Vingetting would work much better if the HUD elements' perspective was skewed as if they're on a visor. Then it might make sense for parts around the edges to be darker.
Is it really useful to display res at all time ? When do you actually need to see how much res you got ?
<!--quoteo(post=1916291:date=Mar 22 2012, 05:19 PM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Mar 22 2012, 05:19 PM) <a href="index.php?act=findpost&pid=1916291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just cerious, somebody really using the mini map on the hub, to left, while playing the game? I always looks where my gun is aiming at :) and press c fast to see where I am. ^^<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably someone is using it somewhere, but for sure there is a bunch of people that never use it. Making it an option would be perfect. But customizable stuff are good in general anyway.
things like atrium power lost shouldn't be anywhere near center screen. there's nothing more important than what's going on around the player. perhaps it should be on the top or bottom edge flashing a couple times.
simplicity goes a long way for game immersion. minimization of crap all over your screen would give you less of that 'you're behind the screen' feeling. for example, take a look at the best horror game for PC, 'Amnesia: The Dark Descent' the lack of HUD attracts the player's attention to the atmosphere of the game. i think that NS2 can draw from the benefits of a reduced HUD layout.
seriously i think the future of this game's immersion would benefit from a more in-game HUD system. for example, the functional bullet counter on your weapon, welders showing building progress percentage, maybe implement armor and health meter on the armor itself so your teammates can see, opposed to a virtual overlay on the ground. it wouldn't be bad if instead of a health bar you would know you're hurt by heavy breathing in the helmet, visual cues such as disoriented vision due to blood loss and increasingly extreme symptoms depending on how low your health is.
some thoughts: it's confusing to have 2 concentric rings for armor and another for health, would work better if there was only one for armor and only the outer ring (armor) was notched, or have the number of concentric rings or notches be = to the armor upgrade level. i think the health ring should be something more eye catching than grey.
<!--quoteo(post=1916390:date=Mar 22 2012, 08:45 PM:name=officialpistol)--><div class='quotetop'>QUOTE (officialpistol @ Mar 22 2012, 08:45 PM) <a href="index.php?act=findpost&pid=1916390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->things like atrium power lost shouldn't be anywhere near center screen. there's nothing more important than what's going on around the player. perhaps it should be on the top or bottom edge flashing a couple times.
simplicity goes a long way for game immersion. minimization of crap all over your screen would give you less of that 'you're behind the screen' feeling. for example, take a look at the best horror game for PC, 'Amnesia: The Dark Descent' the lack of HUD attracts the player's attention to the atmosphere of the game. i think that NS2 can draw from the benefits of a reduced HUD layout.
seriously i think the future of this game's immersion would benefit from a more in-game HUD system. for example, the functional bullet counter on your weapon, welders showing building progress percentage, maybe implement armor and health meter on the armor itself so your teammates can see, opposed to a virtual overlay on the ground. it wouldn't be bad if instead of a health bar you would know you're hurt by heavy breathing in the helmet, visual cues such as disoriented vision due to blood loss and increasingly extreme symptoms depending on how low your health is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Some great ideas here. After watching the live stream for a hour tonight I am quite disappointed by all the additional HUD info. Way too much on screen and its all very distracting. I know the rings for armour and health were in NS1 and as a nostalgia factor it will please some but its too much imo. The small percentage info is enough.
Immersion is ruined by a messy cluttered HUD with too much information and I only hope there will be options to disable all the HUD and/or the parts we don't want. For me, all I want is to see clearly what my heath/armour is and that's about it. I want to be drawn into the game and be totally immersed and can see me spending quite a bit of time looking in the LUA files to see what I can disable.
<!--quoteo(post=1916501:date=Mar 22 2012, 07:28 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 22 2012, 07:28 PM) <a href="index.php?act=findpost&pid=1916501"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->those banners' positions didnt move up any higher, did they? and still no transparency; that might be incredibly in the way. will wait to see.<!--QuoteEnd--></div><!--QuoteEEnd-->
I liked the Alien banner from yesterday's playtest, it looked like it had a dissolving effect when it fades out.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
The problem with a really minimalistic hud in a game like natural selection is that you end up hiding too much information from the player.
Some of the info people hate for immersion reasons are really vital for competitive games and the like. Like how some people asked if people really needed to see the resources they have, which is a definite yes.
Just as my personal preference, I enjoy the location of the banners currently. As I wouldn't want to look all the way up to see them. And if they are up any higher they could block the view of aliens on the ceiling.
