique or w.e items purple is one of the worst ideas I've seen for this game. Seriously, could you be a little more creative, not to mention original?
This is just a reflection of the shitty rainbow-fairy artwork. I'm still pissed about that. The gameplay will still be good but I won't be getting shivers down my spine, or drawn into the D3 world nearly as much.
That's with DII having like 5 skills on average... if not less. I also had issues with Nox for the same reason: all spells are white on black.
i had on average 13 skills in d2 (sometimes 16 on a ww assassin)
but it doesn't even matter
once you get used to the skills and your hotkeys for them, no matter what they look like, you will get used to them and will be able to distinguish them at the slightest glance or from peripheral vision.
so in the long run, visibility is not an issue
in the short run you have to learn to get used to them, and then the obnoxious pictures could help.. but in the long run we have to deal with how they impact the feel of the game.. which is negative in my opinion.
but again, it's not that big of a deal..
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they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
I agree with Blood-doll. Because the pictures are different, it won't matter hard hard it may seem to remember them, because you will be using them, as well as looking at their picture. So they will eventually become easy to recall.
Im sure that after using them often enaugh we will easily get used to the icons gameplay wise.
Totally agree. In DII, I know which hotkeys do what, but sometimes I still have trouble remembering which skill icon is battle orders and which is battle command hehe...
Once we've played for a while, it will all come down to muscle memory.
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"You miss 100% of the shots you don't take - Wayne Gretzky"
I really don't understand how that's possible. :confused: Bear in mind, I'm not calling you a liar, I just can't imagine the reasoning or find a logical explenation. Making something recognizable is often about creation patterns and contrasts; White and Black, Red and Green, Cats and Dogs.
I still can't see how you're trying to tell me it's easier to distinguish between a stone and white one and a stone and white one than a red and black one and a blue and black one?
It's the same theory except they changed the colors up a little.
That in itself isn't an argument for or against anything at all. It's true for almost any game. It'd be true wheter they changed the art direction or not to begin with. :rolleyes: :rolleyes:
how isn't it an argument?
i'm saying the visibility only matters in the short term (while we learn what the skills are, remember where we hotkey them, and develop the muscle memory for those hotkeys) and in the longterm the lasting effect is how the graphics impact our perception of the game.
yes that may be true for all games, but what i said is that, for me, i feel like it's a negative longterm impact.
my argument is that visibility doesn't matter compared to how the graphics influence the players' impression of how the game feels/ the mood/ the ambience/ atmosphere whatever you want to call it. (and for me it's a negative effect)
and as always, i'm gonna keep putting this in so my comments are not taken out of context:
doesn't matter that much, won't ruin the game, but doesn't help it in my opinion either
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they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
Yeah but you gotta remember, they're not just there for the initial release group. New players will be coming and going all the time. Some people completely new to the series.
daemaro, was that to me?
i didn't mean the short and long term of the game, i meant the short and long term of the player's experience.
each player (that sticks around) has to get used to the skills in the short term, then live with them in the long term.
i don't think a picture will make them that much easier to initially get used to, if that's what you mean.
(and my point before is that the "initially getting used to" is dwarfed in importance by the "living with" factor)
edit: and bla bla doesn't really matter, won't ruin the game yada yada
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they'll never see me coming.. life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
Honestly, which one is easier to distinguish between out of the corner of your eye? The one with contrasting colors and symbols, or the one with just different symbols?
And I don't wanna see blue, red, green stones, or metallics, or whatever.. That sounds goofy, especially as I don't see anything wrong with the new ones besides lack of color schemes on the majority.
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I'm not your bro, lets get that straight.
We're going to have a lot more skills available for use now 5 on the bar if you chose, 2 on the right mouse button and 1 on the left.
Just think if you had all those skills to use in d2. Trying to find the right one in a intense situation might have gotten confusing. If you still don't think it'd be hard that's fine but I know this way will be a lot easier for me and some others.
Sure I wish there were more color variations, but anyone can see stone + white is harder to mix up than red + black, blue + black, orange + black, not to mention the shading in certain skills would make it stand out.
You're telling me THESE:
Are easier confused than THESE:
?
I had tons of issues with recognizing DII spells, honestly, because they all look the same sometimes, or similar. On the other hand, in WoW, everything was easy to see. That's with DII having like 5 skills on average... if not less. I also had issues with Nox for the same reason: all spells are white on black.
