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Preview Version of New UI

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  • 11-27-2017, 04:18 AM
    Silvonis
    Quote:

    Originally Posted by LaRaj View Post
    Functional:
    Looking at new gear is a fearful thing with the new UI, the left click is so sensitive. Was looking at a shield and left clicked to see it, and put it on instead, right about the same time a group of mobs were coming for us. I was pretty useless in combat with the shield in my hand and no supporting skills.


    Do you mean that you are just accidentally left clicking? There is no 'left click sensitivity' setting, a click is a click. If you literally have mouse clicking sensitivity, it could be related to your mouse.
  • 11-27-2017, 04:24 AM
    Silvonis
    Thanks for all the feedback, please keep it coming! We will continue to work on fixing bugs and adding new features for a tentative 'official' roll out next weekend. When we do the 'official' roll out, the old UI will no longer be availible.
  • 11-27-2017, 11:33 AM
    Tagamogi
    Quote:

    Originally Posted by Silvonis View Post
    Do you mean that you are just accidentally left clicking? There is no 'left click sensitivity' setting, a click is a click. If you literally have mouse clicking sensitivity, it could be related to your mouse.

    I usually have no problems doing a left-click and drag, but I found myself much more likely to left-click and accidentally use an item on the trading screen than elsewhere. Maybe it's just that the trading screen puts me into a special click state of mind, I don't know. I may also have clicked on an item once or twice in an effort to remove it from the trading screen.

    Also, I know I already complained about this once, but I just wanted to say again that I sincerely hope the single left-click to use will go away. It works perfectly fine for me 99% of the time. The 1% of the time it doesn't, and I accidentally drink the 1000 council potion I was trying to gift to the NPC is ... infuriating.

    ( It also doesn't really make sense, we can left click on items in storage to move them to our inventory, but left clicking in our inventory uses the item instead of putting it back into storage.)
  • 11-27-2017, 12:49 PM
    Tagamogi
    Quote:

    Originally Posted by Khaylara View Post
    The new UI is probably great (I know it has some very useful features I am excited about like character slots) but I guess what I want to say is that the "look" is a tad overwhelming, there are a lot of windows that need size adjusting that cover all the screen or that I can't move etc. Maybe it's because of my eyesight but bad eyesight is most likely not uncommon among gamers. Fact is in the 5-10 minutes I've tried it for I got a massive headache and I had to revert to the old UI.

    As much as I love the new UI, I wouldn't currently recommend it to anyone with vision problems, just because the font in the chat tab where you actually type is so tiny at the moment and non-adjustable. On my screen, the typing font is about half the size of the font I picked for the chat tab messages. :)

    When I switched to the new UI, my main weirdness problems were a couple windows on the left getting squished on top of each other, and the new quest tracker going nuts on me by tracking 5 billion random quests at once. The quest tracker shouldn't be a problem for brand-new players who start without quests. For existing players ... well, I hope the next new UI release has some refinements. ( Currently, you have to disable tracking of new quests in the Settings, and then go to your quest log, find each quest the tracker already randomly auto-tracked and disable the tracking there.)

    I did find the different UI windows easy to move and drag, though. The only problem I experienced there is that some windows are only draggable by clicking on their title menu, and not by clicking anywhere else. If you are having problems dragging things about, could you maybe try posting a screenshot, so we can see if it might be anything about a specific window? I know you are back on the old UI now, but I'd be curious how your screen actually looks whenever the next version of the new UI comes out. I'm also wondering if you are running at a much lower resolution than the 1920x1080 Silvonis said is used as the default, and if that is why your display is so odd...

    ( I do sympathize with your headache problem. This thread reminded that I should really investigate exactly how and why my screen goes blurry in Serbule. I've been putting that off since just thinking about the blurriness makes me feel queasy and cross-eyed. Eeek.)
  • 11-27-2017, 01:10 PM
    srand
    Let me repeat Silvonis' thank you. We really appreciate all the wonderful feedback and detailed reports. All of this is being compiled and sorted into a master list for fixing and tweaking, so don't worry about lots of short posts or duplicate reports - we'll sort those out. And we'll be working hard on this all week, so please do keep the reports and feedback coming! Your hard work is going to make the 'official' roll out so much smoother.

    Quote:

    Originally Posted by Gruffon View Post
    Enable the option to disable NPC chatter in the All channel.

