@Kerozevok Yes, if this color is inappropriate in your opinion that must implies that about 80% of the players don’t like it. I see your point now, thanks
Btw. If I were you I would just make it 90% or even 95% to show those blue bastards that there are only few of them.
Guys, I have no idea which color people like and which don't. I was expecting changes in GUI (also visual changes) and I’m satisfied with this blue color. I can see tough that some people here don’t share my enthusiasm. I just don’t like when someone pulls a number out of a hat and use it in his argument to show that people who have different opinion are in minority.
I don't care about the new colours of the interface, but I do care about its unbalanced composition. The pause button and the gold border on the right will get fixed before release, the repeated texture on left and right also I guess, but still, we have a lot of wasted space on the left and middle panes, and none at all on the right one. Personally I would even things a bit, maybe make the buttons squares on the left pane, maybe add a quicksave button also, for iPad at least, add more quickslots to the middle pane, maybe move the search button there as well (as if it was a character ability). I understand the developers want to keep everything related to controlling your party on the right pane (select, select all, AI toggle), so I wouldn't touch those.
@Space_hamster damn you, you beat me to the history lesson.
More specifically, it was expensive to produce because the materials required to produce it were extremely rare. That's why there was this weird brief artistic movement on the study of "Blue".
Purple was the same way; you could only produce that specific shade of purple (closer to maroon) by grinding the shell of a specific crustacean, and that crustacean was hard to find.
@Kerozevok The reason he said that is because as people who supposedly don't know much about the Middle Ages, we would commonly associate browns, greys and golds with the Middle Ages. Besides even as somebody who knows about the fancy clothes of nobles, I'd never play a medieval game with a brightly coloured GUI and go "THAT'S MEDIEVAL SON!".
In the Middle Ages brown colours were considered the colours of the feeble and peasants weren't allowed to even wear colourful items.
Colours had very distinct meanings (of which I don't remember) so nobles wore things distinctive to represent a certain idea and as people have stated they were costly depending on the rarity of materials. I believe they used woad to create blue.
No need to argue guys, just have a look at the thread Likes.
I should edit myself: for the "Likes" I meant all except the 1st post. Not because it sucks or whatever, but because its obvious that the users open the thread > see the screenshot > put a Like. After that, they realize it can be even better looking at the improvements made by other guys. Having 500+ ppl contributing with their opinions was something maybe missing in the team GUI's version.
Hey look I played around with the text box, something I've had in mind long before EE was announced. This isn't me taking another dig at the UI (to be honest, I don't think I've taken any digs at the UI) but it's just a concept that's up in the air at the moment, perhaps with a lot of work is could be incorporated via a mod? It needs reworking, obviously, perhaps four stages instead of the three, because at the moment Xzar's magic missile damage is added into the attack roll stage, but yeah ... you guys get the idea!
Edit: this would be an example of dragging the text box out a bit just to show you guys an idea, I don't propose the text box actually be this big, I like as much in-game action on screen as possible
I like this idea of information consolidation. But what happens when you cast Fireball, and a dozen enemies all make a save vs. spell?
Yeah this is my dilemma! perhaps just have several rows of the uttermost left group makes the saves and then the text can commence as normal? I don't know
So lay it out like that, with a new row for each target, only displaying the Action for the first target. Like this:
Xzar casts Fireball -> Gnoll Save vs. Spell: 15 -> Xzar did 15 damage to Gnoll. [empty] -> Bugbear Save vs. Spell: 5 -> Xzar did 30 damage to Bugbear. [empty] -> Imoen Save vs. Spell: 20 -> Xzar did 15 damage to Imoen. Bugbear: Death -> Party has gained experience: 200 Imoen: Death
And so on. That way the "Action" becomes kind of like a header row for all of its disparate effects, and single-target spells will only require one row of description.
I don't know how you'd do it in the code, but it would be a lot easier to read through the battle log, especially when figuring out who killed whom.
So lay it out like that, with a new row for each target, only displaying the Action for the first target. Like this:
Xzar casts Fireball -> Gnoll Save vs. Spell: 15 -> Xzar did 15 damage to Gnoll. [empty] -> Bugbear Save vs. Spell: 5 -> Xzar did 30 damage to Bugbear. [empty] -> Imoen Save vs. Spell: 20 -> Xzar did 15 damage to Imoen. Bugbear: Death -> Party has gained experience: 200 Imoen: Death
And so on. That way the "Action" becomes kind of like a header row for all of its disparate effects, and single-target spells will only require one row of description.
I don't know how you'd do it in the code, but it would be a lot easier to read through the battle log, especially when figuring out who killed whom.
