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.
Oh, I didn't removed the + and - of all stats.
I was just working on the single item design, of the wand there.
The picture with both, wand and spear, was to illustrate that there are just too many numbers on a damaged poor item.
Can you picture a super legendary + crafted + enchanted item? The item box will get gargantuan proportions!
Not to mention that moving your cursor over an inventory with a few epic, set and unique items would generate an automatic brain meltdown!
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.
Oh, I didn't removed the + and - of all stats.
I was just working on the single item design, of the wand there.
The picture with both, wand and spear, was to illustrate that there are just too many numbers on a damaged poor item.
Can you picture a super legendary + crafted + enchanted item? The item box will get gargantuan proportions!
Not to mention that moving your cursor over an inventory with a few epic, set and unique items would generate an automatic brain meltdown!
Shouldn't you wait to see it before you start complaining?
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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."
The only thing I don't think the original needs is the +0 attributes in the estimated changes, but other than that I like seeing clearly what the changes will be because then I don't have to compare every attribute one by one.
I think that this UI makes it a lot easier to compare items overall than in previous Diablo games, especially because of DPS. When you only know the damage per hit, it is more difficult to compare two weapons. Should I take the weapon with a little less damage but faster attack speed, or the one with a little more damage and slower attack speed? That seems like more time that I need to spend calculating and less time killing monsters. I am more interested in my general damage over time, because most things take more than one hit to kill.
The only thing I don't think the original needs is the +0 attributes in the estimated changes, but other than that I like seeing clearly what the changes will be because then I don't have to compare every attribute one by one.
I have to agree with that, the +0 does seem a little odd, but at the same time, I can see why they added it, that why the "Stat X" is still showing up... but at the same time I think if we didnt see a - there we'd be smart enough to figure that out for sure.
Shmark, I'm not implying that DPS should be removed. Only that it shouldn't be the main stat on screen.
I don't want to repeat my click to hit theory all over again... D:
And about the estimated changes window... you have your equipped item box right next to the one you're currently pointing. I think it's an information overload.
The 2nd weapon is better. DPS should be at the top. This is why. Changing it is bad. Newbies will look at the damage range and think it matters the most.
And about the estimated changes window... you have your equipped item box right next to the one you're currently pointing. I think it's an information overload.
When items have 10+ stats/affixes the change window will be indispensable. Why sit there and do the math back and forth between the 2 tooltips?
The 2nd weapon is better. DPS should be at the top. This is why. Changing it is bad. Newbies will look at the damage range and think it matters the most.
And you know what? they will fail a couple of times, and then they will understand how it works, they will learn how to pick up and combine items. And they will love the feeling of success when taking the right choices.
Shmark, I'm not implying that DPS should be removed. Only that it shouldn't be the main stat on screen.
I don't want to repeat my click to hit theory all over again... D:
Thats one thing, along with others, I just can not understand why you think... DPS is the most important thing. Its why blizzard has made it the Biggest number, All our skills and spells are based off DPS.
Dps is that big fun number we want to see get real big. Dmg alone means nothing without the speed. Dps is the go to "Wow look at that number" you want to see.
I dont care if something does 1000-2000 dmg if it takes 10 seconds to swing.
Id rather know it has about 150 dps.
else that 700-1000 that only takes 3 seconds has 283 dps, would be better, but you wouldnt know that from the dmg.
It's a stupid chewed up mixture of all your stats and items, and it's the perfect food for stupidity!
You just go there and throw any kind of crap on yourself and check if your dps grows or decreases.
There's no thinking, they're.. they're killing intelligence!!!
jk
No, but talking serioursly. I go make a dungeon, I exit dungeon, I try on every single item, I keep the set of things that gives me the higher DPS count on the character screen. All the rest goes to the cube.
It's really not that fun.
There should be a better way to make looting appealing to players.
It's a stupid chewed up mixture of all your stats and items, and it's the perfect food for stupidity!
You just go there and throw any kind of crap on yourself and check if your dps grows or decreases.
There's no thinking, they're.. they're killing intelligence!!!
jk
No, but talking serioursly. I go make a dungeon, I exit dungeon, I try on every single item, I keep the set of things that gives me the higher DPS count on the character screen. All the rest goes to the cube.