    The All channel is a special built-in 'channel' that always shows everything. You can hide the All tab in Settings->Gui, under the Chat section: "Include 'All' Tab On Chat Window". We figured that experienced players would want their tabs set up differently, and we don't want new players to miss anything in the beginning.

    For myself, I more or less replicated the old chat with a new chat tab (creatively called 'User') that includes Global, Help, Trade, Nearby (minus NPC Chatter), and Tells. (I have Party and Guild chat plus Tells again on another tab, because I prefer to keep those separate. But that's just me.)


    Quote:

    Originally Posted by Niph View Post
    Cosmetic: vital bars over the head of monsters [...] Also, perhaps these vital bars should be displayed only over monsters that have on aggro you? Or on someone?

    We played with a bunch of ideas like that internally. None of them quite worked - they were all too unintuitive and confusing.


    Quote:

    Originally Posted by Niph View Post
    Missing: I can't find any icon for the wordhunt game.

    The icon for the wordhunt game is gone - it was a really old left-over of earlier development. You can use /wordgame or the Word Game scroll that Marna sells to pop up the window. You can use the scroll from the left sidebar - I have a non-combat loadout set up that way for hanging out in town.


    Quote:

    Originally Posted by Ebonwind View Post
    Suggestion: Could we have some hotbar slots for inventory items? I want to disable the functionality [left-click to use] described above but not lose out on the ability to quickly use potions in combat.

    You can use food and potions from your sidebar now. Or did you mean a new bar just for that?

    As an aside, we are working on better options for left-click to use. (I have accidentally eaten so many cakes this week.)


    Quote:

    Originally Posted by Daguin View Post
    - Combat is severely hampered by the new UI's inability to queue attacks. My rather non-traditional style of spamming attack commands (to fire at moment of reset), and then getting next attack ready, is impossible with the new build. Please add in queueing again.

    Queuing is actually supposed to be working - it's just buggy as hell at the moment. But don't worry; we will get it fixed.


    Quote:

    Originally Posted by Tagamogi View Post
    Suggestion: It might be nice if each GUI element had its own reset option, rather than one big reset for everything. I resized the mini-map a bit weirdly by accident, and would like to get it back to its original settings, but I also like the icon and text sizes I have set up and don't want to reset those...

    If you right-click on individual settings, you can revert just that setting to default. That won't help you with the mini-map size and position, though, I'm afraid. The only way I know to do that is to wipe out your GorgonConfig.txt. (If you decide to play with that, make sure you back it up first!)


    Quote:

    Originally Posted by OpieFisher View Post
    Bug-Can't easily add the trade channel back onto a tab if you deleted the one you start with.

    You should just be able to add a new chat tab and mark the checkbox for Trade. You may have to scroll down a bit to find it. (If you actually left the Trade channel instead of just closing the tab, you won't have a Trade checkbox, but you can type Trade in the "Add Channel..." field at the bottom of the Chat Tab Editor and then hit the + button to re-join and add Trade to that chat tab.)
  • 11-27-2017, 01:34 PM
    Khaylara
    [MENTION=90]Tagamogi[/MENTION], nope, i play at 1920x1080. I think Citan said you can adjust the fonts but i started tearing before I could go through all the settings. The nausea and dizziness happen to me most often in Serbule, especially the citadel. I can't say it's blurry, more like the ground is spinning under me feeling lol. I guess that's not part of the interface discussion but having my screen covered in rather oversized windows on top of it didn't improve the "omg i'm gonna puke" moment^^
  • 11-27-2017, 01:52 PM
    ShieldBreaker
    Bug: Blurry Filter not leaving when it should. I had the screen end up going blurry and staying that way until I relogged. The events leading up to it was I respawned after being killed underwater. Although difficult to tell, I don't think I was out of breath at the time but the death report said drowned. I was suffering major poison DoT and I feel that was what killed me.

    Feedback: The bottom Abilities UI has moved around on me on occasion when I've only been trying to use abilities. So I probably missed the button and ended up dragging the UI, but that wasn't my intention.

    Feedback: Items are not drag and drop-able when you are in-combat. This includes those times after the fight when you have got a DoT debuff as well. Doing a drop by menu still works. So used to being able to do that.

    Feedback: One time dragged an ability off abilities bar, during or getting into combat. That is kind of frustrating it was my basic attack, so ended up with no refresh for the fight.

