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12/13/06, 10:33 PM
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#16
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Piston Honda
Dwarf Hunter
Dragonblight
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Extending what Vulajin said about fubar, I have my bottom fubar panel to hide until I mouse over it, and then put my 'configuration' plugins in that one, kinda like an auto hiding Windows task bar. That way I have a bunch of configuration options hidden until I mouse over them, hiding them from the screen until theyre needed. Its a good place to throw DeuceCommander, agUF, Bigwigs, Ora2 options that you want to access occasionally, but dont really need to waste screen real estate on 100% of the time.
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12/13/06, 10:46 PM
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#17
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King Hippo
Gnome Warlock
Spinebreaker
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Regarding raid frames, my experience even before I became a raid leader was I wanted as much information as I could possibly get. So I had health, mana, debuff color, fort, mark and SS. With just one glance over my ctraid frames I could see how the raids health/mana was, how fast debuff removal was going and so on. I had them organised by group so I could immediately see how a corner was going in razorgore or how the OT healer mana was on firemaw.
My motto for my UI was "If I may need to know that information 'right now' at some point then I want it available with just a flick of the eyes".
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12/14/06, 2:00 AM
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#18
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Bald Bull
Tauren Warrior
Kil'Jaeden
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When you drive a car, your speedometer is not in the upper left near the visor (default gui), your fuel gauge isn't on the passenger side.
Its all centralized. Good guis all share that in common - centralization of data. It should be common sense as to why this is important. I also don't buy the fact that too much information (as long as its not redundant), is a bad thing.
I don't see 747 pilots whining their board shows too much detail. And yes, it is a reasonable analogy. You can play your character just fine with extra stuff showing; and extra information can be very very helpful. Keep the most important stuff centralized, then it should flow outward in a web-page design style from the center (web pages flow like water poured at the upper-left). Spilling from center as information becomes less relevant.
Thats my opinion at least. Edit: I also think its critical to retain 1 gui, and get used to it... especially as it gets more complicated. You really settle into a gui, and that is why so many guilds went slow last week. Relearning takes time. But once you're setup you're just well adjusted to the situation, and when chaos happens (see KT p3) its second nature.
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12/14/06, 2:38 AM
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#19
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Von Kaiser
Dwarf Paladin
Emerald Dream
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Originally Posted by Iol
2) What do you consider the most important stuff to have in a UI, what you consider usefull but not required. What's the bare minimum you would be comfortable with?
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I quote the above not to ignore the other questions, but moreso because I can answer it while mostly answering the other stuff (IMO). A lot of people have discussed my biggest keypoint already: Centralization of important information.
The most important stuff to me on my characters, as a [physical] dps class (hunter, warrior, and rogue are what I play the most), is my health and mana/rage/energy, my target's health/mana, my target's target, my cooldowns and ability timers, and any abilities I need access to. In terms of the last comment, I don't keybind everything because there are abilities that, for me, are more natural to mouse click and use (volley and distract, mainly); I place these abilities at a spot on the screen where I'm most likely to use them (so for distract, it's just northwest of my character on the screen). So, all three of these characters have a very similar setup in the bars, cooldown timer locations, and unit frames.
Other information, like buffs and aggro, are kept about eye level but on the sides. Fubar info and party frames are kept at or near the edges. And most importantly for me (because it is a bit of a pet peeve), my chat box is flush down in the left corner of the screen (Bliz's UI drives me nuts with how far up it is). Quick note on the party frame: I keep them visible for the same reason I use Fubar...merely so I have quick visible access to information without having to click around for it. In other words, I keep my party visible to see if I'm with a group of people for a specific reason (taxing melee on Emps, shaman/hunter dps group, tank taxi on Anub,...)
Useful but not required for me is SCT/D. In most situations, I'm actually looking right through it, if you will. I don't keep too close an eye on the specific damage as much as I use it as a tool to know what's going on. For example, if an explosive trap has gone off or was resisted (thus I'm looking for the answer rather than looking for damage on the mobs). At times I've felt like it floods the screen with too much info, but I only use my combat log to examine information later so I need something to tell me what's going on now.