The biggest thing I guess would be to add a hud customizer like some games and mmo's allow. So you could arrange things in any position you want or remove parts of it. As hud mods will probably happen anyways.
<!--quoteo(post=1916523:date=Mar 23 2012, 04:16 AM:name=BVKnight)--><div class='quotetop'>QUOTE (BVKnight @ Mar 23 2012, 04:16 AM) <a href="index.php?act=findpost&pid=1916523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why the different icons for bite kills from skulks? Both from the playtest, but one is the older wide-mouthed icon and one is a newer, taller icon.<!--QuoteEnd--></div><!--QuoteEEnd--> Because the Marine HUD has more work done on it so far then the Alien HUD, and the death icons have only been swapped out for the new ones on the marine side, not the alien side.
<!--quoteo(post=1916521:date=Mar 23 2012, 05:00 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Mar 23 2012, 05:00 AM) <a href="index.php?act=findpost&pid=1916521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some of the info people hate for immersion reasons are really vital for competitive games and the like. Like how some people asked if people really needed to see the resources they have, which is a definite yes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, I asked if you really need to see your resources <i>at all times</i>, the answer being obviously no. Don't forget there is three "panels", the normal one, the tab one and the map one. Most of the informations can be moved to the map panel imo, because you don't need to see them all the time.
A good hud is about displaying informations when you need them and hiding them when you don't, not showing everything at once.
But the marine hud looks good, just a bit overcrowded.
I watched the stream and imho: <ul><li>the marine-minimap is too big</li><li>Information/Pop-Ups in the center of the screen are too distracting</li><li>the 2 circles/rings around each unit/building is too much information to interpret</li><li>GUI features should be en/disableble in the options</li></ul>
I don't think any notifications should be shown in the centre of the screen. And some notifications don't need to be displayed for nearly so long, if at all. The commanders should tell people when upgrades are available. The communication with players asking for things and comm making decisions is important and helps build team work.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1916536:date=Mar 23 2012, 05:32 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Mar 23 2012, 05:32 AM) <a href="index.php?act=findpost&pid=1916536"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, I asked if you really need to see your resources <i>at all times</i>, the answer being obviously no. Don't forget there is three "panels", the normal one, the tab one and the map one. Most of the informations can be moved to the map panel imo, because you don't need to see them all the time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Would rather not have to guess or repeatedly look away from the action just to see if I can afford a new gun or lifeform.
Also a mission timer should be added to the hud as that is vital info for the rts part of the game as well, an easy place to put that would be near the team res, room name, or personal res sections. As a good portion of strategies tend to happen at certain times during these games. Like min/max time for hive or fade/onos deployment.
It seems like there are two camps here, one that wants a minimalistic HUD and the other that likes as much information as possible. I fall in the latter, as I really like knowing what is going on so I know where I'm needed the most. That being said, perhaps the solution is to have a secondary very minimal HUD that will appease these people that are upset with too much information. Then you can switch it on and off like the flashlight.
<!--quoteo(post=1916627:date=Mar 23 2012, 11:59 AM:name=Tyrsis)--><div class='quotetop'>QUOTE (Tyrsis @ Mar 23 2012, 11:59 AM) <a href="index.php?act=findpost&pid=1916627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems like there are two camps here, one that wants a minimalistic HUD and the other that likes as much information as possible. I fall in the latter, as I really like knowing what is going on so I know where I'm needed the most. That being said, perhaps the solution is to have a secondary very minimal HUD that will appease these people that are upset with too much information. Then you can switch it on and off like the flashlight.<!--QuoteEnd--></div><!--QuoteEEnd-->
there is 0 cost to put the other "necessary information" on an alternate display such as the minimap
<!--quoteo(post=1916642:date=Mar 23 2012, 12:15 PM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Mar 23 2012, 12:15 PM) <a href="index.php?act=findpost&pid=1916642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Everything displayed on the screen should be togglable; via console and or options.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, sometimes it's nice to see everything and other times it's not. If WE had the option to enable or disable options that would be great!