    Feedback: This one is probably really dumb, but even after finding it once, for a few days I couldn't figure out where the load outs went. Star at the bottom. Might be less of a problem for new players then old that are used to it being accessed differently before. An icon with hand holding 1 weapon with an arrow to another hand holding a different weapon, might convey the loadout concept more readily. Though fitting that into one small icon might be problematic as well.

    Cosmetic: On the Paperdoll in Stats window, Torso and Legs and gear on those slots are completely invisible with different sets of cloth armor. Validated right before rechecking so shouldn't be corrupt or missing files.

    Cosmetic: When deleting a LoadOut the pop-up starts with 2 lines of text but it then changes to 1 line of text and shrinks the pop-up to fit if it can. The changing of the box like that makes me notice the change and makes me double check that it is still the right pop-up.

    Cosmetic: When naming a LoadOut you can enter an large amount of text into the input box. After leaving the input box, the window it is in gets overlapping text and other weird results. The name gets cut off and only partly used. Maybe limiting the input to the actual allowed size of the input.
  • 11-27-2017, 03:55 PM
    ShieldBreaker
    Feedback: Wondering if it would be possible to add a function to pull up the recipe of a component of a recipe. So basically thinking if you are making something that takes leather strips you click on the leather strip in that recipe which brings up leather strips info. You can see what recipes use it, gifting, and finding. But what I sometimes want to know is what goes into making it in the first place. So depending on which recipes you learn to make it you can bring up those recipes to see what is needed to make it. This would then let you do finds on the raw materials, or see what raw materials you need to purchase like rough tannin. Mostly need a quicker way to see what level of tannin to buy. Basically want to be able to walk back from the finished product all the way to the most basic raw materials that go into it.
  • 11-27-2017, 04:40 PM
    Niph
    New UI & Combat feedback
    I'm posting this as feedback about combat with the new UI.


    First I'd like to say that this new UI brings nice improvements. Not the least of them is the fact that you can move around windows and put them close to each other. I no longer have to look up, down, center, left, up, down, center, rinse repeat, to see what's going on. The fact that health is displayed as a gauge is also nice for combat purpose, if not cosmetic. And there are many other nice things worth the switch.

    The UI unfortunately also has some issues, a few them already existing in the old version. I know Srand recently posted that some of them are being addressed. I will still list them for completeness.


    • You can't loot if the corpse is behind you. I use the 'U' key to open corpses and it doesn't work if it's behind me or at my feet.
    • The health/armor/rage meter over mobs is great, except it's displayed on top of everything which is very distracting during a fight. The meter also doesn't scale with distance. That's alright except when there are a lot of mobs, it's a bit hard to know which one is close.
    • I already posted it, but I'll repeat it here: the meter should show only if the mob has aggro (or is recovering health after a kill/flee). Ideally, you could choose if you see the meter on mobs when they have aggro on: everyone/party/you. If that's too complicated, defaulting to "party" sounds like a decent compromise to me. In its current implementation, the meter is displayed over all mobs and in my opinion it breaks immersion.
    • Note that I can see meters behind walls when they don't block line of sight.
    • When looting, messages such as bury or gaining wisdom points hide loot options.
    • Loot options move around as you click them (to top, then to bottom, depending on autopsy for instance). The old UI wasn't perfect but did the job better in my opinion.
    • Bug: the target health bar can be at zero and yet the mob has some life left, like 20%
    • Key queue: some actions can be queued, i.e. the global refresh timer isn't ready but if you press the key for an ability, it is queued and the ability triggers as soon as the global refresh timer allows it. This works for But I love you, Psychoanalyze, You Were Adopted, Ice spear for example, but for some reason not with Ice Nova or Shardblast. For these, I must spam the keyboard until it fires. Worse, it doesn't work with Pep Talk, I've missed quite a few heals because of this.
    • The target square (thin blue line) does not cover the entire mob, so it's easy to mistake the mob in front of you with another behind. On the other hand, you would not be able to see it on large mobs such as Ogres. I think EQ did this better: there would be a ring on the floor centered on the mob feet/claw when it's your target, and by the shape of the ring you could always tell what your target is even with many mobs on top of each other.
    • The distance indicator (alt key) is on top of the target. That's alright, but in area with a ramp I can't see it, it's outside the screen. Can we have it also on top of the target window?
    • The same goes with the "You're in combat" indicator. It's mixed with buffs, but perhaps should better be close to the "self" window (with your health etc.)
    • Bug: items don't have the properly colored icon sometimes in the loot window.
    • Bug: the group mates health bar is bugged: stays black, give wrong info or is delayed too much and you can never tell if your group is taking damage.
    • Regrettably, the new UI does not allow for size, color or shape customization (I was really hoping it would, since it's spec'd from scratch). For me, this means my health bar is too small. I would have wanted to make it bigger, with a brighter, plain color and easier to notice in general. Also, I would have moved it near the group health bar so I can see if I'm damaged at the same time I see how's the group doing. In EQ I had to hack the UI but I was eventually able to do it and it's a HUGE improvement when you're specialized in healing. Maybe when Priest is implemented...
    • You can no longer auto-repeat decomposing or distilling items. Setting the "auto-repeat" box doesn't work for these recipes (It's combat feedback because it's fairly common to decompose as the group is moving or pulling).


