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  1. #1
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    As someone who designs UIs in one form or another quite often - the golden rule should always be "First, do no harm". Between cascading menus, non-optimal search algorithms, and failure to follow genre conventions, the 1.0 interface broke that rule in spectacular fashion. It may come as a surprise to some that the very last thing that dictates a good interface is how "good" it looks. That, of course, comes into play; but only after everything else has been dealt with.

    As apposed to the 1.0 interface, the 2.0 interface looks quite well tuned to it's platform. Information is presented to the user in a compressed fashion without overloading them (I particularly like how they've compressed the equipment, stat allotment, and character info pages into one page). Similarly, everything response the way you would expect given the platform: context menus when right-clicking, drag-and-drop icons, hover-over tooltips. These are all things that people expect when using a mouse and keyboard. It has nothing to do with MMOs, or even games. It's learned behavior from years of day to day use on a computer.

    Everyone will have personal visual preferences, but the ability to easily access controls - in this case items from your inventory - is ubiquitous and essential. What is "right" is entirely dependent on your platform. I would not be making this argument for the PS3, for instance. "Simplicity" depends entirely on user input. On a PS3, having a list-page like control makes more sense, given the absence of some 200 keys.

    As for the problem of not being able to tell one log from another. The solution is deceptively simple: Don't make your players select items to craft. Design around your UI limitations and no-one will even notice they are there. If to craft an item, you just open a journal and select the thing you want to make and it starts the synth process as long as you have the materials, there's no need to hunt down the materials.

    Honestly, between gearsets and the recipe book we've been promised, I don't foresee Inventories being used for much other than asking "how much space do I physical have on me?" Besides, while this is somewhat of a cop out, if you seriously want to be able to see the names of items next to them at all times (or even a list), it sounds like the user created content will be robust enough to allow you to make a mod that does that.
    (9)

  2. #2
    Player

    Join Date
    Apr 2012
    Posts
    288
    Quote Originally Posted by Hulan View Post
    As someone who designs UIs in one form or another quite often - the golden rule should always be "First, do no harm". Between cascading menus, non-optimal search algorithms, and failure to follow genre conventions, the 1.0 interface broke that rule in spectacular fashion. It may come as a surprise to some that the very last thing that dictates a good interface is how "good" it looks. That, of course, comes into play; but only after everything else has been dealt with.

    As apposed to the 1.0 interface, the 2.0 interface looks quite well tuned to it's platform. Information is presented to the user in a compressed fashion without overloading them (I particularly like how they've compressed the equipment, stat allotment, and character info pages into one page). Similarly, everything response the way you would expect given the platform: context menus when right-clicking, drag-and-drop icons, hover-over tooltips. These are all things that people expect when using a mouse and keyboard. It has nothing to do with MMOs, or even games. It's learned behavior from years of day to day use on a computer.

    Everyone will have personal visual preferences, but the ability to easily access controls - in this case items from your inventory - is ubiquitous and essential. What is "right" is entirely dependent on your platform. I would not be making this argument for the PS3, for instance. "Simplicity" depends entirely on user input. On a PS3, having a list-page like control makes more sense, given the absence of some 200 keys.

    As for the problem of not being able to tell one log from another. The solution is deceptively simple: Don't make your players select items to craft. Design around your UI limitations and no-one will even notice they are there. If to craft an item, you just open a journal and select the thing you want to make and it starts the synth process as long as you have the materials, there's no need to hunt down the materials.

    Honestly, between gearsets and the recipe book we've been promised, I don't foresee Inventories being used for much other than asking "how much space do I physical have on me?" Besides, while this is somewhat of a cop out, if you seriously want to be able to see the names of items next to them at all times (or even a list), it sounds like the user created content will be robust enough to allow you to make a mod that does that.
    ^ Nail in the coffin right here. No further posts are necessary in this crappy thread.
    (5)
    - Kurokikaze
    This is how I feel when I read posts on these boards:

  3. #3
    Player
    DexterityJones's Avatar
    Join Date
    Aug 2011
    Location
    Gridana
    Posts
    141
    Character
    Dexterity Jones
    World
    Balmung
    Main Class
    Leatherworker Lv 57
    Quote Originally Posted by Hulan View Post
    As someone who designs UIs in one form or another quite often - the golden rule should always be "First, do no harm". Between cascading menus, non-optimal search algorithms, and failure to follow genre conventions, the 1.0 interface broke that rule in spectacular fashion. It may come as a surprise to some that the very last thing that dictates a good interface is how "good" it looks. That, of course, comes into play; but only after everything else has been dealt with.

    As apposed to the 1.0 interface, the 2.0 interface looks quite well tuned to it's platform. Information is presented to the user in a compressed fashion without overloading them (I particularly like how they've compressed the equipment, stat allotment, and character info pages into one page). Similarly, everything response the way you would expect given the platform: context menus when right-clicking, drag-and-drop icons, hover-over tooltips. These are all things that people expect when using a mouse and keyboard. It has nothing to do with MMOs, or even games. It's learned behavior from years of day to day use on a computer.

