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Originally Posted by neprostoman
I am not asking, just poorly making a point through these questions, that UI in BG3 is not a mess anymore. It used to be much worse and it has some positive dynamics to its development. smile
The UI in BG3 can still very much be considered a mess. The fact that it is improved over Patch 1's UI or that it has "some positive dynamics" doesn't mean it's not a mess.

Imo, the UI in BG3 has a long way to go before I will consider it to have crossed the line into being "good." And most of that work will be removing the hotbar aspects of it, replacing individual-action-icons with permanent icons/buttons on the screen that represent a category of actions. E.g., that of Solasta or suggested as "Hotbar" #3 in that"Hotbar 2.0" thread.

A fully customizable hotbar, where the only on-screen way to use actions is through that hotbar where each icon represents a single ability, is simply too unorganized and busy. At low levels, with only ~10 known spells and few class/race abilities, it is okay at best. But at higher levels, with 20+ known spells, many class abilities, and probably a full satchel of powerful item-actions, the constant hassle of moving around icons, searching through hotbar tabs, and the disappearance and reappearance of icons as you swap out spells or use items will be exhausting.

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I am in the camp that BG3 UI is very confusing. For the first time I played, I did not know how to use my abilities on my gear because they show up in common’, which is not where I would have placed said abilities. In this regard, I believe Solasta actually is a bit easier to navigate- dispite me not enjoying the game very much.

If I was a UI designer I would have done it differently. Here is a gist.


A) in battle have a row: Movement, Primary Action, Concluding Action

Show players a visual bar, like in DOS2 of how many action bars they have left [green, blue, red]
When you hover over an item, it will show you which bar it will use.

You will teach this to players in the tutorial. Actions are done in that colour order.


- under movement you would have: Jump, Move, Sprint [all those have green bar]
- under PA you would have: all your main hits. Split them by cost into X rows.
- under CA: you would put all bonus actions, or items the player has.

Doing that would make it much simpler, as player would be taught to look under all the tabs. Problem solved

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Originally Posted by AusarViled
Show players a visual bar, like in DOS2 of how many action bars they have left [green, blue, red]
When you hover over an item, it will show you which bar it will use.

You will teach this to players in the tutorial. Actions are done in that colour order.


- under movement you would have: Jump, Move, Sprint [all those have green bar]
- under PA you would have: all your main hits. Split them by cost into X rows.
- under CA: you would put all bonus actions, or items the player has.

Doing that would make it much simpler, as player would be taught to look under all the tabs. Problem solved

Please no more color coding.

Some of us are colorblind and already sometimes cant tell if mini-map icons are showing me friends or enemies. I don't want more aspects of the game I can't distinguish between.

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Originally Posted by AusarViled
Problem solved
Seems more like problem created to me. laugh

Funny you even described it yourself:
Originally Posted by AusarViled
player would be taught to look under all the tabs

Last edited by RagnarokCzD; 07/08/22 09:06 AM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Hey everyone,

Please keep the discussion civil so we can all have a great time here smile

The feedback shared in this thread, and other threads I've read today, are excellent.
Thanks for taking the time to write these comments and supporting the development of BG3.

See you around!

Last edited by Nicou; 08/08/22 03:30 PM.

Retired Senior Community Manager - Baldur's Gate III & Larian Studios
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