This thread is about weapons and items general user interface.
Item data screen is growing out of control, there's too much stuff going on there, wqaaaay too much stuff. You got your Damage per second marker, you actual damage, you magic or non magic marker, your estimated changes, your one hand-two hand-off hand marker, damage reduction, + or - damage, Oh Lawdy, it's too much!!
When I get a new item, I'm not really sure where to look to understand what my item does!
First of all, I dont like that the main marker is the Damage per second. I want to know the Damage Per Hit of the weapon.
Come one! We dont think our life as actions over seconds!
We want to know how hard are we going to hit the monsters, that's the idea of a weapon!
*"2.1 Damage per second, right... and that is....hum... with good speed is like... uhu... yeah, damage."
OR
*" Oh Yeah! 3-5 Damage, gonna bash some monsters with my fancy club!"
Dont get me wrong, Damage per second is great for spells, like poisoning and other damage over time oriented skills. But not for Weapon Hit Damage.
So, with the help of my good friend Aria, I made this little mockup here, to illustrate some of my ideas.
If you like my idea or the current Weapon/Item UI, please, share your thoughts, I would love to hear different points of view about this matter.
It's just that... I hate, I literally HATE those white numbers!
The rest of the game is so well crafted in everything color related, that those white numbers are just ripping my eyes!
There is no such thing as too much info!!! That info is great for determining if certain items are upgrades. Yes the items you posted are very simple, but you are not considering the complexity of future items.
The text "wizard only" is also useful for new players to the game.
You are not thinking from a noobie standpoint.
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
..correct me if im wrong.... but isnt the numbers already in different colors, depending on the kind of weapon they come from?...example, Normal, Rare.. etc..???
Just the name and type of the item is colored, the regular white is still white.
Maybe not super colored text, but at least some sepia tone or something...
Because there's Sepia Weapon Damage and there's White Weapon Damage
Anyway, that's why I added colored text as optional.
The text "wizard only" is also useful for new players to the game.
You are not thinking from a noobie standpoint.
No, you're right, I'm looking from a Human Being point of view.
I've never played an elder scrolls game before, I got to fully understand Skyrim's mechanics in like, 10 minutes.
And let's face it, D3 is waaaaay easier to understand than Skyrim.
The "estimated changes" space is horrible. It already shows your equiped item so you don't have to move your mouse back and forth to compare them. Besides, +0.0% damage reduction and +0 life, when none of those items even have those attributes! Might as well tell me +0.0 poison damage... Thanks! I didn't know that.
I'm sure it's just a bug, but the idea is still not good. You're way too lazy if you need that.
Not to rain on your parade but lets say the name of the item was larger or one of the properties was a bit longer. Then the image you altered would look about the same as the one blizz has out right now. I personally like both for the UI on items. They don't seems overwhelming in the numbers to me. However that could just be me.
I'm glad I'm not the only one who found the "estimated changes" as a stupid feature
They wanted us NOT to make cookie cutter build and NOT to make obvious characters, and as the beta evolves, it starts to feel like having a development team member pointing at the right choices over your shoulder..
They wanted us NOT to make cookie cutter build and NOT to make obvious characters, and as the beta evolves, it starts to feel like having a development team member pointing at the right choices over your shoulder..
I think that with the build diversity that it dose not really have the development team pointing at the right one. With a setup it could mean attack speed for a random example. Some set ups will favour other things.
Why do you think the development team is on your back?
Not to rain on your parade but lets say the name of the item was larger or one of the properties was a bit longer. Then the image you altered would look about the same as the one blizz has out right now. I personally like both for the UI on items. They don't seems overwhelming in the numbers to me. However that could just be me.
You're making a common mistake there. The box size will always change, depending on the information that's in it.
I removed usless information, and reshaped the box to fit on the current text. That's what makes it smaller.
Obviously, with more data inside, it will grow in size.
The problem is that Blizz is adding a ridiculous ammount of information per item. And following the evolution of the patches, they will continue to add more and more text to the items.
It doesn't feel like a weapon anymore.
You have can choose to make a huge box with a ton of technical information, or you can choose to make a small one, short and clear.
As it is right now, you dont know if you are holding a science fiction vibrational ultraspeed gravitational decoder, or if you have a damaged spiked club.
Excessive information does not help to create an ambience.
They wanted us NOT to make cookie cutter build and NOT to make obvious characters, and as the beta evolves, it starts to feel like having a development team member pointing at the right choices over your shoulder..
lol..are you afraid of some noob player coming along and showing you up?
