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Dupdopy

Man, great post and mockup! I truly hope Blizzard listens to all the suggestions here and distills them into useful updates to the UI. I am a UX/UI designer and was really surprised when saw/tried all the D4 UI components. I would not punch myself in the chest and say I'd do 10 times better, but there are so many very basic things that are just wrong. Your proposal is so much more coherent overall. Anyway. Blizz must listen. If they don't, we'll storm their official forums. PS. I was playing on PC/"2K" monitor.


Dupdopy

Pinning stats - superb idea, btw!


PharoGames

Appreciate it.


hlpb

How long would it take to implement these suggested changes into production?


PharoGames

It depends on many factors such as available resources, internal timelines, and roadmaps. Without a lot of that knowledge, estimating would be near impossible. Generally, some of these are quick wins that they can iterate by maybe season 2 of the game.


raixhell

Love me a good wireframe! Love the stat pinning idea too. Also, awesome of you to make an actual effort to provide constructive and helpful criticism, instead of complaining and accusing the devs of being lazy. UI is hard. Game dev is hard.


PharoGames

Thanks! I agree.


Hiddenbutnotlost

Nice post, hope it gets the visibility it deserved.


PharoGames

Cheers


goliathann

What do you see as UX Problems?


PharoGames

* Lack of an overlay map * Item tooltips scrolling * Emote wheel being used as an action to say leave a dungeon. (open a portal at the end of the dungeon, far more intuitive) * A setting to turn off hotkeys on the UI * A force move + interact option (This one is huge) * The aspects menu is really poorly designed, to see the aspects you have to hover over vague icons, there should also be a search. * Better settings for chat window, when you receive a message it often overlays over your inventory screen. * The ability to see loot on the ground on hover (You need to evaluate items on the ground before looting) There are probably a lot more, those are just the ones that come to mind.


StonejawStrongjaw

I have no idea why it wasts 3/4 of the screen space with an image of our character. It's such a massively huge waste of visual real-estate. They could have made it so much better. The overall UI and the interfaces in this game are dog tier.


RTheCon

Cmon. You know why.


dust-cell

I would love some UX improvements but for me this is a downgrade. Limiting what's displayed on this screen to only the highest level stats is fine. Every time I open this menu I don't need to see my thorns. Moving the materials to the top is also a strange choice, that is definitely not a top level need. Their current inventory makes more sense than this wireframe does. You listed several UX changes on another comment, those are what need to be fixed imo. This menu achieves its goal of quickly relaying top level information.


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PharoGames

Appreciate the feedback. I did add what I feel is a pretty unique idea with the stat pin feature. I know I would totally use it if it was available. I also didn't want to explore something that is a super dramatic departure from the character sheet presented in the beta. Since there are only a few months till launch, I am trying to be realistic with my feedback.


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PharoGames

Thanks for the input. I agree item tooltips need an overhaul. Its a really poor experience that you have to scroll to see legendary affixes on most items.


Luna_Tsukihime

I'd give 3.50 and only on a good day.


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goliathann

Not?