Demigod UI/Options Ideas [Long Term]

This is more a list of things I think the devs have in the works or have already considered and discarded, but might be worth taking a look at again, in addition to feedback culled from the forums that I like.  Please feel free to add your own UI ideas below.

A- Minimap/Demigod compass - I don't want a big chunky minimap clogging up my HUD.  An *extremely* minimalist transparent minimap or even outer screen arrows showing the locations and status (i.e. health, mana, etc.) of allied and visible enemy Demigods would be very useful, less as a navigational tool and more as a HUD perk. 

B
- Mappable keys - I understand that the keys are being remapped, and that's good, as we have to abandon either map controls or skill hotkeys to play effectively.  I know it's going to be a royal pain, but eventually the devs should consider allowing user-mappable bindings, especially as they are targeting competitive play.  As a corollary, the devs should consider making almost every aspect of the UI optional, as well as incorporating transparency settings

C
- Mouse map control flexibility - this is a minor point, but many many DotA players are going to want cursor edge-scrolling.  The Supcom system is fine, but I find the SoaSE (Sins of a Solar Empire) cursor-map interface is a perfect model of how this should work.  I know you are having issues incorporating this into early builds, as it won't allow access to editing menus, but please don't forget it entirely. 

D
- Unit ID - The demigods, at the very least, need differentiation on the main screen.  A couple of thoughts on how this could work:

 1) Permanent (if clunky) targetable name/level/health/mana bars above each Demi, with color/layout tags showing ally/enemy status, and buff/debuff status. This is bare minimum. 
 2) Obviously a full SoaSE empire tree isn't going to work here, but if you could select multiple units and have them show on the side of your screen for purposes of status and targeting it would be really useful. 

Ex: a large battle developes on one flank, I drag-highlight all units involved, they pop up on my UI split according to faction and maybe class. I can tab through them, and I'm able to keep an eye on the enemy Demis, maybe pop one of them with Regulus' Snipe at just the right time to kill him, or use a stun to interrupt ability usage.  Alternatively, I can keep an eye on the health of my creeps, using Sedna's heal to save them before they all go down.  I imagine devs already have something like this lined up for when the Generals come into play.

E- Action-Queueing - I have no problem with micro, but being able to queue actions is invaluable.  SoaSE's shift-click is one example of how this can work, and it works well with the above-mentioned drag selection process.

F- Quick Skill Allocation - the skill tree is fine if you have the time to use it.  In a fierce game, however, it would be nice to have the option to allocate skill points without pulling up a full screen.  One way this could work would be to have a small "+" show up in the corner of applicable spell boxes at the bottom of the UI, so that you could simply click on the plus to add a point to a given skill.  I know the skill tree is going to get more complex, so when passing the cursor over a skill that branches a small pop-up just above the skill could highlight your allocation choices connected to that skill.  Click on one and you've saved yourself the distraction of leaving your Demi in the middle of a battle to select from a large and bewildering tree...

G- Streamlined Item Selection - Having seperate stores for each type of wearable item might have strategic impact on later maps (i.e. boot store is on one side of map and glove store is on other) so I'm hesitant to say that all should be merged into one store.  However, if devs aren't incorporating strategic elements, you might consider merging the base stores into one, with tabbed category selection.  Additionally, having to sell your currently equipped item before you buy a new one is a bit pointless.  If you are actually making any money off the sell you should be able to net that in the new purchase cost, one click, not three...

So just some basics, I'm sure we'll come up with more as the Betas progress, and I know alot of these will be answered, in one form or another, later on in the process. 

Peace, Kestrel

1,079 views 10 replies
Reply #1 Top

Very very good points made here, I was going to post a few of these.

Minimap- good for getting a quick view on what's going on, without having to zoom out supcom-style to see (but that's still nice to have). It could also be used to show where your team's demigods are vs your enemy team's (Such as dota had bigger dots than creeps / colored ones at that)

Mouse map control flexibility - this is a minor point, but many many DotA players are going to want cursor edge-scrolling.

It isn't a minor point! Right as i got into playing the beta, i had trouble with using the camera. I was forced to use the arrow keys to move, and combined with spell hotkeys and having to go back to the mouse, it's really a hassle here. We as gamers only should only have three two hands. Summed up, I'm basically seeing skills, targetting/Unit ID, and camera control as being sub par from what I'm used too. :ninja:

Reply #2 Top

Yeah we definitely need a key mapping option.

 

I didn't even bother suggesting it in my thread because I figured that was a given but it just wasn't done yet.  I sure hope they weren't planning on unmappable keys.

Reply #3 Top

It isn't a minor point!

No it isn't. The only thing as annoying as that is if another program steals its screen focus, it keeps playing even if you're the only human, which is a bit annoying. It makes sense in multi, but if you lose screen focus, you're almost guaranteed to lose a life, and if there's no overwhelming reason, it's pretty annoying. An option to have it use one of your timeouts if you have some left on a non-intentional loss of screen focus would be good as well, but I'm not sure if that's feasible.

Reply #4 Top

And i agree the minimap needs to be extremely minimalist.

Just a transparent outline of the map that just shows enemy and allied demigods, not all the units, not some big opaque thing.  You KNOW where creeps are moving, and have the strat zoom for more detail.

Reply #5 Top

sigh.. this no edit is annoying.

 

Also, skill-queuing is a good idea.  queuing any order is a good idea!

 

+ to level skill on your ui? Pleaseee no.  The skill selection is light wieght as it is.  Don't want people accidently leveling instead of usign a skill..

 

Item selection is something i went over in my thread.

Reply #6 Top

@ #5 - skill selection is lightweight, true, but a fullscreen tree is quite the distraction.  Maybe include at least the option to streamline down to a much smaller menu, icon and level only or something.  Once you know your skill icons you will be able to select on the fly...

Reply #7 Top

it's 3 clicks a few times per game. D:

NOT TO MENTION.. only 4 of many skills show up on your HUD.  So you can't raise them all there anyways.

Reply #8 Top

Not to necro, but kinda funny to see how far the UI has come in 4 months ^_^

I'm sure item D will be in there in some form in Beta 3, and we can probably skip E and F, what do you think? 

Reply #10 Top

curser edge scrolling is in the game, but you first have to check in the options menu.