Does anyone have actual evidence on what the DOS engine can or can't handle? I see a lot of posts claiming that the DOS engine can't handle this or that as explanations for why BG3 doesn't have certain features, but the fact that Larian hasn't yet implemented X doesn't prove that the DOS engine can't handle X.
if that's really your worst issue with Solasta's UI
That would be one of the top complaints, moving your mouse vs pressing a key on the keyboard takes longer. Everything adds up when breaking down time and how fast and fluid flow of combat works.
IMO you want the ui to be minimal / not intrusive to the main game, to the point, and clear. The ui is not the game, it is a feature that supports it. Hiding features of the ui when it isn't needed is better than having it on screen the whole time. But when all aspects of the games ui is all pop ups you will be opening those menus every time. BG3 actionbar style ui is old and reused in multiple games yes, but if its not broken don't fix it, or you can say, keep it simple stupid (K.I.S.S.).
Solsata's ui is big, grey, and box shaped. The icons all have extensive dead space in the pictures, along with light coloring. The light coloring draws your eye to them in darker environment locations in game.
We get it Ragnarok, you love analyzing sentences to their baseline structure and reconstructing them to whatever opinion suits your current mastery of the English language. Spectralhunter had a very clear point, but I just don't understand what you trying to say.
Originally Posted by GM4Him
I'm curious, RagnarokCzD. I've seen a lot of your comments shooting down everyone's suggestions. What do you think Larian should change? I really want to know. What would you make better?
Seriously guys, he doesn't understand what other people want or is being purposely obtuse. Either way, the discussion with him is not very constructive so there's no point in going back and forth.
I mean, when I say I don't want more hotbars, his answer for a compromise was more hotbars...that pretty much ends the debate. I knew he was a big MMO fan (I played WoW too) when I realized he was so attached to hotbars. Hotbars are okay in MMOs and games with real time since you need to activate skills/powers on the fly so you need access right away but in turn based, it's cumbersome and I think games can evolve in design.
At any rate, I stated my opinion. I vastly prefer Solasta's UI because it acts like a flow chart. It's so intuitive, someone with minimal understanding of 5e can navigate it and learn fairly quickly.
IMO you want the ui to be minimal / not intrusive to the main game, to the point, and clear. The ui is not the game, it is a feature that supports it. Hiding features of the ui when it isn't needed is better than having it on screen the whole time. But when all aspects of the games ui is all pop ups you will be opening those menus every time. BG3 actionbar style ui is old and reused in multiple games yes, but if its not broken don't fix it, or you can say, keep it simple stupid (K.I.S.S.).
Solsata's ui is big, grey, and box shaped. The icons all have extensive dead space in the pictures, along with light coloring. The light coloring draws your eye to them in darker environment locations in game.
Video example: walking in a swamp at night.
I agree Solasta's UI can reduce dead space and change coloring. But those are superficial changes. I don't agree that actionbars are not broken, now that I've seen an alternative.
Personally, I'd rather have pop ups (maybe they can be smaller or a different location?) than seeing all my actions/spells lined up on my screen at all times. I also need to manually reorganize them when I change what my character is carrying or what spells he has memorized. And we are just at levels 1-4. At some point, perhaps an expansion, levels will reach 20. Full casters will have 22 spells memorized, not to mention class powers and consumables. It will look like a typical MMO. It's untidy and messy. I personally think UIs can be better and there's one example presented.
That would be one of the top complaints, moving your mouse vs pressing a key on the keyboard takes longer. Everything adds up when breaking down time and how fast and fluid flow of combat works.
IMO you want the ui to be minimal / not intrusive to the main game, to the point, and clear. The ui is not the game, it is a feature that supports it. Hiding features of the ui when it isn't needed is better than having it on screen the whole time. But when all aspects of the games ui is all pop ups you will be opening those menus every time. BG3 actionbar style ui is old and reused in multiple games yes, but if its not broken don't fix it, or you can say, keep it simple stupid (K.I.S.S.).
Solsata's ui is big, grey, and box shaped. The icons all have extensive dead space in the pictures, along with light coloring. The light coloring draws your eye to them in darker environment locations in game.
Video example: walking in a swamp at night.
Fair enough. I think the Solasta devs are going to add keybinds to spells eventually, because their design philosophy has literally been all about improving functionality. Your suggestion is probably lower on their list of priorities because you're probably the first person I've seen that has actually mentioned it - and as such, I should probably drop it off in their Discord, because it *is* a good suggestion upon second thought. They at least monitor it pretty heavily and will comment on things there.
As for the actual look of the UI, that can be easily improved later. Functionality is generally a more difficult thing to design, and a far more important priority than the visuals in most cases. They might just keep it as is, as most people don't seem to mind (though I think they should pick a different color other than grey, or give us the option for different colors, the same way there are options for the color of the dice), but if not, this looks like something that would be easily moddable anyway.