    Everyone will have personal visual preferences, but the ability to easily access controls - in this case items from your inventory - is ubiquitous and essential. What is "right" is entirely dependent on your platform. I would not be making this argument for the PS3, for instance. "Simplicity" depends entirely on user input. On a PS3, having a list-page like control makes more sense, given the absence of some 200 keys.

    As for the problem of not being able to tell one log from another. The solution is deceptively simple: Don't make your players select items to craft. Design around your UI limitations and no-one will even notice they are there. If to craft an item, you just open a journal and select the thing you want to make and it starts the synth process as long as you have the materials, there's no need to hunt down the materials.

    Honestly, between gearsets and the recipe book we've been promised, I don't foresee Inventories being used for much other than asking "how much space do I physical have on me?" Besides, while this is somewhat of a cop out, if you seriously want to be able to see the names of items next to them at all times (or even a list), it sounds like the user created content will be robust enough to allow you to make a mod that does that.

    Thread over, this guy won.
    (4)


  4. #4
    Player

    Join Date
    Apr 2012
    Posts
    288
    Quote Originally Posted by Hulan View Post
    As someone who designs UIs in one form or another quite often - the golden rule should always be "First, do no harm". Between cascading menus, non-optimal search algorithms, and failure to follow genre conventions, the 1.0 interface broke that rule in spectacular fashion. It may come as a surprise to some that the very last thing that dictates a good interface is how "good" it looks. That, of course, comes into play; but only after everything else has been dealt with.

    As apposed to the 1.0 interface, the 2.0 interface looks quite well tuned to it's platform. Information is presented to the user in a compressed fashion without overloading them (I particularly like how they've compressed the equipment, stat allotment, and character info pages into one page). Similarly, everything response the way you would expect given the platform: context menus when right-clicking, drag-and-drop icons, hover-over tooltips. These are all things that people expect when using a mouse and keyboard. It has nothing to do with MMOs, or even games. It's learned behavior from years of day to day use on a computer.

    Everyone will have personal visual preferences, but the ability to easily access controls - in this case items from your inventory - is ubiquitous and essential. What is "right" is entirely dependent on your platform. I would not be making this argument for the PS3, for instance. "Simplicity" depends entirely on user input. On a PS3, having a list-page like control makes more sense, given the absence of some 200 keys.

    As for the problem of not being able to tell one log from another. The solution is deceptively simple: Don't make your players select items to craft. Design around your UI limitations and no-one will even notice they are there. If to craft an item, you just open a journal and select the thing you want to make and it starts the synth process as long as you have the materials, there's no need to hunt down the materials.

    Honestly, between gearsets and the recipe book we've been promised, I don't foresee Inventories being used for much other than asking "how much space do I physical have on me?" Besides, while this is somewhat of a cop out, if you seriously want to be able to see the names of items next to them at all times (or even a list), it sounds like the user created content will be robust enough to allow you to make a mod that does that.
    Quoting this again because people are still breathing through their mouths in this thread.
    (0)
    - Kurokikaze
    This is how I feel when I read posts on these boards:

  5. #5
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Even with a gamepad being able to move across a grid will be a lot faster than scrolling up and down a list. It's starting to really get to me how annoying moving up and down a list is and I played FF11 with a gamepad for like 7-8 years.

    Re: Icons, information will undoubtedly pop up when your cursor is over an item and if you are wanting to look at your item list at a glance its easier to see when everything is laid out and visible for you. Like Hulan brought up, crafting is going to be done by selecting recipes instead of selecting the item out of the list removing the only real issue with any items that may look similar to each other.
    (0)

  6. #6
    Player
    Chinook's Avatar
    Join Date
    Mar 2011
    Posts
    450
    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Carpenter Lv 50
    I prefer lists over icons personally, though the current item lists could have used different tabs and other features.

    If today's standards are icons and that's what the majority of gamers like, then I'm fine with it.
    (2)

  7. #7
    Player dragorian's Avatar
    Join Date
    Jun 2012
    Posts
    388
    Character
    Blueberry Haze
    World
    Siren
    Main Class
    Conjurer Lv 70
    NOW NOW BOYS AND GIRLS PLAY NICE . seriously you ppl vicker like little childern
    (0)

  8. #8
    Player
    Zhyrios's Avatar
    Join Date
    Apr 2011
    Posts
    127
    Character
    Zhyria Wynter
    World
    Tonberry
    Main Class
    White Mage Lv 90
    If I recall correctly, I read that the inventory would be viewable in both the grid and list formats.
    (1)

  9. #9
    Player
    Inzoum's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    373
    Character
    Inzoum Zimia
    World
    Masamune
    Main Class
    Goldsmith Lv 90
    I wish they'd just show the damn controller UI already
    (1)

  10. #10
    Player Risae's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    483
    Character
    Risae Nyan
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    2.0 wouldn't be a real WoWclone without a copy-pasted inventory system.
    (2)

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