They were pretty distinguishable, it's just that they were too minute and small. You only have 5 of them on screen anyway and you gain them one at a time. How can that be confusing?
I think you're drawing your conclusion on D2 out by the way the skill trees had all those similar icons huddled together. As I became familiar with them, they became recognizable on first sighting though. Maybe they should put traffic signs for people to more easily relate and react to them?
Diablo 2 skills (D1 alike) were more iconic, they weren't done in an illustratory fashion.
They suited the environment and UI.
This new environment and different ui art style in D3 need a different type of icons than before.
I'm so far somewhat pleased with these icons.
I got to learn D2 skills by keyboard shortcut, not the image. When I was selecting an image from the hotbar, I had to mouse over and see what it was
You're saying you're not going to have to hover on these new icons and check their uses even after you've spent some time using them? :rolleyes:
As far as the abilities icons go, I think the colors are good, its the images themselfs that need changing.
They are fairly recognizable now, without playing it I can't tell for sure, but the biggest problem is the actual images, like the eye one, the heads that need to represent monsters are silly and stuff like that.
As far as the icons being metallic, I feel that won't work now, now with the 3D graphics, the D3 animations and spell effects it will really look bad.
I feel they just need to concentrate of making the icon images have more realistic eyes and heads and stuff like that.
Also if the icons are a bit bigger that would be awesome!
omg the stone is so much better
screw those WoW theme rip offs
just revamp the stone don't bitch out on us Blizzard, it's still DIABLO not some new game you can fuck with
Oh, and just take the purple color out of the whole game. Having unique or w.e items purple is one of the worst ideas I've seen for this game. Seriously, could you be a little more creative, not to mention original?
This is just a reflection of the shitty rainbow-fairy artwork. I'm still pissed about that. The gameplay will still be good but I won't be getting shivers down my spine, or drawn into the D3 world nearly as much.
i had on average 13 skills in d2 (sometimes 16 on a ww assassin)
but it doesn't even matter
once you get used to the skills and your hotkeys for them, no matter what they look like, you will get used to them and will be able to distinguish them at the slightest glance or from peripheral vision.
so in the long run, visibility is not an issue
in the short run you have to learn to get used to them, and then the obnoxious pictures could help.. but in the long run we have to deal with how they impact the feel of the game.. which is negative in my opinion.
but again, it's not that big of a deal..
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
Totally agree. In DII, I know which hotkeys do what, but sometimes I still have trouble remembering which skill icon is battle orders and which is battle command hehe...
Once we've played for a while, it will all come down to muscle memory.
you don't take - Wayne Gretzky"
- Michael Scott
I still can't see how you're trying to tell me it's easier to distinguish between a stone and white one and a stone and white one than a red and black one and a blue and black one?
It's the same theory except they changed the colors up a little.
how isn't it an argument?
i'm saying the visibility only matters in the short term (while we learn what the skills are, remember where we hotkey them, and develop the muscle memory for those hotkeys) and in the longterm the lasting effect is how the graphics impact our perception of the game.
yes that may be true for all games, but what i said is that, for me, i feel like it's a negative longterm impact.
my argument is that visibility doesn't matter compared to how the graphics influence the players' impression of how the game feels/ the mood/ the ambience/ atmosphere whatever you want to call it. (and for me it's a negative effect)
and as always, i'm gonna keep putting this in so my comments are not taken out of context:
doesn't matter that much, won't ruin the game, but doesn't help it in my opinion either
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
i didn't mean the short and long term of the game, i meant the short and long term of the player's experience.
each player (that sticks around) has to get used to the skills in the short term, then live with them in the long term.
i don't think a picture will make them that much easier to initially get used to, if that's what you mean.
(and my point before is that the "initially getting used to" is dwarfed in importance by the "living with" factor)
edit: and bla bla doesn't really matter, won't ruin the game yada yada
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
I mean THESE:
Are easier to tell apart than THESE:
Anyone at least kind of see what I'm saying? Especially in your peripheral view while battling.
THESE:
and THESE:
Honestly, which one is easier to distinguish between out of the corner of your eye? The one with contrasting colors and symbols, or the one with just different symbols?
And I don't wanna see blue, red, green stones, or metallics, or whatever.. That sounds goofy, especially as I don't see anything wrong with the new ones besides lack of color schemes on the majority.