Yep! That's exactly how I imagined it, was going to edit the .psd and show it through another screenshot example, but I have real work to get on with 10 points to Gryffindor though for thinking of doing it in the comments section, things like that don't cross my mind, I'm such a lofty headed creative haha
Edit: (I'll probably do aforementioned example later on tonight! Need to get my head down and not feel guilty for having played Guild Wars 2 all day!)
@Jaxsbudgie I've had a similar idea in mind actually, only a little less complicated: divide the text box into two columns, where one displays all action messages (i.e. spells cast, targets attacked, weapon unusable, etc.) and the other displays all technical data (attack rolls, saving throws, damage) -- not necessarily aligned like you suggest.
I like yours even better, though. That would be a great feature if it's doable.
@Knettgummi Without the files, it's hard to make a GUI mod for the release.
I was speaking figuratively. My point is simply that the argument about the distracting contrast and saturation of the GUI has been made already, and disagreeing about whether or not blue fits the setting doesn't really lead anywhere constructive. If that's to be the final color scheme of the GUI, then I'd be surprised if a community modded alternative didn't pop up before long (not immediately, of course. I understand that the game files are needed in order to alter the game files...).
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Btw. If I were you I would just make it 90% or even 95% to show those blue bastards that there are only few of them.
And for me, that blue is too flashy for BG1
I just don’t like when someone pulls a number out of a hat and use it in his argument to show that people who have different opinion are in minority.
More specifically, it was expensive to produce because the materials required to produce it were extremely rare. That's why there was this weird brief artistic movement on the study of "Blue".
Purple was the same way; you could only produce that specific shade of purple (closer to maroon) by grinding the shell of a specific crustacean, and that crustacean was hard to find.
In the Middle Ages brown colours were considered the colours of the feeble and peasants weren't allowed to even wear colourful items.
Colours had very distinct meanings (of which I don't remember) so nobles wore things distinctive to represent a certain idea and as people have stated they were costly depending on the rarity of materials. I believe they used woad to create blue.
Not because it sucks or whatever, but because its obvious that the users open the thread > see the screenshot > put a Like.
After that, they realize it can be even better looking at the improvements made by other guys.
Having 500+ ppl contributing with their opinions was something maybe missing in the team GUI's version.
Hopefully changing the colour pallette is easy to mod. Then Im a happy bunny
@Knettgummi Without the files, it's hard to make a GUI mod for the release.
Edit: this would be an example of dragging the text box out a bit just to show you guys an idea, I don't propose the text box actually be this big, I like as much in-game action on screen as possible
Action -> Saving Throw -> Effect
So lay it out like that, with a new row for each target, only displaying the Action for the first target. Like this:
Xzar casts Fireball -> Gnoll Save vs. Spell: 15 -> Xzar did 15 damage to Gnoll.
[empty] -> Bugbear Save vs. Spell: 5 -> Xzar did 30 damage to Bugbear.
[empty] -> Imoen Save vs. Spell: 20 -> Xzar did 15 damage to Imoen.
Bugbear: Death -> Party has gained experience: 200
Imoen: Death
And so on. That way the "Action" becomes kind of like a header row for all of its disparate effects, and single-target spells will only require one row of description.
I don't know how you'd do it in the code, but it would be a lot easier to read through the battle log, especially when figuring out who killed whom.
That's exactly how I imagined it, was going to edit the .psd and show it through another screenshot example, but I have real work to get on with
10 points to Gryffindor though for thinking of doing it in the comments section, things like that don't cross my mind, I'm such a lofty headed creative haha
Edit: (I'll probably do aforementioned example later on tonight! Need to get my head down and not feel guilty for having played Guild Wars 2 all day!)
I've had a similar idea in mind actually, only a little less complicated: divide the text box into two columns, where one displays all action messages (i.e. spells cast, targets attacked, weapon unusable, etc.) and the other displays all technical data (attack rolls, saving throws, damage) -- not necessarily aligned like you suggest.
I like yours even better, though. That would be a great feature if it's doable. I was speaking figuratively. My point is simply that the argument about the distracting contrast and saturation of the GUI has been made already, and disagreeing about whether or not blue fits the setting doesn't really lead anywhere constructive. If that's to be the final color scheme of the GUI, then I'd be surprised if a community modded alternative didn't pop up before long (not immediately, of course. I understand that the game files are needed in order to alter the game files...).
But I guess they're ... nice? It's good to see an expanded text box. Is that what that big button beside it is for then?
Just noticed now...Xzar is in their party, but Montaron is not. Looks like the Devs also don't like the idea of NPCs as part of a 'package deal'.