Bare minimum for me (in order of how significant I consider them):
Unit Frame (to position it and get relevant info)
Bar mod (Partially to get them in better position, mostly so I can put my chatbox where I want it)
Cooldown/Abilities mods (Sorren's Timers, CandyBars, etc)
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12/14/06, 3:24 AM
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#20
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Piston Honda
Undead Mage
Earthen Ring (EU)
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Originally Posted by Iol
1) Do you have multiple UI profiles setted up so you can reload a UI design based on if you are PvPing, Raiding, or 5 Manning. -or- Do you Have 1 and only UI that does it all with hiding frames and rotation on bar pages, or just have ALL your buttons showing?
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No. One setting per character, and I try to make them as uniformed as possible. Only minor variations between the chars, like as a Mage I don't have any stances so no need for button remaping but as my warrior I need that.
I try to hide as much as possible, I want a small and clean interface. I hate eye candy and think it's a big waste of CPU/GPU and really gets in the way of my wow playing.
In raids I usually show all groups, even if I don't have to as a mage, but that's mostly because I like to know how we're doing and see who's dying like flies and not :) But lately I've valued peace and quiet more than information so I hide the raid frames during trash and during some bosses.
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Originally Posted by Iol
2) What do you consider the most important stuff to have in a UI, what you consider usefull but not required. What's the bare minimum you would be comfortable with?
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Most important, to see what's happening in the world and that the UI is not distracting me from that. The UI should assist me by presenting extra information in a good non-intrusive way. I hate eye candy and "dead areas", which is why I can't stand the default UI. Too much space wasted with the dragon stuff around the bars, so bare minimum would be a mod to hide the default UI and show (a lot) of small buttons.
I also need a lot of really big chat windows. I don't want to miss anything, so a bare minimum of two really big chat windows up at the same time. The left is for "here stuff" (party/raid/bg/say/emote/etc) and the right is for guild and custom channels.
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Originally Posted by Iol
3) The important stuff identified in 2) where do you place it and why? (around your character? sides for peripheral vision? top, bottom?)
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Around. X offset in SCT is a god send, buffs/gains/damage done to me/etc are shown to the left of my char. Damage I do (SCTD) is shown to the right.
I also wanted a HUD mod, but all the existing ones was so ugly (colourful bars that faded and crap) so I wrote my own that just displays "HP/Max Mana/Max" in normal font just below my char.
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Originally Posted by Iol
4) At what point do you consider you have too much info displayed?
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When I can't remove anything more without missing it.
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12/14/06, 3:57 AM
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#21
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Von Kaiser
Dwarf Priest
Earthen Ring (EU)
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I divided my UI in three parts:
The lower part (about 20 % of the full height): All the every-day-use parts and things that are static.
This means the chatframes, which are seperated between open channels (Trade, General, Say, Yell) and closed channels (Raid, BG, Guild, Healers, Class channel, Whisper).
The minimap in the lower right corner, squared. Many say it isn't something important, but as healer I often need to know where exactly my party members are.
Buttons. I have 30 main buttons for all the important functions. I had less before, but due the changes in 2.0 it is no longer possible to show/hide buttons in combat on condition (show healing/buffing spells when targeting a friendly unit, attack spells when targeting a enemey unit on the same space). These buttons I again divide into two parts: spells which don't need a target (AoE, AoE-heals, selfbuffs) and spells that need a target (attacks). The most important spells have a keybinding assigned.
Then I have about 12 smaller buttons which are mostly for control functions: change the layout of Grid, show/hide items, important out-of-combat macros.
XRS to provide all the infomations I need about the raid status in a small compact form: healer mana, raid mana, amount of dead people. Takes up maybe 30x50 pixels and gives me a quick overview over the raid.