    Not new:


    • I have an issue with the Esc key to close the loot window: it closes too much. That is, if I press it twice it will close the chat. More, I get a logout window... I've settled to always close the loot window with the mouse.
    • In the loot window you see arrows or throwing knives from other players. I think these items could appear in a separate area, and not be
    • looted with the loot all button, except if you're the archer/thrower of course.
    • We still can't easily make the difference between a mob at low health and a dead mob, in my opinion.
    • Sometimes mobs have a moving animation when they are in fact static. This is very common with Gnashers in Dark Chapel for instance. You see it coming at you but in fact it's not moving.
    • Feedback: Effect particles sometimes completely blinds me. The "on fire" effect is particularly annoying, when I have it on me I just stop looking at the screen and focus only on my health bar, spamming aoe and nukes long after all mobs are dead, because there is just no way I can follow what's going on, and I've learned that closing my eyes and shootin' at random works the best. If you ever implement some "hide particles" UI option, I will immediately turn them off, never to return.
    • Often you can see mobs, like Gnashers, very clearly on a ramp going down, but you don't have line of sight and therefore can't target them. It's a minor issue but one I find a bit annoying.


    Wishlist

    The game could use a key setting for "look up" and "look down". I have to do it with the mouse and it's really slowing me down when fighting on ramps and stairs.
  • 11-27-2017, 04:57 PM
    Crissa
    Hmm.

    Talking about looting/decomposing... Maybe we could have a decomposition tray that we could fill from inventory/loot window? Anything to make it take less visual space and clicking time. I spend more time trying to find things to burn than I do actually sitting down in-game and burning them.

    Just some sort of speed UI that allows us to grab and put into the pile of items we're chewing through?

    Was there any way in the new UI to hide important items in the inventory tray so you can't accidentally click on them (and your loot and new crafting items doesn't get lost in the pile of things you have in your pockets)?
  • 11-27-2017, 05:07 PM
    srand
    I've merged Niph's new thread on New UI & Combat feedback in here so I can track things more easily. I know it's getting dense in here, but I'll never be able to keep up otherwise.
  • 11-27-2017, 07:39 PM
    Tagamogi
    [MENTION=16]Khaylara[/MENTION] - I'm not sure if this is going to be at all helpful to you, but just for reference: I renamed my GorgonConfig.txt and here is what my screen looked like immediately after logging in at 1900x1200, with all the default settings (spoiler hiding biggish picture):

    Spoiler Spoiler:
    https://i.imgur.com/OLUBG39.png


    The default options look a bit big to me, but I think it's actually better than what I was getting initially by using my existing GorgonConfig.txt from the old UI - I think some of those settings may not have translated that well.

    If you think my screenshot looks at all better than what you are getting, you may want to try renaming your GorgonConfig.txt as well. You'll lose your other settings, too, but I at least find resetting keybindings and sound options to be less tedious than messing with graphics.

    Edit: Also, there is now an option to disable the Quest Tracker entirely under the GUI settings, so once that is turned off, the screen should look pretty similar to the way it did in the old UI.
  • 11-27-2017, 08:34 PM
    Tagamogi
    Bug: After wiping out my GorgonConfig.txt to restart with the default settings, I now show my keybindings for both "Select Enemy" and "Select Next Non-Combatant" to be Tab. The same for "previous" for both of these - both settings are set to Shift-Tab.

