Originally Posted by Songbird
OK... and this is the skill bar from Pokemon.


Let's say for the sake of argument that the UI from WoLK is the epitome of good UIs that all games should aspire to be. It still only covers 50 or so skills. The other poster said that he had over 78 skills on his lone wolf. Then there are also the healing potions, the 5 resistance 15% potions, the resistance 50% potions, str potions, int potions, str debuff potions, int debuff potions, etc. not to mention the foods pizza, cheese bread, apple pie, dinner, fries, mashed potato, etc. and oh don't forget if you are an archer you have your 20+ different types of arrows... wait that UI won't cover everything either.


Pokemon only had 4 abilities, and is mainly a game for children or very nostalgic adults. Regardless pointing out a simple or bad UI doesn't do anything for your argument. Are there worse UIs than D:OS? Yeah, certainly, but we point at the better ones to show how it could be done better.

Also what you're seeing in my pic is not all the skills it could cover, I could've stretched any of those bars out for more if I'd have needed it. It just shows how screen space could be used much more efficiently.

Not being able to cover everything is no excuse for covering so little. We have only 10 on screen, that's half of what I'm using even just in the early levels. Ideally, players would have some control over how many to display and how to display them. But even if they can't do customization for whatever reason, at the very least a more reasonable number should be available on screen at once, and with extra bars being more accessible.



Last edited by Fellgnome; 08/07/14 12:17 PM.