It's really not that fun.
There should be a better way to make looting appealing to players.
That approach probably works till hell, its like being a glass cannon either you one shot something or you die.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I don't really care about the topic, but Calaveras's edited pic is the perfect finisher for this day. Good job.
On the serious side: I think Blizzard should make it an option- simple ui or information cramped ui, so everyone can be happy. Personally I prefer dwelling in the various stats, and I'm sure in hell and inferno, each weapon will differ more --> more info results in easier gear choice.
Personally I prefer dwelling in the various stats, and I'm sure in hell and inferno, each weapon will differ more --> more info results in easier gear choice.
You can have a million different stats and info if you like, that's perfect, but not as default information, or not in the main item box.
It's a matter of design and feel of the game.
You have a chunk of wood, and when you hold it.. a giant list of data appears in front of you! That's not right!
The meticulous data should be somewhere else, not on the chunk of wood.
What I mean is, you can have this design:
Or you can have this design:
Which design do you think that describes better the idea of a weapon?
Which one is better to look at?
The one with the big beautiful weapon art and basic data, or the one with loads and loads of usless information and very poor weapon art?
Shmark, I'm not implying that DPS should be removed. Only that it shouldn't be the main stat on screen.
I don't want to repeat my click to hit theory all over again... D:
And about the estimated changes window... you have your equipped item box right next to the one you're currently pointing. I think it's an information overload.
Ah, I see. Yeah, I have to admit I do sort of miss the direct damage stat, but mostly because that is what I'm used to. I agree with Molster thought DPS is overall a more useful stat, though. I guess we will have to respectfully disagree about the estimated changes - I think it will be a great time saver.
There's no doubt that DPS simplifies the decision making process a little, but there's still going to be a lot of decision making between items. Having the DPS stat just saves me the time of doing calculations on my own. In the example that you've provided, I would still need to make the decision about whether I want a little more damage or a little less damage and the +AP and +life leech. Those are going to be the types of decisions that determine play style, and I look forward to having all the information available straight away.
But yeah, I do like your revision, it definitely is more readable. I would just have DPS as the big number and damage and weapon speed as the smaller, grayed numbers side by side.
o.0;;;; your basing your UI example off a game that handles stats in a full 180 direction when it comes to weapons though... You cant compare that.
Oh, I can compare it, because one of the development teams found a way to simplify things, and still mantain a fun and exciting playability.
Still, with my examples, I was trying to point out that you CAN avoid making a whole book of data out of a weapon, and still have a huge lot of variable that affect combat and general gameplay.
dont know if this applies. i guess its more of a "feature" then an interface change. but id like a "duel spec" feature like WoW (calm the f*ck down!). idc if you have to go to the nephalam alters to change your spec but i would like the option to save multiple builds so whatever mood im in i can change to a build i want instead of having to interchange every single skill and rune that you have. same with gear. like defense gear set and attack gear set
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
o.0;;;; your basing your UI example off a game that handles stats in a full 180 direction when it comes to weapons though... You cant compare that.
Oh, I can compare it, because one of the development teams found a way to simplify things, and still mantain a fun and exciting playability.
Still, with my examples, I was trying to point out that you CAN avoid making a whole book of data out of a weapon, and still have a huge lot of variable that affect combat and general gameplay.
But they dont have anywhere near the same gameplay...so how they simplify it means nothing compared to the diablo world of gameplay.
Dps does not mean anything, as its speed and its dmg should be taken as two unique things, weapons also dont effect your spell dmg/casting speed, like it does in diablo, weapons also only have 1 enchant, and give to no other stats (two enchants with speced enchanting) .
I'm just gonna keep working in the next diabolesques strip.
Both, Fizz and Aria, will have a horrible death by mindf*ck while trying to understand how DPS is calculated inside of them.
I'm just gonna keep working in the next diabolesques strip.
Both, Fizz and Aria, will have a horrible death by mindf*ck while trying to understand how DPS is calculated inside of them.
hehe =)
Just different opinions you know =P
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Oh, I didn't removed the + and - of all stats.
I was just working on the single item design, of the wand there.
The picture with both, wand and spear, was to illustrate that there are just too many numbers on a damaged poor item.
Can you picture a super legendary + crafted + enchanted item? The item box will get gargantuan proportions!
