Please share your HUD feedback


(badman) #1

In this thread, we post feedback on the current version of the HUD. Our goal is to create the best possible “default” version of the HUD for the widest possible audience.

Here are a few questions to get you started:

[ul]
[li]What do you like?[/li][li]What do you want to see improved?[/li][li]What’s missing or unnecessary?[/li][li]Is everything placed in the way you’d expect?[/li][li]Are the individual elements immediately intuitive and easy to understand?[/li][li]Bonus question: What customization options do you want to see?[/li][/ul]

Thanks in advance!


(Mustang) #2
  • HUD editor (drag-and-drop to place things where I want)
  • Import/export editor configs (load your favourite players layout, improve the default experience by offering a few options)
  • Scaling each HUD element and IFF manually (in editor)
  • Auto-scaling (with resolution changes)
  • Toggleable on/off each element and IFF individually (again in editor)
  • Element and IFF transparency adjustments
  • Global skew setting in-game (calculate automatically for each element based on it’s position, but 0 should be an option)
  • Separate bar for each recharging ability item (e.g. 3 nades = 3 progress bars, not 1 progress bar and a number)
  • Font size
  • Ally health and ammo bars over their heads (toggleable on/off for each)
  • Ally/enemy/self colour setting (for use in obituary and IFF markers)
  • Chat background colour and transparancy
  • Soldier vs field ops icons are confusing which is which, also thought these were getting removed at some point
  • Left/right handed weapon holding (even if it only works for first person perspective)
  • Ideally hide weapon model completely, but this probably isn’t going to happen
  • Think objective completion shows % for timer objectives, I could be wrong though, personally I don’t use this much
  • Each element individually moveable (e.g. location and objective completeness not tied to map)
  • Health bar automatic colour changing based on % and thickness adjustment


See also:


http://forums.warchest.com/showthread.php/37149-Wezelkrozum-s-HUD-Configurator


(Loffy) #3

Alpha (transparencies) should be possible, for basically everything (each element independently).

EDIT: As Bushwacker, I want to be able to see on screen whether or not my placed turret is still “alive”. I know I can turn towards it ingame, to see a little triangle icon when it is still standing, but I rather want some HUD-indicator.


(slanir) #4

Objective markers can be a huge nussiance when they block your line of sight.


(DJswirlyAlien) #5

I think visually the HUD is perfectly functional. I’ve not had any problems being able to read it or found it unintuitive.

My only real criticism of the HUD is that I feel the objective and timer markers take up a lot of screen space. Example on Canary Wharf you can lose a lot of screen space if you have any number of the three bombs planted on the door which is a pain because a lot of the action takes place in those specfic areas making those situational assessments that bit trickier. It might be better if those timers were fixed to the edge of the screen until you were within 25 meters of the target when it could change to the way it is now just to reduce the overall profile of those markers.

In terms of customisation I think the primary thing to address is colour blind support. I’m not colour blind myself but I have a lot of friends that are and that its one of those things that should be addressed when possible.

Next thing might be minimap size even if it was something simple like small(half size), medium(normal size) or large(double size). I have a 2560x1440 monitor so the mini map is pretty small on my screen though the rest of the HUD scale is fine.

Lastly I think when aiming down sights I would like parts of the HUD to reduce in opacity. I feel ADS is deliberate choice to choose to shoot rather than do anything else. In those moments things like the objectives or countdown timers are that helpful so fading them down to 20% opacity would be a nice touch. I know Insurgency does it and I think Planetside 2 does it too.

Additional customisation options, I like they way Borderlands 2 allows you move the HUD inwards from the edges of the screen. Tbh I like all of Borderlands 2 HUD options.

But all in all its a decent HUD. I wouldn’t have any issue really if no changes at all were made.


(PixelTwitch) #6

Actually my feedback is going to be a little different from most peoples…

My feedback comes from the a video content producers perspective.

-Due to online video not using FULL RGB colors I would recommend all hud colors be based around YV12 color codes. This will prevent faded looking hud colors on online video and streams.
-Option to have a background color + alpha choice for all HUD items. This is to ensure it remains readable in online video and on streams.
-Option to remove all shadow and blur effects on text as online video and streaming does not handle blur and transparency very well.
-Both attackers and defenders wave timer shown at all times.
-Enlarge mini map.
-Substitute the diamond icon for team members and replace with their class icon.
-Larger numbers for Ammo.
-[SOUND] - Click when weapons reach 10% of ammo left in clip.
-Larger Icons for abilities
-Smaller in game hud elements (objectives, players and placeable)
-[FEATURE] - Button to place a way point in the game word that is visible to the team for a couple of seconds.
-Dark background to text box… Have it fade out after 5 seconds from last activity.
-Ability to scale team member icons with HP bar under the icon and icons that overlay to show if they need something you can provide (health/ammo)


(Rokkamaisteri) #7

I like current minimalist style of HUD although I would like to see some simple HUD editor to allow to change colours (especially thinking colourblind players) and positions of HUD elements.
Personally, I would love to see “Tunnel Vision HUD” variant which shows majority of HUD information around your crosshair.


(Erkin31) #8

I found that it’s hard to see when my health is low. I need to concentrate my attention on the health bar to know my health.
Greater health bar and color code (green to red depending on the value) could be better.

Also, a warning should be pop on the screen when an objective is currently in progress.
On the underground map, it’s easy to miss that the ennemy team is behind you, on the objective.