    Cosmetic: In Keybindings, it is possible to click the Shift/Ctrl/Alt boxes with the mouse prior to clicking on Assign Key. However, clicking on Assign Key clears any checkboxes previously checked, and it is not possible at this point in time to click into them again. Actually pressing the shift/ctrl/alt keys on the keyboard will check the checkboxes at this stage, but it just feels confusing that sometimes the mouse works and sometimes it doesn't.

    Suggestion: It looks like Trade is the default chat tab with a brand-new UI file. Maybe another chat tab would be more appropriate?
  • 11-27-2017, 09:00 PM
    Tagamogi
    Quote:

    Originally Posted by Niph View Post
    The health/armor/rage meter over mobs is great, except it's displayed on top of everything which is very distracting during a fight. The meter also doesn't scale with distance. That's alright except when there are a lot of mobs, it's a bit hard to know which one is close.

    I already posted it, but I'll repeat it here: the meter should show only if the mob has aggro (or is recovering health after a kill/flee). Ideally, you could choose if you see the meter on mobs when they have aggro on: everyone/party/you. If that's too complicated, defaulting to "party" sounds like a decent compromise to me. In its current implementation, the meter is displayed over all mobs and in my opinion it breaks immersion.

    I kind of like this the way it currently is. I agree with you that it would be nice to be able to tell distance and that having a lot of these meters floating around can get pretty distracting. I do find the floating meters to be very helpful in letting me know which mobs are around where, though. I'm not particularly visually observant (animations, what's that?), so having some bright primary colors available to notify me about nearby mobs is nice. Immersion-breaking, but very very nice.

    Quote:

    Bug: the target health bar can be at zero and yet the mob has some life left, like 20%
    I thought I saw something like that happening, but the opposite way - actual health was zero, and the bar hadn't updated yet. It didn't happen frequently enough to me to be sure, though. I also died once and had my own health bar show 195 health - I was pretty sure it had never actually gone down to zero and that I hadn't healed myself...
  • 11-27-2017, 11:11 PM
    LaRaj
    What i meant by mouse click sensitivity was that it is just way to easy to use/equipment something by mistake. Even just trying to click and drag can result in mistaken uses or equiping unwanted gear.
  • 11-27-2017, 11:16 PM
    LaRaj
    Functional:
    Not sure if this is intend, but while chating it would be nice to return to the default chat option (ie: guild/party/global. If i have replied to someone several minutes later i would still have that player as my default chat.
  • 11-27-2017, 11:20 PM
    LaRaj
    Cosmetic/Functional
    When trying to scroll through skills all the anatomy and any other skill with a sub catagory list are open by default. Would be nice if this was initially collapsed as a default. Would make trying to find specific skills a bit more simple.
  • 11-27-2017, 11:28 PM
    LaRaj
    Not a bug but a suggetion..
    Would be helpful to split a stack of something thats in storage. If i only need 5 fire dust cutrently i have to remove all of them just to get the 5 i need. Would be nice to have a sort button for storage, or to be able to put items in a certain slot instead of at tbe end by default. The current way makes kreping organized a headache.
  • 11-28-2017, 07:50 AM
    Khaylara
    I installed the new UI again and 2 issues

    -the click to use or equip is pretty bad, i already made a couple of mistakes
    -it seems the work orders are bugged (some of them). Example I have a work order for 10 Decent melee staves, I crafted 10 using the "decent melee staff (enchanted)" recipe and they don't count towards the quest completion. The NPC doesn't complete the work order either (Sheyna in Rahu)
  • 11-28-2017, 07:55 AM
    Erthiel
    Bug: My pointer sometimes starts to reposition itself to my char. Note, on the video I am not pressing any buttons not on the keyboard nor my mouse. All I am doing is trying to move the pointer in circle on the screen. The pointer keeps repositioning itself to my char and there is no clear way to stop this. I usually restart the client. Am I the only one with this bug? I already mentioned it during the first preview.