Comments
<!--quoteo(post=1916291:date=Mar 22 2012, 05:19 PM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Mar 22 2012, 05:19 PM) <a href="index.php?act=findpost&pid=1916291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just cerious, somebody really using the mini map on the hub, to left, while playing the game? I always looks where my gun is aiming at :) and press c fast to see where I am. ^^<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably someone is using it somewhere, but for sure there is a bunch of people that never use it. Making it an option would be perfect. But customizable stuff are good in general anyway.
there's nothing more important than what's going on around the player.
perhaps it should be on the top or bottom edge flashing a couple times.
simplicity goes a long way for game immersion. minimization of crap
all over your screen would give you less of that 'you're behind the screen'
feeling. for example, take a look at the best horror game for PC,
'Amnesia: The Dark Descent' the lack of HUD attracts the player's attention
to the atmosphere of the game. i think that NS2 can draw from the benefits
of a reduced HUD layout.
seriously i think the future of this game's immersion would benefit from a more
in-game HUD system. for example, the functional bullet counter on your weapon,
welders showing building progress percentage, maybe implement armor and health
meter on the armor itself so your teammates can see, opposed to a virtual overlay
on the ground. it wouldn't be bad if instead of a health bar you would know you're hurt
by heavy breathing in the helmet, visual cues such as disoriented vision due to blood loss
and increasingly extreme symptoms depending on how low your health is.
screen caps from the live stream
<img src="http://i.imgur.com/EydO4h.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/CJC7Qh.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/mpB4Gh.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/BG5lVh.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/T5lZwh.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/uZcgth.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/9yytah.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/LWC4ph.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/qmHUrh.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/UWke1h.jpg" border="0" class="linked-image" />
there's nothing more important than what's going on around the player.
perhaps it should be on the top or bottom edge flashing a couple times.
simplicity goes a long way for game immersion. minimization of crap
all over your screen would give you less of that 'you're behind the screen'
feeling. for example, take a look at the best horror game for PC,
'Amnesia: The Dark Descent' the lack of HUD attracts the player's attention
to the atmosphere of the game. i think that NS2 can draw from the benefits
of a reduced HUD layout.
seriously i think the future of this game's immersion would benefit from a more
in-game HUD system. for example, the functional bullet counter on your weapon,
welders showing building progress percentage, maybe implement armor and health
meter on the armor itself so your teammates can see, opposed to a virtual overlay
on the ground. it wouldn't be bad if instead of a health bar you would know you're hurt
by heavy breathing in the helmet, visual cues such as disoriented vision due to blood loss
and increasingly extreme symptoms depending on how low your health is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Some great ideas here. After watching the live stream for a hour tonight I am quite disappointed by all the additional HUD info. Way too much on screen and its all very distracting. I know the rings for armour and health were in NS1 and as a nostalgia factor it will please some but its too much imo. The small percentage info is enough.
Immersion is ruined by a messy cluttered HUD with too much information and I only hope there will be options to disable all the HUD and/or the parts we don't want. For me, all I want is to see clearly what my heath/armour is and that's about it. I want to be drawn into the game and be totally immersed and can see me spending quite a bit of time looking in the LUA files to see what I can disable.
I liked the Alien banner from yesterday's playtest, it looked like it had a dissolving effect when it fades out.
Some of the info people hate for immersion reasons are really vital for competitive games and the like. Like how some people asked if people really needed to see the resources they have, which is a definite yes.
Just as my personal preference, I enjoy the location of the banners currently. As I wouldn't want to look all the way up to see them. And if they are up any higher they could block the view of aliens on the ceiling.
The biggest thing I guess would be to add a hud customizer like some games and mmo's allow. So you could arrange things in any position you want or remove parts of it. As hud mods will probably happen anyways.
Because the Marine HUD has more work done on it so far then the Alien HUD, and the death icons have only been swapped out for the new ones on the marine side, not the alien side.
--Cory
Nope, I asked if you really need to see your resources <i>at all times</i>, the answer being obviously no.
Don't forget there is three "panels", the normal one, the tab one and the map one. Most of the informations can be moved to the map panel imo, because you don't need to see them all the time.
A good hud is about displaying informations when you need them and hiding them when you don't, not showing everything at once.
But the marine hud looks good, just a bit overcrowded.
<ul><li>the marine-minimap is too big</li><li>Information/Pop-Ups in the center of the screen are too distracting</li><li>the 2 circles/rings around each unit/building is too much information to interpret</li><li>GUI features should be en/disableble in the options</li></ul>
Don't forget there is three "panels", the normal one, the tab one and the map one. Most of the informations can be moved to the map panel imo, because you don't need to see them all the time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Would rather not have to guess or repeatedly look away from the action just to see if I can afford a new gun or lifeform.
Also a mission timer should be added to the hud as that is vital info for the rts part of the game as well, an easy place to put that would be near the team res, room name, or personal res sections. As a good portion of strategies tend to happen at certain times during these games. Like min/max time for hive or fade/onos deployment.
there is 0 cost to put the other "necessary information" on an alternate display such as the minimap
Agreed, sometimes it's nice to see everything and other times it's not. If WE had the option to enable or disable options that would be great!