(PixelTwitch) #9

Make yourself some money and sell HUDS like in dota >.<


(titan) #10

[QUOTE=Erkin31;497641]I found that it’s hard to see when my health is low. I need to concentrate my attention on the health bar to know my health.
Greater health bar and color code (green to red depending on the value) could be better.[/QUOTE]

Agreed, with no bloody screen it can be a bit difficult to figure out how much dmg you’ve taken on a moment by moment basis


(shaftz0r) #11

i still cant see anything because of all of the elements on my screen at all times. its quite painful to look at.

as for the hud itself, i think you’ll be doing yourself a great service by adding a gui to customize it completely in the menu. one of the only things i liked about jaymod in et


(prophett) #12
  • drag and drop with scaling/opacity customization

(Glottis-3D) #13

Timer and spawn timer. have to be more visible. mb put them below the crosshair, like in quake pro scene ppl do often?


(prophett) #14

The spawn timer also needs to be red


(ras) #15

I look back to ETQW and I think it handled the HUD quite well. Most notably, I was a big fan of the mini-map. Its size, shape, position on the screen, zoom options, and level of detail were ideal. It was a treat playing as medic with that mini-map.

Everything was positioned better in general I think. The spawn timer in a bold, larger font on the right near the clock, objective progress right below it; health bar, health number, class, and XP at the bottom left, and gun/ammo at the bottom right. It all just kind of worked.

Biggest problem in DB is definitely the objective markers. Last objective of Waterloo comes to mind. They’re just unnecessarily obtrusive.


(SKTLZ) #16

[QUOTE=Mustang;497631]- HUD editor (drag-and-drop to place things where I want)

  • Import/export editor configs (load your favourite players layout, improve the default experience by offering a few options)
  • Scaling each HUD element and IFF manually (in editor)
  • Auto-scaling (with resolution changes)
  • Toggleable on/off each element and IFF individually (again in editor)
  • Element and IFF transparency adjustments
  • Global skew setting in-game (calculate automatically for each element based on it’s position, but 0 should be an option)
  • Separate bar for each recharging ability item (e.g. 3 nades = 3 progress bars, not 1 progress bar and a number)
  • Font size
  • Ally health and ammo bars over their heads (toggleable on/off for each)
  • Ally/enemy/self colour setting (for use in obituary and IFF markers)
  • Chat background colour and transparancy
  • Soldier vs field ops icons are confusing which is which, also thought these were getting removed at some point
  • Left/right handed weapon holding (even if it only works for first person perspective)
  • Ideally hide weapon model completely, but this probably isn’t going to happen
  • Think objective completion shows % for timer objectives, I could be wrong though, personally I don’t use this much
  • Each element individually moveable (e.g. location and objective completeness not tied to map)
  • Health bar thickness and automatic colour changing based on %


See also:


http://forums.warchest.com/showthread.php/37149-Wezelkrozum-s-HUD-Configurator[/QUOTE]

This :penguin:


(Ashog) #17

Current HUD seems pretty ok, if not the chat bugs, but this is another story.
Idealy HUD should be so clean that you don’t notice it, though personally obituaries are important.

I really wish obituaries also went to console log, as sometimes you miss obituary info and wanna check it from console.

Important also is directional hit detection in shape of red patches appearing on the sides of HUD when hit. They got better since alpha but I think there’s still some improvement to be done.

If the minimap returns, I insist on having the option to have a rotating minimap so that you seem to always look up and north rotates correspondingly (like in ETQW).
For Christ’s sake, make stat_fps as true by default, at least for betas! Also raw mouse intput on.

Most important customizations are x-hair color, size and shape, as well as ability to turn off EVERY part of HUD separately (important for filming, doesn’t necessarily have to be via menu).


(RasteRayzeR) #18

What do you like?
Technically speaking it’s functional. Most of the features are nice and well presented.

What do you want to see improved?
The minimap. It’s clearly lacking at the moment both in strategical meaning and visual ease to recognize places. Also the Vsay menu is kind of small and not to well placed.

What’s missing or unnecessary?
I’d like to see a quick vsay with the mouse wheel button like in QW. That was really useful for me.

Is everything placed in the way you’d expect?
I have always used the vanilla HUD, but the cooldowns of abilities triggered with Q and E seems odd to me for some reason I cannot pin-point.

Are the individual elements immediately intuitive and easy to understand?
Yes, but I have seen many HUDs for FPS (may not be the case of any pub player)

Bonus question: What customization options do you want to see?
Size, placement of each item, and possibility to change the colors of each element individually (like a CSS you could edit: normal, on cooldown, etc. depending on the state). Also I’d like to be able to choose notification sounds myself (cooldown finished, chat, etc.)


(Kl3ppy) #19

The HUD is ok, not good but ok.
The 2 things which annoy me most are the bad chat and the real bad healthbar. It happens often that I dont notice the chat because it is not easy to read/follow during the game. Some for my health. I dont notice during a fighter how much hp I have left.
I want to see that you can change the alpha of the objective markers (at least). They are messy and block the view.


(RasteRayzeR) #20

[QUOTE=Shifty.;497835]
I want to see that you can change the alpha of the objective markers (at least). They are messy and block the view.[/QUOTE]

This would be a role for the HUD to remove all these markers. It’s like the mines for example: add a proper hud indication should provide:

  • number of mines in stock
  • number of mines in use
  • cooldown bar for the next mine if stock is not complete.

With that the markers could be removed or at least be occluded by colliders.