I moved the viewport of WoW, so this part has a black background, making it easy to distinguish things and provides a calm view (unlike having all the UI elements put over the worldview and thus hiding information while making the UI elements harder to read)
Just above this I put all the things I need for healing. I am a click-caster (binding heals to mouseclicks with modifier like CTRL, ALT, SHIFT) for a long time now, and I mostly play healer characters, so the unitframes are the most important part of the UI for me. I put all this to the right half of the screen. My own character frame is just left of the center axe, left of it the pet unitframe/petbar (as Priest sometimes needed, but in 99 % of the playtime not used, thus hidden and not in the "focus" part). Just below is Autobar, to collect all my consumerables. If I look at my unitframe, see a problem (health, mana) it is only a few pixels to drink a potion without even needing to use the keybinding to drink.
Above is the focus frame, but mostly because I haven't found a better place yet.
Right of my character frame is the part that usually my eyes lie on: target and target of target. The first one is the most "informative" unitframe I have, showing basically everything possible (portrait, all buffs/debuffs, all status icons, mana, health, absolute values, %...) because it is the most important frame, used to aquire most informations. Just above is the ToT. This way it is easy to monitor the boss and the MT/OT at the same time and switch between them in a stroke. Since click-casting doesn't change your target/doesn't need to change your target it is very easy to heal the tank (in the ToT) and to cast attack spells (enemy in the target frame) at the same time, without pause or need to change target the whole time.
Next to these two important frames is Grid, which is set up to the right edge of the screen, just above the aforementioned black bar. This way it is very easy to reach and see the whole raid by just moving the mouse a few centimeter. Above Grid is the MT window, again easily to reach and see even if I am concentrating on Grid or the target unitframe.
By putting this elements together I can see and reach everything very quickly.
Third part: Any temporary information is in the upper half of the screen.
I put my debuffs dead centre and very, very big just above the central horizontal axis of the screen. This way it is impossible to overlook a debuff on yourself. The buffs are also centre, but far smaller and on the upper edge of the screen, together with Fubar, Resurrection monitor etc., providing informations that don't need to be seen or checked constantly. Usually something I only look on between pulls to make sure I have everything I need.
All cooldown timers, BG timers, bossmod timers are also in the upper left quadrant of the screen. As temporary information they are only usefull in certain situations (bossfights, BGs..) and thus don't need to be directly in my vision the whole time, but should have a fix, easy to see place.
On the left side I usually have another compact raidview, soely for buffing purposes. Usually it was PerfectRaid, currently it is AG_unitframes until PerfectRaid works again. This is only important to make sure that everyone I am assigned to is buffed. I only need them before pulls and they usually stay hidden.
I don't need group unitframes in raid since I have them in Grid anyway.
Any button or function I don't need to see is hidden but easily accessable with Geist, an addon that opens a square with 25 buttons around the mouse cursor on a keypress. There I put all chatmacros, buffs, tradeskills etc. Before 2.0 I used Sprocket for this.
The combat frame is usually hidden, any important information is provided by SCT/SCTD/Witchhunt above my character. This are temporary things that are valid for only a few seconds, no use to have a seperate frame shown all the time to look them up later. The only thing I need to know is a spellfailure by myself, which I routed to the open channel chatwindow.
I share this setup between all characters with small modifications, making it easy to always know where I will find which information, regardless if I am playing a Priest, Paladin, Hunter or Warlock.
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12/14/06, 6:24 AM
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#22
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Piston Honda
Human Warrior
Outland (EU)
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1:
As a warrior, with different stance bars, and no requirement for multiple ranks of spells/abilities to be on my bars, I can get away with a single profile.
2 & 3:
The vital information, from my perspective as a Warrior, is the ability to keep track of Dmg taken vs Healing received while tanking. Therefore i have:
- Vertical SCT feed just to the left of my character shows incoming dmg
- Vertical SCT feed to the right of my character shows incoming heals, dodges, parrys etc (and healer name, which I find fairly important as well)
- My dmg is displayed directly above my head (when using SCT) so that it doesn't clutter the other feeds
This means I have, in my peripheral vision, 3 separate (and distinct) streams of information about the damage I'm taking verus the healing I'm receiving. Having this information separated makes a huge difference for me while Tanking.
