Woop S.7851 Posted April 10, 2020 Author Share Posted April 10, 2020 @Dreamy Lu.3865 said:I voted to keep as is. Of course, like lot of things in the game, it could be better. However, for me personally, the way it works is good enough. I would like the priority to be set to other things before improving the leading UI. Thanks for the vote :) yes you are right, resources definitely should be directed towards other items such as the expansion long-term, without it there'd be a lack of additional financial resources to innovate, I must've gotten carried away from the nostalgia during the golden days of GW1, this post is only food for thought, nothing is absolute or imposed, hopefully there'll be a time in the future where ideas shared here today will help the game of tomorrow, even if it's just by a little bit :p Link to comment Share on other sites More sharing options...
Woop S.7851 Posted April 14, 2020 Author Share Posted April 14, 2020 4.14.2020 Update:Additional comments found from this WvW forum post and copied/added to this thread's notes aboveMockups/concepts to follow for additional feedback Link to comment Share on other sites More sharing options...
Woop S.7851 Posted April 16, 2020 Author Share Posted April 16, 2020 Full image: https://i.imgur.com/G5zdptd.pngFull image: https://i.imgur.com/nR8QIx5.png Link to comment Share on other sites More sharing options...
Woop S.7851 Posted April 17, 2020 Author Share Posted April 17, 2020 @Woop S.7851 said:Thanks for the comments! Consolidated list below, updated as they're found:Thanks to @JusticeRetroHunter.7684 and @Virtuality.8351 for mentioning the below:Squads should have more control over the party element in the squad, what he referred to as βnested squadsβBasically each party/subgroup in a squad should have the ability of having their own commander tag (a sub-commander tag) which would make fights more complex by adding a new level of organization & micro-managementFull image: https://i.imgur.com/jIWFeGA.jpg Link to comment Share on other sites More sharing options...
Nanners.9428 Posted April 19, 2020 Share Posted April 19, 2020 Commander tag needs to be bigger and more visible. (Stands out from the sea of name plates)Party member names plates with different colour.Option to turn off none squad member name plates.Get rid of the dot on simplified name plates for allies. (in WvW)Option to turn off squad health bar.Option to reposition party UI grid.Add a keybind for toggling squad/party view. Or able to show both at the same time.Add party prioritized markers.Option to enable standard character model for mounts.Option to enable standard character model in pve. (Same as in wvw and pvp)Option to turn off other players spell effects.Option to turn off other players legendary items effects.Everything listed above are my wishlist to reduce unwanted flashy effects and visual clutters inorder to focus on performance. Link to comment Share on other sites More sharing options...
Woop S.7851 Posted April 20, 2020 Author Share Posted April 20, 2020 @"nanomidgy.9180" said:Commander tag needs to be bigger and more visible. (Stands out from the sea of name plates)Party member names plates with different colour...Thanks for the comments! More mockups to come :) Link to comment Share on other sites More sharing options...
Woop S.7851 Posted May 1, 2020 Author Share Posted May 1, 2020 Commander Squad UI/UX - Radial Menu:Full image: https://i.imgur.com/0eN9ghG.jpg Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted May 1, 2020 Share Posted May 1, 2020 @"Woop S.7851" said:Commander Squad UI/UX - Radial Menu:Full image: https://i.imgur.com/0eN9ghG.jpgOverall it looks good, but I have updated your radial panel to accurately represent the actual communications needs of the WvW commander: Link to comment Share on other sites More sharing options...
Woop S.7851 Posted August 27, 2020 Author Share Posted August 27, 2020 Post Bump! New expansion coming, veterans, commanders and fans, now is your time! Voice your thoughts or forever hold your peace! :) Link to comment Share on other sites More sharing options...
Woop S.7851 Posted January 9, 2021 Author Share Posted January 9, 2021 @"Infusion.7149" said:Needs a label for WvW : closed/private guild group , open (Public) , size (<10 , 25+) denoted by bars , circles, stars, or somethingFor PvE : a way to label what the squad is for if it's not in LFG , stop random people from merging with another squad on a completely different map on right clicking a tag: view squad message , etcThanks for the comments! Keep them coming! :)Full image link:https://i.imgur.com/79RZMiX.png Link to comment Share on other sites More sharing options...
Woop S.7851 Posted January 9, 2021 Author Share Posted January 9, 2021 Additional comments from these 2 links compiled & added in the list above:Commander tag visibility issues: https://en-forum.guildwars2.com/discussion/121378/commander-tag-anet-wishlistWvW spawn camping issues: https://en-forum.guildwars2.com/discussion/121580/wvw-spawn-bad-design#latestWvW UI/UX issues: https://en-forum.guildwars2.com/discussion/120561/what-really-makes-wvw-stale-for-you Link to comment Share on other sites More sharing options...
