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#feedback

Edited by Spawn: 4/19/2018 12:07:56 PM
32

We need a better UI. Here's some constructive feedback.

Yes, I would like to see Bungie implementing this.

210

No, I prefer having to scour the web for info.

17

Meh, Bungie doesn't care about #feedback.

28

Too many things are hidden from the UI for no good reason. Let's fix it. [quote][b]Experience Bar[/b] needs to show the total remaining experience points required to level up. [b]Mobility Stat[/b] needs to show the Movement+Strafe Speed and Jump Height values. [b]Resilience Stat[/b] needs to show the Health value. [b]Recovery Stat[/b] needs to show the value for how long it will take for health to start Regenerating. [b]Armor Mods[/b] need to show the value in percentage of Recoil Reduction, Cooldown Reduction, Reload Speed, and Handling Speed. In addition, Armor Mods that alter a weapons performance (Recoil, Handling, Reload Speed) should show by how much in the weapons UI as an additional Blue Bar, much like how Masterworks currently uses a Yellow Bar. All Mods should also be Universal, instead of separating them by Weapon Slot, Subclass, and Ability type. [b]Base Cooldowns[/b] of each ability should be visible while hovering over the Subclasses as well as when in the Subclass UI. And when using Cooldown Reduction Mods, the new cooldown value would be shown in Blue to reflect the change. In addition, Subclasses need to show the values for any increase or decrease they do for effects they provide. [b]Vague Armor and Weapons Descriptions[/b] need to show the values for Chance, Portion, Recharge Rate, and Damage. [b]Attack and Defense Power[/b] should be renamed to just Power (Light or Item) Level. They hold no meaning as separate stats. It's become redundant.[/quote] Would you like to see these changes to the current UI? [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in.  [url=https://www.bungie.net/en/Forum/Post/139533839/0/0] See Cozmo's thread here[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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#feedback

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  • "It's too hard...." -- Bungie

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    • Edited by LeBeeter: 4/20/2018 9:00:37 PM
      My ultra instinct is fine as it is thank you ~TheGreatNike

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    • I am baffled by the amount of it’s too much information posts.. How sheltered does one have to be to think it’s better to be ignorant than knowledgeable about something you are doing..

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    • Edited by kris_tunetso: 4/19/2018 1:58:59 PM
      I'd like to see Bungie implement something like this, but I personally don't believe they listen to our feedback. Not closely, anyway. I think they, at most, decide what changes they want to make and then see if it matches up to something, anything, the community has talked about. If it does, full steam ahead. If not, they start coming up with some spin so they can implement it anyway. [quote]Experience Bar needs to show the total remaining experience points required to level up.[/quote]Most MMOs do this, though I think for simplicity of design and presentation it should [i]not[/i] show the number [i]unless[/i] you move your cursor over the bar. [quote]Mobility Stat needs to show the Movement+Strafe Speed and Jump Height values.[/quote]I guess I fail to see the utility in this. There's no way to measure distance in the game. So you change your mobility and your jump goes up by a meter. How can you actually measure something to know if you can make the jump? [quote]Resilience Stat needs to show the Health value.[/quote]Another where I don't see the point. Knowing your health value (and shield value) only is useful when calculating how much damage you can take before death, but that requires you to also know your enemy's damage output. What good is knowing you have 500 health if you don't know how much damage your enemy can deliver? [quote]Recovery Stat needs to show the value for how long it will take for health to start Regenerating.[/quote]The only utility I see in this is knowing how long you have to avoid combat so you can heal up. The game's so easy though it's not like you have to run in and shoot for a bit, then hide to heal, then run out and shoot some more, back and forth.... I just don't see the point in this. [quote]Armor Mods need to show the value in percentage of Recoil Reduction, Cooldown Reduction, Reload Speed, and Handling Speed. In addition, Armor Mods that alter a weapons performance (Recoil, Handling, Reload Speed) should show by how much in the weapons UI as an additional Blue Bar, much like how Masterworks currently uses a Yellow Bar.[/quote]Some of these make sense. Knowing the Recoil reduction percentage only helps if you can somehow correlate the Stability number with how much a weapon recoils. I guess it's more anecdotal: you just know a weapon with X stability doesn't recoil like you want, but a weapon with Y does. *shrug* Cooldown reduction I definitely agree with. [quote]All Mods should also be Universal, instead of separating them by Weapon Slot, Subclass, and Ability type.[/quote]I somewhat agree here. I think all the armor mods should be universal, rather than split out by slot. Weapon mods are woefully inadequate, as there are only 4: one for each damage type. The weapon-oriented armor mods (Energy weapon handling, kinetic reloader, etc) need to be reclassified as Weapon mods, not armor mods, and be applied to weapons directly. This will necessitate adding more mod slots to the guns, but we've been demanding customization anyway. [quote]Base Cooldowns of each ability should be visible while hovering over the Subclasses as well as when in the Subclass UI. And when using Cooldown Reduction Mods, the new cooldown value would be shown in Blue to reflect the change. In addition, Subclasses need to show the values for any increase or decrease they do for effects they provide.[/quote]Yes. A thousand times, yes. I guess I never paid attention but I didn't know what the actual charge time was on our supers until the "Go Fast" update spelled it out. That's a number I'd like to know at all times. [quote]Vague Armor and Weapons Descriptions need to show the values for Chance, Portion, Recharge Rate, and Damage.[/quote]Agreed. [quote]Attack and Defense Power should be renamed to just Power (Light or Item) Level. They hold no meaning as separate stats. It's become redundant.[/quote]Agreed. Gear usefulness is based on number, and I seriously doubt the number is anything more than a gameplay thing. I doubt there are foundries turning out Better Devils at varying levels of power. I also think changing it from "Light" to "Power" was a mistake on their part. It's the same thing, and it had been "light" for 3 years. Veteran players still use that term. Heck, I was watching Unknown Player's latest video last night and he was using Light and Power interchangeably. It only causes confusion for new players who don't know it used to be called Light. They never should have changed it. Overall, I like most of your suggestions. Some I see as unnecessary or superfluous but there's no harm in including them, I suppose. Good suggestions. :)

