A BIG thank you for the new interface

Marc0

Academy Page

Join Date: Sep 2006

Kings Army of Surmia

W/Mo

Man, the changes I have seen so far are great, not sure about the nerfs...but as far as the interface goes, salvaging stuff etc.! THUMBS UP GW Staff!!

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

Only thing I don't like is that the skill listing is now way too small; I can't see nearly enough skills at once.

SasquatchTimeToDie

SasquatchTimeToDie

Frost Gate Guardian

Join Date: Mar 2006

Cupertino, CA

We Are All Pretty {ugly}

Sorry, my computer doesn't work, and i can't run GW on this machine. I won't be able to play for a while (two/three weeks)

Can somebody post a screenshot of the new UI?

ShaneOfMach

Krytan Explorer

Join Date: Aug 2006

I love the ability to change your secondary profession wherever you are.

Who cares if the skill window is too large, it's not liek you have it on during fighting...

Marc0

Academy Page

Join Date: Sep 2006

Kings Army of Surmia

W/Mo

If you played the Nightfall preview, it's the same thing.

floppinghog

floppinghog

Wilds Pathfinder

Join Date: Oct 2005

pit of brimstone

Squad Six Six Six [ssss]

A/Me

ive said it, ill say it again, move the damn attributes backinto hero tab.... move it somewhere, cause theres no room to SEE SKILL LIST.... its a ANNOYING AS HELL

Solar Light

Solar Light

Frost Gate Guardian

Join Date: May 2006

Teutonic Warriors {TW}

Mo/

Change your Ui window size settings via options menu

Shyft the Pyro

Shyft the Pyro

Wilds Pathfinder

Join Date: Sep 2005

NYC, USA

E/Mo

Quote:
Originally Posted by Solar Light
Change your Ui window size settings via options menu
That doesn't really help. We're used to seeing a lot of skills in the skills window. Putting something on top of that list will reduce that list no matter how small the new thing is, and the reduction will cause visual discomfort.

My biggest problem is with the new skill icons that pop up with damage. That is the second most annoying thing about the update, after the overly sensitive controls that cancel skills. If you need to be told what is killing you, you're not paying attention to the battlefield, and if you're actually focusing on the damage you're taking to figure out what's killing you, you're about to start looking at the list of what did kill you. There needs to be an option that turns these "damage skill icons" off.

Otherwise, great update, especially the builds thing. Putting attributes and skills in the same window makes sense, even if it's clumsy. Maybe if we could align the two side by side instead of on top of each other?

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Can't you retract the atribute point thing up so that you can see more skills at once?

Ritualistic Spankin

Ritualistic Spankin

Academy Page

Join Date: Aug 2006

I also agree that the skills list section is a bit to small, but I can learn to get over it since with the addition of templates I can just load builds.

I also think it would be awesome if we could customize the layout of our own menus. By that I mean what is on our hero menu, and the menu that currently contains our skills....idk, just a thought.

Whiplashr

Lion's Arch Merchant

Join Date: Jan 2006

I like the new interfaces changes for the most part. One comment:

Now that everything about your character attributes, skills, build, etc have been moved to the "skills" window, they still have the amount of skill points you have available on the "hero" window, where everything used to be. In my opinion, the skill points remaining should also be moved to the skills window as well.

Also, does anyone else feel the irony in the fact that on the very day they implemented skill "templates" that they also made changes to the game that pretty much nullify a ton of existing builds? I can't be the only one who was looking forward to putting in 3 or 4 key builds, only to find that now those builds are pretty much worthless until they are retooled... perhaps even abandoned in favor of completely new ones for new zones.

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

Quote:
Originally Posted by Shyft the Pyro
My biggest problem is with the new skill icons that pop up with damage. That is the second most annoying thing about the update, after the overly sensitive controls that cancel skills. If you need to be told what is killing you, you're not paying attention to the battlefield, and if you're actually focusing on the damage you're taking to figure out what's killing you, you're about to start looking at the list of what did kill you. There needs to be an option that turns these "damage skill icons" off.
I think it's a valuable aid to newbies - I've always felt a weakness of the game is the newbie "WTF just happened?" factor. I do wish it showed all enemy skills used against you, not just damage, since then it'd also help people figure out where their enchantments went if they don't yet recognize skills like Strip Enchantment, which is a problem I had as a newbie.

In any case, you can use the UI editor to turn off the "Damage Monitor" to make it go away.

broodijzer

broodijzer

Jungle Guide

Join Date: Jan 2006

void

Mo/

Quote:
Originally Posted by Whiplashr

Also, does anyone else feel the irony in the fact that on the very day they implemented skill "templates" that they also made changes to the game that pretty much nullify a ton of existing builds? I can't be the only one who was looking forward to putting in 3 or 4 key builds, only to find that now those builds are pretty much worthless until they are retooled... perhaps even abandoned in favor of completely new ones for new zones.
Don't worry, there will be many new builds with all the buffed skills and the upcoming dervish/paragon (they seem to have lots of skills which can be used on all classes)

Tickle

Tickle

Krytan Explorer

Join Date: Feb 2006

P/

Quote:
Originally Posted by broodijzer
Don't worry, there will be many new builds with all the buffed skills and the upcoming dervish/paragon (they seem to have lots of skills which can be used on all classes)
Now to get around the dervish aoe attacks..

Marc0

Academy Page

Join Date: Sep 2006

Kings Army of Surmia

W/Mo

Actually, after going on a troll run to see how the mobs AI would react, the mobs run off now, I don't know if it's due to AoE or just that the mobs are have the AI to run off & regen health now. I didn't try to solo a mob to find out, I will be doing more testing tonight.

I predict that about 90% or more of the farm builds on this site are now useless. Also, I predict a heavy shift in what will be farmed & also that there will be a lot more people running for gold instead of farming. My biggest problem I have with the new AI is if the mobs run into the aggro circle of another patrol/spawn, it will make killing a group of mobs without aggroing another group pretty hard to manage. Especially in a game that doesn't have a 'hate list' for aggro like almost every other MMO style game.

On a good note, I'm rather new to the game, so it will be a nice challenge now that I've learned to play, to come up with my own builds & find my own little farming spots. I have a mob or two that are solo so I will likely test them out to see how they react....I hope it's still a viable farm.