I guess you thought you were elite..huh!
Well that is indeed a sad story.
Let me play you a lullaby on the worlds smallest violin.
Excessive information does not help to create an ambience.
yes...let us solve our problems the Republican way.
Ignore facts, pray to jebus, and just wing it.
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I am content with how item data looks, but your idea is definitely better (although I like that part where it tells you what you gain/lose by equiping this weapon, which you didnt put there).
I just hope they will change font of items lying on the ground. It looks unprofessional. Everything else is great
Yes! The font definitely looks like something out of an alpha or even just a proof-of-concept build. They've polished so much more of the game so hopefully they aren't content with that terrible font.
I really hate to come into a thread like this were you spent so much time with solid ideas for your opinion and only post two lines... but..
I like the extra info... I like seeing big numbers for DPS... its what I like in this kind of game. Id be fine with an option for people like you that don't like all the information, but by no means should they remove it. "To me" (key part there) your update looks the exact same... really doesn't change anything (but thats just me =) )
In my opinion, it should be the opposit. Items should be basic at first, and have a "more info" option, somewere in the item box, so heavy numerologist can feast their calculators.
But as it is, the essence of the weapon seems to dissapear. I feel like I'm hitting with a notepad instead of a weapon.
Most players would feel they are forced to do all that math in their head then to find what a better weapon is. Doing all that math and showing it is what most people do want, which is why something like this should be on by default.
As the casual gamer also wont look through a long list of options for such a thing, while someone like you are I would. (and helping people figure out what is better is for the more casual player who just wants to see whats an upgrade fast, and move on to the killing, which is the other half of diablo)
And some see that "notepad" of information as fun, the more there is, the more "complex" that weapon looks, which others like as well.
But thats why I think something like this would be on by default.
I dont know. As a visual artist, the actual design of the UI is not workingfor me.
Play with me for a while:
-Most of the actions in game are click to hit. You click, you hit.
-You see an item, and want to know how much your click is worth.
-You dont get that, instead, you find a value of how much would your click be worth if you keep clicking non stop for a perioud of time, and then you have to find out the speed of the attack to calculate how much every single click is worth spending on each enemy.
That, is not the most practical way for displaying clicks effectiveness.
It works perfectly on a game like WoW, or Lineage II, where you select an enemy, and your character keeps autoattacking until stopped. Since you can't control the ammount of attacks per second, the dps is always the same.
In a game like diablo (click and hit), the most natural human response is to look for a hit on click value.
That's why, in my opinion, Hit on Click value should be the First and most Noticeable value of all.
I can agree with that for 100% for sure. But "to me" the solution then is to make those Hit and Click numbers stand out (via nice colors as you did an example of) and not removing the other information.
DPS which you made small and to the side, is the important number (hints why its big) as it takes in the "speed" and the"Damage" which spells take.
The main thing I was focusing at was the removal of the + and - of all the stats vs what you already have on, as that will help more players than anything.
I dont know. As a visual artist, the actual design of the UI is not workingfor me.
Play with me for a while:
-Most of the actions in game are click to hit. You click, you hit.
-You see an item, and want to know how much your click is worth.
-You dont get that, instead, you find a value of how much would your click be worth if you keep clicking non stop for a perioud of time, and then you have to find out the speed of the attack to calculate how much every single click is worth spending on each enemy.
That, is not the most practical way for displaying clicks effectiveness.
It works perfectly on a game like WoW, or Lineage II, where you select an enemy, and your character keeps autoattacking until stopped. Since you can't control the ammount of attacks per second, the dps is always the same.
In a game like diablo (click and hit), the most natural human response is to look for a hit on click value.
That's why, in my opinion, Hit on Click value should be the First and most Noticeable value of all.
Sorry but the speed of the clicks is just as important as how much they hit for.
Thats why its called Dmg Per Second(DPS)!
Just knowing the dmg is pretty much meaningless.
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I'm glad I'm not the only one who found the "estimated changes" as a stupid feature
They wanted us NOT to make cookie cutter build and NOT to make obvious characters, and as the beta evolves, it starts to feel like having a development team member pointing at the right choices over your shoulder..
You may not be the only one but you're definitely in a minute minority.
How does showing something that you could easily see for yourself feel like a dev telling you what to do? That's hogwash. All that is happening is the information you already have access to is being consolidated to improve quality of life. It's so you don't have to open your character sheet while hovering over 2 items back and forth all while watching the stats on your sheet change for each one to determine what it's doing.