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      • They've already commented on things like this. They specifically said they don't show the numbers on weapon stats because they feel its throwing too much info at the player and I feel like everything you suggested, except adding a number to the experience bar, is exactly that.

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        • I couldn't care less about ANY of what you just said we need.

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        • As far as I’m concerned, games that deal in stats should always have a way to expose the full details to the user. Anything less is an insult. Okay, so they don’t want to expose “too much” because of the “numbers scare us” parts of the playerbase? Seems exactly the kind of thing a checkbox in options called “show detailed numerical information” reconciles. Many modern fighting games integrate full frame data for every move, but it’s somehow too much to have a way to expose things like actual, quantitative impact of modifiers on the things they modify? I think not.

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          • Your options are shite! Yes I like it. bungie don’t care. No I like to search the web for the info. Where is the just plain No option without the added searching the web bullshit? I like 1 or 2 of your ideas but it’s just too much info your wanting that isn’t needed or adds nothing to the game.

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            • Edited by Inocrof: 4/20/2018 4:27:20 PM
              Bungie would never do this because people would have actual proof that the minor buffs they rarely give.. In fact do almost nothing.. They are great at hiding behind walls of obscurity in order to appear as if they’re doing more than what they actually are..

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            • Yeah they don't like showing actual values for things in game

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            • Traveler yes

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            • Yes

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            • It should be illegal for them to not add drop rates to their Eververse items. This should be labeled in game, right by the item. It’s insane that they aren’t forced to do that.

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            • This would probably break the game.

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            • Edited by BoomboxCollosus: 4/19/2018 4:41:44 PM
              ...........I just like the pretty lights. But seriously. I never sat down to ponder that but this is actually a GREAT idea. It's all too vague as it currently stands and could actually do better to serving a real purpose. True dat! (ha)

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            • I just don't see this working. Your applying in depth RPG stats to a Shared World Shooter. I'll give you a couple of examples as to why i don't agree and see what you think. Firstly 'Armour mods need to show the value in percentage'. When would knowing that figure ever have any real meaning to you over what we already have. Your talking about small percentages here. Think the mods have a stack value around 5% or something similar? So at what point does stacking two mods and knowing that percentage mean more to you as a player than knowing you've put half of your mods into 'Grenade Recharge' because you want a faster recharging grenade. I think your just giving away more info than is actually useful to the player at this point. Under 'Experience Bar needs to show the total remaining experience points required to level up' i just don't think knowing if i have 5000xp to get or 10,000xp is ever going to mean anything. If i don't know what the XP gain of all the activities in game will net me than why do i need to know how much XP i need, to advance in level? Your flooding the player with info and applying stats all over the UI that i just don't think will be an overall benefit gain. That said, i'd agree with you that theres not enough information given to the player as to what certain stats do or mean. This is certainly something that can be looked at. Also when Mods 2.0 arrives and changes up the current system then yes, maybe then we will want to know definite values on what they all do. I think the first thing to do is to start and clear up the definitions of what things do in game. Lets just communicate more clearly what each of your stats/mods do and how they stack. That gives us more information to create builds while keeping everything pretty much 'as is'. Then lets get to September and see how the loadout system works and see how the new mod implementation works. Once we get there we'll be in a much more knowledgeable position to call for stat knowledge or stat balancing. Interesting to know what everyone thinks.

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              • Edited by GenXer: 4/19/2018 6:36:32 PM
                I could tell that you were on a PC just by the data you were looking for and or used to having in other mods for MMOs. I'd like to have some of this data as real time telemetry, but much of it, especially the armour and weapon mod info is fine in other databases as a lookup. I would add to your list damage output for individuals and as groups. There are many times I'd like to see who's doing what DPS during encounters. And by the way, this thread has fostered some great communication. Good to see more constructive boards back.

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              • More transparency you say?!

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              • Upvoted. Definitely should be done.

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              • Agreed!

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              • Yes yes yes.

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              • How about numbers on the weapons stats too.

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              • I like the idea, gives me more of an idea on how to setup my equipment.

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              • I would like to see this. I have no idea what any of these values mean, how much mods increase anything, or how much more dmg per bullet guns do. Too much info is a stupid attitude for Bungie to have, most games I've played give you weapon and armor values.... put the numbers in there for those players that want to use them.

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              • The UI doesn't feel futurist or unique like Halo's; you'd actually feel like you are wearing a high-tech helmet.

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              • Bump!

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