“Youre lips are movin and youre complaining about something thats wingeing.”
Poor UI Design on the new Traits Panel
“Youre lips are movin and youre complaining about something thats wingeing.”
I agree with this 100%. +1
Mud Bone – Sylvari Ranger
I prefer the new system. Also really like the idea of unlocking traits in the open world.
Ok. What about it is non-intuitive? What about the former UI was cleaner, faster, etc.? Really, I’m curious. I’m sure the devs are too but without explaining more you aren’t really offering anything valuable. I only say that because saying “This sucks” is never better than saying “This sucks because…” and providing details. There was a video posted today, I believe, with an interview with some of the devs talking about how they wanted to make the trait choices easier to identify which is partly why they changed the layout the way they did. So, if you feel it’s not easier to identify for you, why is that? For me, it’s just a different layout and that new layout feeling can take a bit of adjustment but I figure it will be fine in a day or two.
I adore new system, I was tiered of having to have available trait points in order to be able to see what other traits I can use. (you had to click on trait provided you have available points to spend, and then gain a menu with all the other choices).
SFR4LIFE
Bugs are evil, like cookies, but more evil.
Ok. What about it is non-intuitive? What about the former UI was cleaner, faster, etc.? Really, I’m curious.
- New layout pops a confirmation modal dialog box when a user clicks on a trait node but doesn’t show the trait list until the user clicks OK/Cancel.
- To see the trait list for a trait line without a dialog, the user has to click in the trait line area but not in the node. Not intuitive.
- The trait list pops on the left rather than the right. Again poor design decision. People expect new information to appear on the right or at the cursor location in most instances.
- To see the entire trait list, the player has to scroll.
- Even after becoming adjusted to the interface it is clunkier than the old one and requires more time to complete a build.
There are some relatively easy fixes such as completely eliminating the dialog boxes and replacing it with a simple undo button at the top next to Refund Traits. I would also make it so that clicking the trait node worked just like clicking the trait area. Change the trait list so that it all fits in one pane without scrolling. Those would be good starts.
Lets go a bit further.
- Each tab in the Hero panel is a different UI mechanism. The first tab (Equipment, Wardrobe, Dyes) works differently than the second Skills and Traits even though they are pretty similar in function.
- Several Hero panel tabs contain the dreaded tabs within tabs approach.
- The designers should have separated Equipment, Wardobe and Dyes into their own root tabs.
- It is not currently obvious how to move from Wardrobe to Equipment, Dyes or vice-versa.
The entire system feels like different designers and programmers worked on it. I have been through a couple dozen usability labs on apps I have written over the years . I know poor UI design decisions when I see them. My guess is MMOs do not send their UIs through usability testing… and they should.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
+1 very confusing with no option to preview skills in major traits. You’d actually spend more time retraiting mid-field now than previously with an instatraitresetter. Dah.
Not only I like the new trait system more,but now it’s easier to grow
and expand in terms of new traits being added.
I like the way the traits are being presented,with the line column to the
side,all the available traits being visible with their names,and the ones selected
with a tick.It took me 10 sec to adjust,and there is no turning back.
As for the Hero panel…What is hard to understand?
It says Hero panel:equpment ,or dyes, or wardrobe,depending on the page you
open and there is a huge arrow guiding you back to the page selection screen.
Maybe they should make the arrow bigger with flashing lights?
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-
+1 very confusing with no option to preview skills in major traits. You’d actually spend more time retraiting mid-field now than previously with an instatraitresetter. Dah.
You click on the field, don’t spend the points and all the traits in that line appear in the window on the left. You can browse them and select the one you want. Instead of a window that vanishes if you accidently move your mouse too far, the new window stays open when you click on it.
Not sure why they got rid of the right-mouse click to choose traits. Now you have to move your mouse all over the place.
The new system is good for those learning, but for those that are already used, its a bit messy, to scroll over a list to pick up the last trait, its a bit of an annoyance …
IDEA>>> how about leave the list on the side for the new players BUT still keep the old hover thing on traits for old players? cause I was used to pick stuff quick while doing dungeons, now theres this list i have to keep scrolling up and downzZZZz…
I was very confused with the new trait system. It needs some additional polish to be ready for general use….
You mean: the old UI is the one I was used to, bring it back cause I can’t accept new stuff, changing my habits.
I started playing the game after the most recent sale. As soon as I jumped in, I understood the trait ui. I found it to be clean and simple, and had no trouble understanding it.
The changes made in the patch has definitely made it more confusing for me. It takes much longer to see which major traits I will be unlocking as I level.
On top of that I’m level 47 and had spent 25 points in my traits, yet that somehow equates to only 3 trait points post patch?
Now I’m nearly as useless in wvw as I was when I was level 15.
Before I didn’t feel like the game was a grind at all, but now it seems as though getting to 80 is not going to be such an enjoyable experience.