Not if they listen to our suggestions on how implement both options.
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He did explain how it's all animated together and not as an icon in the background with an overlay recast timer on top of it. So, for instance, if they have a 1% increment in their recast animation, it would mean they actually load 100 different images of each skill icon and keep all 100 in memory, switching between them according to the current cooldown state. But that still doesn't account for why they couldn't have a packet of 100 images for animation type A and another packet of a different 100 images for animation type B, and then use whichever fits the user's settings. The system would still only be alternating between images in one set or the other, not both, so would only need to load one of the possible sets. (If anything, that should make offering multiple options even easier, since they're each just a set of animation images, processed the same way regardless of which set is displayed.)
A more valid point of his post was the part that it would take programming, QA, etc resources, but he tried to inflate that into sounding as though it were something excessive when he was simply describing what every change in the game takes, including this change they did just make. Once you exclude the spin factor, his post came out to saying it doesn't give us options because for that they'd have to put the option in. Basically, they just didn't bother.
Unfortunately by new timers this is what most were expecting. The circles are not ugly, but they are not an improvement on the old ones.
All these new ones do is show the same cooldown in the same clockwork manner only with a circle in the middle.
You couldn't use the same faded animation method for numbers?
Read this to understand WHY the change was made.
Just to be fair a couple things about that specific example:
1. I can still see it, as could others...so it's a personal thing...much like the change to 'fix' it works for some but not others.
2. The real problem with that skill was it has a long cooldown timer+ is on a light colored background. Meaning another option SE could have chosen, would have been to adjust the background colors on skills with longer cooldowns and there would not have been a problem.
This only affects the numbers (which I have no issue with). It does nothing to remove the flashy white disco balls going off all over my hotbar whenever the GCD is triggered. Circles. Over top of square buttons. There are several ways that this new animation is distracting and out of place.
This made much more sense.
Wow. People can be annoyed by the smallest things.
To be fair, though, I agree 100% that it should be optional and should have a toggle somewhere. I'm guessing the UI memory load issue is part of the problem. I'm also guessing that when the PS3 version goes away, we'll see a LOT of awesome changes for the better, across the board.
I think you forgot PS3 version only has one crossbar on the screen (max 16 icons) while PS4 and PC can have 10+ bars (over 160 icons) simultaneously... ^^;
I believe this icon animation circle thing was purely a design outcome, just bcoz the decision maker tho it looks better.
Is there anyone who doesn't have some kind of visual impairment or color blindness playing any more
my take on the visual changes... fcks given: 0
I managed ok with the old style, and will do so with the white circles
tl;dr neck up moaners