    Ad that: I disagree with the design choice to reposition the mouse to the char, when left/right click rotating the camera. But the above is seriously problematic when it happens. But I have not found any way to always replicate it.

    https://youtu.be/yablg66f70g
  • 11-28-2017, 08:46 AM
    LaRaj
    Functional:
    When you left click things in bottles such as Whey, Sweet Whey, Suspensions (Non-consumables) the default result is to emptying the bottle. Left click has always been such a normal thing and now it can have some pretty harmful side effects.
  • 11-28-2017, 09:26 AM
    Tagamogi
    Quote:

    Originally Posted by Khaylara View Post
    -it seems the work orders are bugged (some of them). Example I have a work order for 10 Decent melee staves, I crafted 10 using the "decent melee staff (enchanted)" recipe and they don't count towards the quest completion. The NPC doesn't complete the work order either (Sheyna in Rahu)

    FWIW, I did several leatherworking work orders in Amulna, and all of those worked fine. I think I also did one chicken+broccoli turn in to Laura in Kur and one great cloth pants turn in to Sheyna in Rahu. So, the problem may be with the decent melee staves work order?
  • 11-28-2017, 09:57 AM
    Ninngik
    Opinion and Suggestions regarding new GUI
    I moved to the new GUI build to fix an issue I was having, and thought I would share my initial observations:

    Good:
    • In my opinion the general look and feel of the new design is a lot cleaner and more professional looking.
    • The tooltips and item information is displayed much better; I especially love that the items now indicate who to gift them to.
    • Object selection borders and names are cleaner and functioning properly (before they would sometimes overlap with description).
    • Scaling is significantly improved, which is great for my 4k monitor.
    • The map is infinitely better and easier to use.


    Minor Issues:
    • The scrollbar in the quest window is difficult to see.
    • Exp gain text is difficult to see over the player information, especially when you get multiple types at once, where they immediately overlap (like with autopsy). I would prefer an option to have it displayed centre screen and with minor delays between outputs.
    • Nelson Ballard has a shop option that doesn't do anything and shows him as having trillions of council.
    • The recipe and quest menu colours are unappealing and make everything bleed together


    Major Issues:
    • The target view doesn't properly show certain enemies and items: if I target a tiger the camera is halfway through its body.
    • The NPC menus and Enemy search menus have oversized buttons that make navigating the menus more annoying, especially when they keep moving around as text comes in from, for example, autopsy. I would suggest pinning the buttons to the top of the box so you could instead keep your mouse in one spot and keep clicking as the previous button disappears and the others move up.
    • -> NPC and search menus also don't have great text contrast, especially compared to the buttons, which makes it difficult to read
    • There's no button anymore to check on pets unless one is already out and alive
    • The inventory has actually gotten more difficult to manage, as all items are now the same size and quest items aren't highlighted. Some differentiation is really useful when you're going through so many little boxes. Could use inventory filters or tabs to help with this, and I'd definitely suggest re-highlighting the quest items.
    • Quest steps (collecting item, talking to someone, etc.) are no longer apparent, reducing the sense of accomplishment and making it easier to miss that you got what you needed.


    Suggestions:
    • A chat filter would be nice so that I can go to the all channel but ignore exp and combat text.
    • I would love an option to have the characters stats as bars over their head instead of the bubbles to the sides.
    • When the bars are turned on over enemies, I would like the option to only show health, or some combination of the bars and not all three.
    • An option to hide uncraftable items based on what you have in inventory.
    • An option to remove the extending art from the ability bars to help save space and clean up the screen if we want.



    I should point out I'm relatively new to this game and won't have the experience that others do, but I have some experience testing smaller games for player experience and would love to help you guys however I can, even if it's just these little observations. This game has a great community and it's pretty great to be even a small part of it.

    ~Ninngik
  • 11-28-2017, 11:50 AM
    Khaylara
    Yep, that particular one, i turned in another 2 and they worked fine. Someone on Global chat asked if I was using the new UI when I shared the problem so I thought some NPCs might be bugged?
  • 11-28-2017, 12:42 PM
    Tagamogi
    Quote:

    Originally Posted by Khaylara View Post
    Yep, that particular one, i turned in another 2 and they worked fine. Someone on Global chat asked if I was using the new UI when I shared the problem so I thought some NPCs might be bugged?