It's extremely valuable to have all the information I need in 1 place. You're complaining about space but taking that away just means having to open up other windows.
Anyway, if it's anything like WoW, it will be an option you can turn on and off.
The tooltips are great as they are. They will always be big and there's nothing wrong with it, Who cares about the screen size? When you're looking at items, you're looking at items, not looking at the screen behind them. We're talking about a very tiny difference also when comparing your style to the original. And when items get more affixes, it won't matter much anymore.
Also, DPS is more important than the damage range, so switching it doesn't help anything.
5-8Damage 1.3 Attacks Per Second 8.45 DPS
3-7Damage 2 Attacks Per Second 10 DPS
If a newbie didn't understand DPS well enough to look into it while looking at your tooltip style, he would think that the first one is better. It's not. You would do more overall damage with the 2nd weapon. DPS should stay where it is.
*"2.1 Damage per second, right... and that is....hum... with good speed is like... uhu... yeah, damage."
*" Oh Yeah! 3-5 Damage, gonna bash some monsters with my fancy club!"
DPS = Damage_Range_Average * Attacks_Per_Second. It's very easy to get. All the numbers are there. It's not like you will ignore the damage range just because the DPS number is bigger. It's the more important number so it's fine where it is.
It's not hard to look 1 centimeter down to see the damage range. You're change is about "feeling" but it feels good to get better weapons so having the most important stat at the top makes the most sense.
Dont get me wrong, Damage per second is great for spells, like poisoning and other damage over time oriented skills. But not for Weapon Hit Damage.
DPS is important for everyone. Period. Compare 2 weapon like my example above. All attacks are based on weapon damage AND speed, so DPS naturally is the most important stat.
If you get a weapon that has a damage range of 50-100 but only 2 DPS, it sucks. I'm not saying the damage range isn't important (and for SOME skills, spells and melee skills alike, it may be the number you want to go off of) but for the vast majority you want to look at DPS.
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Item data screen is growing out of control, there's too much stuff going on there, wqaaaay too much stuff. You got your Damage per second marker, you actual damage, you magic or non magic marker, your estimated changes, your one hand-two hand-off hand marker, damage reduction, + or - damage, Oh Lawdy, it's too much!!
When I get a new item, I'm not really sure where to look to understand what my item does!
First of all, I dont like that the main marker is the Damage per second. I want to know the Damage Per Hit of the weapon.
Come one! We dont think our life as actions over seconds!
We want to know how hard are we going to hit the monsters, that's the idea of a weapon!
*"2.1 Damage per second, right... and that is....hum... with good speed is like... uhu... yeah, damage."
OR
*" Oh Yeah! 3-5 Damage, gonna bash some monsters with my fancy club!"
Dont get me wrong, Damage per second is great for spells, like poisoning and other damage over time oriented skills. But not for Weapon Hit Damage.
So, with the help of my good friend Aria, I made this little mockup here, to illustrate some of my ideas.
If you like my idea or the current Weapon/Item UI, please, share your thoughts, I would love to hear different points of view about this matter.
The rest of the game is so well crafted in everything color related, that those white numbers are just ripping my eyes!
The text "wizard only" is also useful for new players to the game.
You are not thinking from a noobie standpoint.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Just the name and type of the item is colored, the regular white is still white.
Maybe not super colored text, but at least some sepia tone or something...
Because there's Sepia Weapon Damage and there's White Weapon Damage
Anyway, that's why I added colored text as optional.
No, you're right, I'm looking from a Human Being point of view.
I've never played an elder scrolls game before, I got to fully understand Skyrim's mechanics in like, 10 minutes.
And let's face it, D3 is waaaaay easier to understand than Skyrim.
I'm sure it's just a bug, but the idea is still not good. You're way too lazy if you need that.
They wanted us NOT to make cookie cutter build and NOT to make obvious characters, and as the beta evolves, it starts to feel like having a development team member pointing at the right choices over your shoulder..
Why do you think the development team is on your back?
You're making a common mistake there. The box size will always change, depending on the information that's in it.
I removed usless information, and reshaped the box to fit on the current text. That's what makes it smaller.
Obviously, with more data inside, it will grow in size.
The problem is that Blizz is adding a ridiculous ammount of information per item. And following the evolution of the patches, they will continue to add more and more text to the items.
It doesn't feel like a weapon anymore.
You have can choose to make a huge box with a ton of technical information, or you can choose to make a small one, short and clear.