Woop S.7851 Posted June 9, 2021 Author Share Posted June 9, 2021 (edited) Encourage WvW teamups using a popup trigger window when players exit spawn: Full image link:Β https://i.imgur.com/dX3OtJt.png https://imgur.com/dX3OtJt Edited June 9, 2021 by Woop S.7851 had trouble trying to embed images to posts in new forum 1 Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted June 9, 2021 Share Posted June 9, 2021 (edited) 22 minutes ago, Woop S.7851 said: Encourage WvW teamups using a popup trigger window when players exit spawn: Full image link:Β https://i.imgur.com/dX3OtJt.png https://imgur.com/dX3OtJt Definely not, that would be annoying as all kitten. Β Far in favor of commander visibility instead, such as the WvW menu showing which active commanders are on each border next to the buttonΒ by adding the commander icons and hover over short description. Edited June 9, 2021 by Dawdler.8521 2 Link to comment Share on other sites More sharing options...
Woop S.7851 Posted July 6, 2021 Author Share Posted July 6, 2021 Date: 7.6.2021 World vs World Restructuring + Alliances (additional compiled notes): Β New weapon: "Spear" - Skills bound to the weapon - Ranged usage versus melee - PvP, WvW, PvE skills/attribute split? - Profession reference from GW1: Paragon Β Implementation Methodologies/tools: - Nash equilibrium (checks & balances) - Agile Kaizen (data driven feature integration on the fly) - Scrum (weekly goal oriented mini-sprints) - Toyota Kanban (incremental evidence/data driven production/flow, are we on the right track?) - Fishbone Ishikawa Model (break game down into its raw/bare components for scenario analysis) Β Traditional board games: - Chess (2-player, unique units/movement/speed/abilities, class balance reference) - Sternhalma (3-player, expandable player numbers/gameboard, movement control reference) - Go (Control points, precision, area analysis, commander reference) - Settlers of Catan (Resource control/decision making, commander reference) Β Classic games for reference: - Team fortress (profession balance) - GW1 Alliance battles (gameplay/profession balance) - Battlefield (commander system/rewards/badges/progression) - Starcraft (resource control, micro-management, team work) - Zelda a link to the past (story/PvE/experience design) Β Sandbox testing (limit wasteful time/resources/code): - Edge of the Mists as experimental sandbox to test functions - Incremental launch of micro-updates using Agile/Scrum - Use events/high rewards to draw players for "Big Data" analysis - Instanced match analysis (multi-faceted scenarios) - Data analysis of unit combinations in such scenarios - Terrain design analysis (chokes/spawns/elevation) - Spawn timer - Unit movement distance/speed - Monetization not by server transfers - But by fashion/prestige/badges/battlefield recognitions Β Macro-environmental variables: *Example problem/scenario: Group of 5 versus group of 50 at spawn - Minus 50% movement speed de-buff - Spawn elevation/terrain - Handicaps - Spawn speed/rate timing - Respawn travel time calculation - Instanced match timers Β Micro-environmental variables: - NPCS (commander siege razer/siege crusher) - Control points, and its NPCs - Banners/Golems/Siege items (50 player vs 5 player) - High population units versus low population Β A/B Scenario testing of assumptions: - Scenario examples: "removal of downstate" - Impacts on projectile speeds? - Dynamics/movement speed of groups - Hotjoin versus Structured join (GW1 Alliance Battles) Β Anti-cheat/hacking (before Steam launch): - Steam anti-hack/cheat system (better option once game launches on steam) - GW1 Alliance Battles: used instanced matches - GW1 Alliance Battles: Dishonor report system of cheaters during match - Dishonored player disabled from joining match by "x" amount of minutes/hours Β Anything missed? :) 1 Link to comment Share on other sites More sharing options...
medivh.4725 Posted July 8, 2021 Share Posted July 8, 2021 The commander radiant button panel ofΒ Woop S.7851Β makes sense except we could add 'Fall Back!'Β or 'Retreat!' The description field for each contact added has been asked for some time now. It helps me identify whom is whom amoungst my added friends. Just simple short text field will do too 2 Link to comment Share on other sites More sharing options...
Woop S.7851 Posted August 5, 2021 Author Share Posted August 5, 2021 08.2021: Further ideas related to LFG recentlyΒ from another postΒ for discussion: Β Link to comment Share on other sites More sharing options...
Woop S.7851 Posted August 20, 2022 Author Share Posted August 20, 2022 Bump! Been a while, time really flies, fun beta, quite balanced in skill levels this time around,Β any updates on Group play/Commander/Squad UI + functions yet? No? One can onlyΒ dream of I suppose...Β ππ Link to comment Share on other sites More sharing options...
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