Thanks for the information , but I have to agree with others. Now there is too much animation happening with the hotbars, and for some like me, its become more distracting than helping.
This was done with near perfect execution back in v1.2 days, so it is a shame that similar results cannot be replicated here.
Also, please don't forget bullet 3 from an old presentation used...
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Yeah I am still not buying this explanation, which I otherwise love the info that went in the background.
Ok so the numbers counting down, are there on abilities without TP/MP. That info is just in the exact same spot. And we have a toggle to turn them off. So, adding a countdown timer, to abilities that had none before, uses ZERO additional memory or resources, over the previous UI where nothing was there? I remember an excuse on the TP bar was that having a number would not work, yet having numbers on those abilities were none were before DO work?
Accessibility Visual Alerts is a toggle, and that is a tremendous amount of bars bouncing all over on both side of my screen if I turn it on. So that is programmed in a way so that even if turned off, memory and resources are constantly drawing something that doesn't show up? How is that efficient? And if that is not the way it is, meaning no resources are being used, then why can't the hot bars be programmed the same?
Lessoning the white line would be an improvement. But, changing the circle, to the entire square (with the additional outlines), would be better. Having a different shape, with bright white, continuously counting down on all square abilities, especially on every single GCD, is extremely distracting.
Yeah I am either missing a lot about something, or something just doesn't make sense to me. Maybe both.
Edit: Warlax, that is perfect right there. We have UI memory and everything when we hover over an ability, but we can't add the exact same thing to the hotbar version of that ability? Yeah I dunno...
Last edited by Mykll; 02-25-2016 at 10:26 AM. Reason: 1,000 character limit still sucks.

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.Hello, everyone.
The following is a comment from UI Lead Hiroshi Minagawa in regards to the new recast timers implemented in Patch 3.2.
Display the remaining recast time as a numeric value
*Since we cannot add more displays on top of existing icons (which is a measure to lessen display density), we therefore used the part of the display which was used for TP cost. There were comments from testers mentioning that they wanted the number to be displayed in the center of the icon; however, this would required preparation of a different part or the placement of a process which would check the situation to change the displayed position. This was rejected because it would increase the load.
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?
Last edited by Causality; 02-26-2016 at 07:29 AM.



Do these 3 new jobs use own UI, or share they the UI wih the other jobs?

They have new icons - same UI, new icons. New icons = more memory. My point was you can squeeze in all these new ability icons into memory but can't toggle the circle? If it's there, it can be removed - the original icon simply needs an overlay.
If they are saying that for each animation it uses a whole new set of animated icons to create the circle (which it sounds like they did) - go back and do it with an overlay and you'll free up loads of memory.

Hello, everyone.
The following is a comment from UI Lead Hiroshi Minagawa in regards to the new recast timers implemented in Patch 3.2.
There were 50 testers, and comments were taken from both actual players and non-players.
out of 10,000 players, 1,000 players would be against it.
Now explain to me how 50 testers translates to representing the true population of the community???
Possibly one of the most ignorant decisions I have ever seen. REMOVE THE DAMN CIRCLES, MY GOD WHY DO YOU CONTINUE TO RUIN MY ENJOYMENT OF THIS GAME.
Aneas Corilius of Lindblum. I am at your service, kupo!


An option to remove them is welcome but I definitely wouldn't use it because I love how the animations look and yes, it makes so much easier to see when the skills are good for use again!...![]()
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You can add in 3 new jobs with 3 new sets of actions but a circle animation (which you should've used an overlay for) is too much for memory? Balls sir, balls!


