Main overall problem: UI experiences a lag when loading.
Reason: Entire UI content is loaded from server in Japan. UI contents (e.g: item list) is only drawn to the screen once all items have been loaded, even the invisible items.
Solutions:
- Spread UI load over
different servers worldwide, not only Japan
- Improve multithreading if possible.
- Once all the contents that are visible have been loaded, draw them to the screen and load the hidden contents (e.g: things that become visible when user moves scrollbar)
Additional solution:
- Save the UI window contents to local machine at first load (XML file with metadata and item text?). Include an ID/Boolean value in an XML file or textfile. When an UI window is opened, check the local ID/Boolean value against the server value, if it’s different load the server contents, otherwise load the locally saved contents.
Secondary Problem: UI requires a lot of steps/mouse clicks to do certain things
Examples (that should be fixed):
- When talking to the Guildleve Issuer, you need to select a type, a camp and a quest. This is fine, cramming it in one window would be overkill. The problem is, when you need to cancel the whole thing, you need to mash escape several times, once to go back to the camp selector, another to go back to the type selection. It would be better if you could just cancel the conversation in full to be back on your way (and do the Leve ^^).
- When shopping, and using your keyboard, you need to press enter to be able to modify the quantity. Why can’t you just press the right arrow on your keyboard to increment it with one, and press enter to specify an exact amount.
Additional
General Dialog boxes issues:
- Not every box has a close button, for people using mouse this can be annoying.
- Take for example the Inventory, every item, and every tab makes a clicking sound when hovering over it. This is annoying, when hovering over it the control just needs to light up so the user knows it is active. When it’s clicked, THEN there should be a sound
- Scrollbar click sound is unnecessary and annoying.
Attribute specific
- The window isn’t large enough to accommodate all the tabs. It’s annoying to have to click the arrows to move the tabs around. Can’t you just put 2 rows of tabs. In Windows, many windows are built like that
- Provide a pop-up menu when hovering over certain parts. E.g: the Skills tab shows your rank in each class, but newcomers don’t know what each icon means.
Inventory specific
- When data is displayed in list with multiple columns, the column heading don’t have a caption, which might be confusing to some. Especially in the Bazaar tab.
- Not every item needs a “sort” option when clicked. User can select “Sort” in the upper-right.
- When clicking on an item, a context menu opens with options, you can’t access any other item’s context menu unless the opened one is closed.
Gear specific
- When equipping, you need to select the slot before it gets equipped, even for equipment that only fits in one slot. If equipment fits in one slot, it should be equipped automatically.
- (optional: make equipment equipable from the Inventory)
Actions & Traits specific
- Now you need to select an empty skill slot, click on a skill in the skill list and it gets equipped. I often find myself accidentally click on a skill to equip it when a skill slot has already been assigned, overwriting that skill. Why can’t you just take the skill and drag and drop it somewhere, would be much, much easier.
Map specific
- Allow player to put custom markers on the map
- Allow user to toggle Legend and location info on or off, now it’s covering a part of the map.
- (Optional: show additional information when hovering over an icon).
Additional
1/ Repair NPCs shows me 2 pages of item slots while there is much more screen space available. Isn’t it better to show only one page with all items, eventually with a scroll bar.
Something personal
I’m pretty sure many might dissagree, but I’d love to see an enemy targeting system like Final Fantasy XIII at the start of a battle. You choose a skill, a list of enemies in range comes up, enemy gets selected and the fight begins. I loved this in FFXIII, but I’m many people prefer to mash tab to cycle trough enemies.
Conclusion:
FFXIV has been around for a year and most of the UI problems were left unadressed, I can only conclude that the game has been built in a very difficult way, and the implementation of any major changes might require a lot of programming and perhaps a fundemantal underlying change of the game engine. I nevertheless hope Square has been secretly doing this.
The user interface is, no matter how you twist and turn it, the main annoyance of every FFXIV player. I’m ashamed that even after a year, the majority of the requested changes haven’t been adressed. I really hope Square Enix staff takes a good look at this thread, and ferociously works toward this.
(About me: I'm an user interface junkie with a basic knowledge about game development, though no way near MMO development. I love to create, discuss and improve user interfaces. When I create an UI for an application, I try to create lightweight UIs with a focus on the content.)