First look of the new UI
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Why should be near the mini map and not on the right side where you literary have an empty space which is not used.
There was like dozens of concepts made by the community which looks x10 times better then this.
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So many floating and protruding elements, why? CoH2's UI occupies way too much of the screen, but at the very least it is thematic and clearly separates the screen into the battlefield and static elements.
CoH3's UI is not thematic at all and constantly mixes static elements with snippets of the moving background. E.g. near the minimap. I don't need these tiny spaces to the left and bottom, I won't pick up information through these anyway. This could at least be used to make the UI 'pretty' or but some better info there.
Posts: 658
I just dont get it, what with this desire to put this unit box everywhere but not in the place where it should be.
Why should be near the mini map and not on the right side where you literary have an empty space which is not used.
There was like dozens of concepts made by the community which looks x10 times better then this.
And the Community told Relic exactly how to fix it and they ignored it. Just like how they ignored early feedback for Dawn of War 3 and couldn't for the life of them figure out why Dawn of War 3 failed.
When your customers are telling you what you want and you say fuck them I will do what I want anyway, then they wonder why Relic games have never been able to become mainstream like say Starcraft 2.
They ignore the community, they don't fix any bugs, they have outdated tooltips that are either incorrect or have terrible vague descriptions (too lazy to fix) they struggle to add basic features like being able to change your hotkeys and the biggest new feature for COH 3 is a single player pause.
Sorry to say but Relic staff needs to be purged and have the COH license given to a more competent studio.
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The rest ist faaar better than before.
If they stick those call in boxes somewhere else - I would be habby
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- I would move Call-ins(1) and Commander(3) above stats (2). Another option would be make Call-Ins vertical and move them to the left of the minimap.
- Units in upper right(4) need flipped. You will always have way more infantry then vehicles, so Inf should be on top of the screen out of your view. I also liked these being at the bottom near the minimap so you can select, see, and move units all within a small area. But I think that was an option correct?
- The selection detail pane (3) should be resized. The Portrait can remain the same size but the details should be about 60% of that height. And the upper right buttons should be on the left side. This would create an easy to see thru portal to the center of the screen.
Since I did not play it, I could be completely wrong of course
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Still complete assThis
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I think if the unit card gets moved to the right, above the resource counter, then it's okay
If Relic wanted to impress me, they would create a moddable UI API kind of like World of Warcraft or similar games in which you can mod/change the UI (even Dota 2 has this even if its somewhat limited)
I would rather they copy the UI from COH 1 or COH 2 and just abandon whatever the hell this trash is that they are trying to make that isn't working.
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Takes up WAY too much of teh screen
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I see that they try to keep the center of the screen unobstructed, but this is not that much of a problem for playing. It is really good for spectating, if you think about Starcraft 2 and the spectating mod (forgot the name) or in AoE2 with CaptureAge. But they could just make a different UI for spectating and make a good looking UI for actually playing the game.
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Edit: unit icons should be flipped like mentioned above.
Posts: 538
I have not played or even looked at any of Coh3, for obvious reasons.
- I would move Call-ins(1) and Commander(3) above stats (2). Another option would be make Call-Ins vertical and move them to the left of the minimap.
- Units in upper right(4) need flipped. You will always have way more infantry then vehicles, so Inf should be on top of the screen out of your view. I also liked these being at the bottom near the minimap so you can select, see, and move units all within a small area. But I think that was an option correct?
- The selection detail pane (3) should be resized. The Portrait can remain the same size but the details should be about 60% of that height. And the upper right buttons should be on the left side. This would create an easy to see thru portal to the center of the screen.
Since I did not play it, I could be completely wrong of course
10$, 10€ for a mod with these changes!
Posts: 3032 | Subs: 3
If Relic wanted to impress me, they would create a moddable UI API kind of like World of Warcraft or similar games in which you can mod/change the UI (even Dota 2 has this even if its somewhat limited)
I would rather they copy the UI from COH 1 or COH 2 and just abandon whatever the hell this trash is that they are trying to make that isn't working.
Idk man, I'd say we should at least try and give it a shot for a couple weeks and then determine how good or bad it is.
I still remember very well: When I started playing CoH2 in 2013 after 4 years of CoH1, I absolutely disliked the new UI and was like "omg this looks so shit, CoH1 UI is much better" but after a couple weeks I loved it
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Still huge room for improvement. Unit box is too large (at least for me) and ability buttons are way too small.
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Idk man, I'd say we should at least try and give it a shot for a couple weeks and then determine how good or bad it is.
I still remember very well: When I started playing CoH2 in 2013 after 4 years of CoH1, I absolutely disliked the new UI and was like "omg this looks so shit, CoH1 UI is much better" but after a couple weeks I loved it
I loved CoH2 new UI instantly. Maybe you are weirdo. CoH1 UI was so shit even for 2006 standards
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I loved CoH2 new UI instantly. Maybe you are weirdo. CoH1 UI was so shit even for 2006 standards
hmm
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>:-D Fite me !
hmm
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