As it is right now, you dont know if you are holding a science fiction vibrational ultraspeed gravitational decoder, or if you have a damaged spiked club.
Excessive information does not help to create an ambience.
lol..are you afraid of some noob player coming along and showing you up?
I guess you thought you were elite..huh!
Well that is indeed a sad story.
Let me play you a lullaby on the worlds smallest violin.
yes...let us solve our problems the Republican way.
Ignore facts, pray to jebus, and just wing it.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I'll go for the first one. Haha! Good one!
Yes! The font definitely looks like something out of an alpha or even just a proof-of-concept build. They've polished so much more of the game so hopefully they aren't content with that terrible font.
I like the extra info... I like seeing big numbers for DPS... its what I like in this kind of game. Id be fine with an option for people like you that don't like all the information, but by no means should they remove it. "To me" (key part there) your update looks the exact same... really doesn't change anything (but thats just me =) )
But as it is, the essence of the weapon seems to dissapear. I feel like I'm hitting with a notepad instead of a weapon.
As the casual gamer also wont look through a long list of options for such a thing, while someone like you are I would. (and helping people figure out what is better is for the more casual player who just wants to see whats an upgrade fast, and move on to the killing, which is the other half of diablo)
And some see that "notepad" of information as fun, the more there is, the more "complex" that weapon looks, which others like as well.
But thats why I think something like this would be on by default.
Play with me for a while:
-Most of the actions in game are click to hit. You click, you hit.
-You see an item, and want to know how much your click is worth.
-You dont get that, instead, you find a value of how much would your click be worth if you keep clicking non stop for a perioud of time, and then you have to find out the speed of the attack to calculate how much every single click is worth spending on each enemy.
That, is not the most practical way for displaying clicks effectiveness.
It works perfectly on a game like WoW, or Lineage II, where you select an enemy, and your character keeps autoattacking until stopped. Since you can't control the ammount of attacks per second, the dps is always the same.
In a game like diablo (click and hit), the most natural human response is to look for a hit on click value.
That's why, in my opinion, Hit on Click value should be the First and most Noticeable value of all.
DPS which you made small and to the side, is the important number (hints why its big) as it takes in the "speed" and the"Damage" which spells take.
The main thing I was focusing at was the removal of the + and - of all the stats vs what you already have on, as that will help more players than anything.
Sorry but the speed of the clicks is just as important as how much they hit for.
Thats why its called Dmg Per Second(DPS)!
Just knowing the dmg is pretty much meaningless.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
You may not be the only one but you're definitely in a minute minority.
How does showing something that you could easily see for yourself feel like a dev telling you what to do? That's hogwash. All that is happening is the information you already have access to is being consolidated to improve quality of life. It's so you don't have to open your character sheet while hovering over 2 items back and forth all while watching the stats on your sheet change for each one to determine what it's doing.
It's extremely valuable to have all the information I need in 1 place. You're complaining about space but taking that away just means having to open up other windows.
Anyway, if it's anything like WoW, it will be an option you can turn on and off.
The tooltips are great as they are. They will always be big and there's nothing wrong with it, Who cares about the screen size? When you're looking at items, you're looking at items, not looking at the screen behind them. We're talking about a very tiny difference also when comparing your style to the original. And when items get more affixes, it won't matter much anymore.
Also, DPS is more important than the damage range, so switching it doesn't help anything.
5-8 Damage
1.3 Attacks Per Second
8.45 DPS
3-7 Damage
2 Attacks Per Second
10 DPS
If a newbie didn't understand DPS well enough to look into it while looking at your tooltip style, he would think that the first one is better. It's not. You would do more overall damage with the 2nd weapon. DPS should stay where it is.
DPS = Damage_Range_Average * Attacks_Per_Second. It's very easy to get. All the numbers are there. It's not like you will ignore the damage range just because the DPS number is bigger. It's the more important number so it's fine where it is.
It's not hard to look 1 centimeter down to see the damage range. You're change is about "feeling" but it feels good to get better weapons so having the most important stat at the top makes the most sense.
DPS is important for everyone. Period. Compare 2 weapon like my example above. All attacks are based on weapon damage AND speed, so DPS naturally is the most important stat.
If you get a weapon that has a damage range of 50-100 but only 2 DPS, it sucks. I'm not saying the damage range isn't important (and for SOME skills, spells and melee skills alike, it may be the number you want to go off of) but for the vast majority you want to look at DPS.