    Do you recall whether you ever turned in that work order in the old UI? I'd generally suspect the work order itself to be buggy. I remember a few months ago, several of the storage crate work orders asked for the wrong type of crate. For example, I had a work order for nice storage crates, but looking at the order details, it said I needed to make 10 decent storage crates instead. That's been fixed, but maybe staves have a similar problem...
  • 11-28-2017, 02:22 PM
    Khaylara
    I believe i turned that one in before, I usually take all available WOs involving staves (above crude). Ofc I can't be sure if it's the NPC in the new interface or the WO is bugged, hopefully I get a reply to the ingame report I made so we can know for sure.


    edit-I went to check the full quest description and either I was super stupid and deleted it by accident or it just vanished from my work orders:O I went to the Rahu board, re-took it and it worked this time around.
  • 11-28-2017, 07:28 PM
    INXS
    [MENTION=16]Khaylara[/MENTION] Maybe you picked up that work order in old UI and didn't turn it in in until new UI?
  • 11-29-2017, 02:46 AM
    Khaylara
    That is the case, yes. I imagine it got fixed but it seems to be related to the new UI then.
  • 11-29-2017, 11:14 AM
    Tagamogi
    Suggestion: With the assumption that single left click to use is going away, how about allowing a left click to move an item on certain screens, in addition to dragging it? I'm thinking:
    - Click to move an item from inventory to any storage (the way it currently works to move an item from storage to inventory)
    - Click to move an item from inventory into the open trading screen
    - Click to move an item from inventory into the NPC gift option
    - Click to move an item from inventory into the Recipe window ( Transmutation, Augmentation, any recipes that call for an item to be dragged into them)

    I've been finding the trading in particular surprisingly tedious lately. In the old UI, I had my trade window hidden halfway under my inventory, so it usually just required a very short drag to get an item into the trading screen. With the new UI, it feels like I'm dragging my item across the whole screen before I can finally get it to show up in my trade window.
  • 11-29-2017, 01:30 PM
    Greyfyn
    Short UI comments
    I have not had time to fully “test” the UI or read others’ comments. However, since the complete conversion to the new UI is imminent, this is what I have so far.

    Bugs or anomalies:

    1. When I resize the settings box, the item buttons on the left escape down the bottom of borders on the settings dialog box.
    2. Power bars appear to be blue. Is that intended?
    3. My chat status box keeps saying “you have one friend online”. Over and over. Odd.
    4. The quest log seems to have old quests active – with no way to drop a quest I finished long ago. A specific example is the amethyst quest from the starting island long ago.
    5. Does the right icon bar not move? It would be nice if it did.
    6. When I move the chat box location and log back in later, I have to move it again. Other boxes stay where I put them.
    7. Chat tabs don’t stay where I have put them. Sometimes the ALL tab stays where I move it, but eventually it reverts.
    8. The text input boxes for the player store are not large enough for amounts over three digits. I had to log into another computer to fix it. (Actually the whole store interface was not responding, so I’m not sure what’s up with that.)


    Annoyances:

    Overall, the windows seem to be too large and when you try to adjust them, the text inside no longer fits. If there were a way to adjust the text box font size that would be better. Playing on a smaller screen would be nuts! As it is, the text boxes crowd my screen and block everything.

    Having the ability to adjust the background of textboxes would be great. My chat box retained the transparency it had previously, but I can’t seem to adjust that now. Then the large boxes wouldn’t be so in the way! When I look at the settings, I no longer see the opportunity to change the opacity of any box or the map. In short, text box sizes and lack of transparency interfere with gameplay way too much.

    Why is there an incongruous shopping cart on the player store interface? Some would call that immersion breaking. Definitely seems out of place. Just about any icon that graphically suits the game would be better—a wheelbarrow would be a better icon, for example. Or a basket.
  • 11-29-2017, 04:09 PM
    ShieldBreaker
    Bug: When you move the Left side bar the top ability slot goes blank.


    Quote:

    Originally Posted by Greyfyn View Post
    ...
    2. Power bars appear to be blue. Is that intended?...

    Yes, we have been told that is intended.
  • 12-01-2017, 04:35 AM
    Silvonis
    Quote:

    Originally Posted by Khaylara View Post
    Sorry I couldn't test for longer than few minutes, apparently I missed ticking boxes that were supposed to be ticked (Citan said adjusting the settings was fairly intuitive) but I did want to offer a rather...unique perspective upon the first log in with the new UI. I don't want to call it a disability but I'm visually challenged (I think it's called acute myopia, I do wear contacts though). It was really overwhelming to the point where all my screen became blurry, now if that was my first login ever in PG I probably would've given it a pass (which would've been a shame and it would be a shame if others wouldn't give it a chance for this reason). I already have issues with my character spinning (yup, I adjusted the camera settings), after few days of not playing I get vertigo in the first 5 minutes. The new UI is probably great (I know it has some very useful features I am excited about like character slots) but I guess what I want to say is that the "look" is a tad overwhelming, there are a lot of windows that need size adjusting that cover all the screen or that I can't move etc. Maybe it's because of my eyesight but bad eyesight is most likely not uncommon among gamers. Fact is in the 5-10 minutes I've tried it for I got a massive headache and I had to revert to the old UI.
    My suggestion would be to have the default settings set to a nicer look (fonts and windows set at normal values by default, ofc we can adjust later but it's just a first impression thing) so when we first log in with the new UI the reaction would be "wow" not "ugh, how do I disable this or that":)