Not to mention that moving your cursor over an inventory with a few epic, set and unique items would generate an automatic brain meltdown!
Shouldn't you wait to see it before you start complaining?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I think that this UI makes it a lot easier to compare items overall than in previous Diablo games, especially because of DPS. When you only know the damage per hit, it is more difficult to compare two weapons. Should I take the weapon with a little less damage but faster attack speed, or the one with a little more damage and slower attack speed? That seems like more time that I need to spend calculating and less time killing monsters. I am more interested in my general damage over time, because most things take more than one hit to kill.
That argument is not valid. I dont need to shoot myself in a foot to know it's going to hurt.
I don't want to repeat my click to hit theory all over again... D:
And about the estimated changes window... you have your equipped item box right next to the one you're currently pointing. I think it's an information overload.
5-8 Damage
1.3 Attacks Per Second
8.45 DPS
3-7 Damage
2 Attacks Per Second
10 DPS
The 2nd weapon is better. DPS should be at the top. This is why. Changing it is bad. Newbies will look at the damage range and think it matters the most.
When items have 10+ stats/affixes the change window will be indispensable. Why sit there and do the math back and forth between the 2 tooltips?
And you know what? they will fail a couple of times, and then they will understand how it works, they will learn how to pick up and combine items. And they will love the feeling of success when taking the right choices.
Dps is that big fun number we want to see get real big. Dmg alone means nothing without the speed. Dps is the go to "Wow look at that number" you want to see.
I dont care if something does 1000-2000 dmg if it takes 10 seconds to swing.
Id rather know it has about 150 dps.
else that 700-1000 that only takes 3 seconds has 283 dps, would be better, but you wouldnt know that from the dmg.
It's a stupid chewed up mixture of all your stats and items, and it's the perfect food for stupidity!
You just go there and throw any kind of crap on yourself and check if your dps grows or decreases.
There's no thinking, they're.. they're killing intelligence!!!
jk
No, but talking serioursly. I go make a dungeon, I exit dungeon, I try on every single item, I keep the set of things that gives me the higher DPS count on the character screen. All the rest goes to the cube.
It's really not that fun.
There should be a better way to make looting appealing to players.
That approach probably works till hell, its like being a glass cannon either you one shot something or you die.
On the serious side: I think Blizzard should make it an option- simple ui or information cramped ui, so everyone can be happy. Personally I prefer dwelling in the various stats, and I'm sure in hell and inferno, each weapon will differ more --> more info results in easier gear choice.
You can have a million different stats and info if you like, that's perfect, but not as default information, or not in the main item box.
It's a matter of design and feel of the game.
You have a chunk of wood, and when you hold it.. a giant list of data appears in front of you! That's not right!
The meticulous data should be somewhere else, not on the chunk of wood.
What I mean is, you can have this design:
Or you can have this design:
Which design do you think that describes better the idea of a weapon?
Which one is better to look at?
The one with the big beautiful weapon art and basic data, or the one with loads and loads of usless information and very poor weapon art?
There's no doubt that DPS simplifies the decision making process a little, but there's still going to be a lot of decision making between items. Having the DPS stat just saves me the time of doing calculations on my own. In the example that you've provided, I would still need to make the decision about whether I want a little more damage or a little less damage and the +AP and +life leech. Those are going to be the types of decisions that determine play style, and I look forward to having all the information available straight away.
But yeah, I do like your revision, it definitely is more readable. I would just have DPS as the big number and damage and weapon speed as the smaller, grayed numbers side by side.
Oh, I can compare it, because one of the development teams found a way to simplify things, and still mantain a fun and exciting playability.
Still, with my examples, I was trying to point out that you CAN avoid making a whole book of data out of a weapon, and still have a huge lot of variable that affect combat and general gameplay.
Dps does not mean anything, as its speed and its dmg should be taken as two unique things, weapons also dont effect your spell dmg/casting speed, like it does in diablo, weapons also only have 1 enchant, and give to no other stats (two enchants with speced enchanting) .
I'm just gonna keep working in the next diabolesques strip.
Both, Fizz and Aria, will have a horrible death by mindf*ck while trying to understand how DPS is calculated inside of them.
Just different opinions you know =P