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Fully Scaleable UI

#1 User is online   Jackel 

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Posted 06 February 2013 - 12:14 AM

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Greetings everyone!

I have a few updates to give you in regards to various aspects of the UI for A Realm Reborn.

First, in regards to chat log font, we received a bit of feedback stating that in screenshots, as well as the Alpha Test, the font felt a bit too small. We will be making it possible to change the size of the font in the chat log config settings, and instead of just having "small," "medium," and "large" font options, it will be possible to indicate a specific font size.

Next, we will be adding notification sounds so that when you are invited to party or linkshell, or receive a trade request you can recognize them quicker. We are also currently looking into making it possible to change the sounds for tells in the config.

There were a few questions asking if there would be a feature where you can make sounds that other players can hear via macro or the chat log, similar to the "calls" from FINAL FANTASY XI; however, we currently do not have any plans to implement this kind of feature. The main reason why is that we will be setting the game up and making adjustments so that everyone can play smoothly without needing to rely on these kinds of sounds. However, if there are enough players that feel strongly about this feature, we will look into it again.

When it comes to UI organization, by using the HUD layout mode you will be able to move various aspects of the UI around to your liking, including buff effects and such. It will also be possible to configure the action bar so that it is constantly displayed, and you can make it so multiple action bars are displayed at the same time.

Just a quick note on buff effects while on the topic; in the Beta Test buff effects will be indicted on your character's stats, but in the future we are planning to show the effects from buffs separately from your character's normal stats.

Finally, for weapon skills like Phalanx that can only be used when fulfilling certain criteria, we received some feedback that mentioned it was difficult to know when these weapon skills can be used and how long they had left before they could execute them. Due to this we are looking into ways to make it easier to recognize, and one example of what we are looking to do is displaying a specialized UI.

The Beta Test is right around the corner, so get amped and try out all of the new UI features when the time comes!


tinyurl.com/au5zzvr

This post has been edited by Jackel: 06 February 2013 - 12:17 AM

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#2 User is offline   MariusDeRomanus 

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Posted 06 February 2013 - 08:33 PM

That's too bad about calls, I liked them. The discreet ones anyway. Very useful in parties.
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#3 User is offline   Celestial_Shift 

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Posted 07 February 2013 - 12:53 AM

I really hope they show the mobs buffs and dbuffs on the screen. I really like just looking at my screen while I play, i hate reading while Im trying to tank.
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#4 User is offline   cheechysan 

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Posted 07 February 2013 - 09:34 PM

:th_086_64color:
Ah, fresh cup of information.
Liking the customizable UI.
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#5 User is offline   cjlips 

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Posted 09 February 2013 - 05:40 PM

Nothing better then beable customize the ui to the way we like it
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#6 User is offline   Schenberg 

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Posted 12 February 2013 - 10:13 PM

Would like to see the call feature return, as long as they are suitable sounds and have their own volume control. The worst part about calls in XI was the ability to spam some of the most annoying ones, and the only way to mute them was to turn off your speakers entirely.

I still have nightmares about people who worked the high pitched whistle call into every weaponskill macro and tp announcement they made.
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