    I also had a question (maybe I missed a chat option somewhere) - are we able to disable all the spam in "all" chat and only see the "user" chat like before? What I mean is all that text (including the NPCs chatter, monsters vulnerability, exp gained, all the stuff we usually turn off) that pops up in Global, can it be turned off somehow?

    I just wanted to follow up on this, because I don't think Khay posted this as a follow up herself. The issue, which is described with a fix eariler in the thread by Citan, was actually caused by a bug in the launcher that causes some file corruption. If you download the New UI and have similar issues, you should click the "options" button on the launcher and then click "validate installation" as that will fix the issue.
  • 12-01-2017, 04:51 AM
    Gardum
    Bug: Training window from NPC's doesn't refresh automatically when first opened.
    If I open another tab in the same NPC's window and then go back to training all is there as should be.
    Not a big deal really as it only takes a couple seconds but some may complain :)
    Great work by the way as the new UI is what I was hoping for as now I can play at 4K with everything working as it should bar the minor bug of course ;)
    Cheers
  • 12-01-2017, 12:50 PM
    Khaylara
    [MENTION=1]Silvonis[/MENTION] I did that when you advised it, I didn't notice any difference myself though (that's why I didn't post anything), I just tweaked the settings manually after i logged in. I'm guessing it's a file repair so it doesn't hurt to do it anyway?

    Btw is the text on the launcher and log in screen meant to be that massive? The "Project Gorgon" title and the eula are really large (playing at 1920 x 1080)
  • 12-01-2017, 10:18 PM
    Deldaron
    Bug/Cosmetic: Sun Vale user icon on minimap is backwards

    Bug: previously mentioned, but surveys and treasure cartography doesn't seem to flash beacon on minimap

    Bug: Chat channel settings don't save between log ins

    Suggestion: I would like more flexibility on what errors/info show or don't show in chat (e.g. I want exp gains but nothing else)

    Suggestion: I agree with others - left click to use should be disable-able

    Suggestion: I would like the ability to preview skill levels in the skills tab without having to click each one

    Suggestion: I would like to be able to see just combat skills for quicker skill changes

    Missing: You can't re-write a load out without deleting it first
  • 12-02-2017, 01:20 AM
    Erthiel
    Bug: The Tragic Kitten Claw, which I keep for an unknown reason in storage, no longer shows a property that it is ensouled equipment or sth.
  • 12-02-2017, 07:08 AM
    Tagamogi
    Bug: I am unable to clear the guild MotD - it no longer accepts a blank text entry.

    Cosmetic: I believe I was also unable to read a poetry book and leave its title blank. ( I had some problems reading the book last weekend, and now that I saw the MotD, I think the reason for my poetry problems was the initial blank title.)

    Cosmetic: I find it a bit hard to tell whether the "Confirm" button for text entry fields like the guild MotD or poetry book is clickable or grayed out.
  • 12-03-2017, 09:09 AM
    sadonk
    Bug: With the resolution set to 5760x1200, the UI scale can be too large to fit on the screen. The scale had to be reduced prior to increasing the game resolution to wide screen. Setting the GUI scale to the lowest setting works, but menu items extend past the border of the settings window.
  • 12-03-2017, 09:14 AM
    Niph
    Quote:

    Originally Posted by sadonk View Post
    Bug: With the resolution set to 5760x1200, the UI scale can be too large to fit on the screen. The scale had to be reduced prior to increasing the game resolution to wide screen. Setting the GUI scale to the lowest setting works, but menu items extend past the border of the settings window.

    Don't forget to report in game, as it's now the correct way to report bugs about the UI.
  • 12-03-2017, 09:23 AM
    sadonk
    That makes more sense, thanks for the heads up :)
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