- Directly below my character I have enemy cast bars. For obvious reasons its important I can see when mobs I'm tanking are about to use various abilities.
- Below the cast bars I have a small filtered debuff window, which only displays 'vital' debuffs. i.e. Thunderclap, demo shout, sunder, Faire fire, CoR etc. So when I'm DPS'ing I can quickly see if one slips off, and call for it to be reapplied if necessary, or if I'm responsible for a debuff I know when I need to reapply it.
- To the left and right of the debuff window I have my Player, Target (and Target of Target) unit frames. These are all quite large, and are well within my peripheral vision, which means I always have a good idea of my health, rage and status of my Target,
- Directly below my the Unit frames are my action bars. I only need them quite central so that I can keep an eye on CD's at a glance. I need to know when revenge, BT, WW etc are lit up.
Outside of my direct peripheral vision are my raid frames (with range check) and combat logs. While I don't often need this information at a glance, its important I have the information easily at hand. Having a the basic status of the raid, knowing which healers are in range of me (if any), is information I need displayed all the time, but don't necessarily constantly check. Therefore my raid bars are on the far left hand side of the screen.
Combat logs are very important for me. I have 2 large windows. 1 displays outgoing damage done by me and the other displays incoming damage and heals on me (with timestamps). The healing vs dmg combat log is the most useful, as if I die while tanking, I can quickly see if I took a huge spike of dmg (and the type) or if I simply didn't receive enough healing. It allows good decision making for the following attempt.
*edit* An Agro Alert is something i couldn't live without either. Knowing when i've pulled agro on a mob during Gothik, or when Heigan (inevitably) takes a liking to me, it's so useful to slam the 'Equip Shield' macro and has saved my life many a time.
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12/14/06, 7:06 AM
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#23
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Vula'jin the Void, blessed by the loa
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Originally Posted by Quigon
I don't see 747 pilots whining their board shows too much detail. And yes, it is a reasonable analogy. You can play your character just fine with extra stuff showing; and extra information can be very very helpful. Keep the most important stuff centralized, then it should flow outward in a web-page design style from the center (web pages flow like water poured at the upper-left). Spilling from center as information becomes less relevant.
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That's a good point about the 747 board. I guess, basically, there are two ways to approach it. Mine is, "the more marginal information I can remove to save space, the better." Yours is "the more information I can add without wasting too much extra space, the better." Both approaches are valid; it really depends on what you're comfortable with. Personally, I got tired of playing the game through a viewport artificially reduced by UI elements strewn about the screen, so I adopted my current design paradigm.
Another random thought I'd like to insert: how important do you consider "free edges" of the screen -- that is, edges that are completely unoccupied by UI elements, allowing the screen to run off the edge? I always used to have all four sides of my screen occupied by UI elements, and eventually I came to the realization that my gameplay experience simply felt crowded. At the moment, I keep nearly all of my UI elements along the bottom of the screen. The only exception is my minimap, which for some reason I can't bring myself to move out of the top-right corner. Other than that, the top edge is completely free and the left and right are free down to where my UI actually starts. Almost everything important grows up from my primary UI elements. It's amazing how much more "open" the world feels when it isn't boxed in on all sides by your UI. Viewporting is an option, but it doesn't really change things because your viewing area still gets shrunk by the UI elements; it prevents your UI from getting in the way of activities, but it doesn't actually "free" up your edges.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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12/14/06, 8:05 AM
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#24
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Von Kaiser
Night Elf Rogue
Zenedar (EU)
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1) Do you have multiple UI profiles setted up so you can reload a UI design based on if you are PvPing, Raiding, or 5 Manning. -or- Do you Have 1 and only UI that does it all with hiding frames and rotation on bar pages, or just have ALL your buttons showing?
I still have (and have had since I started playing) a single profile for my characters doesn't matter what I am doing, but being mainly a rogue it's pretty much the same in pvp as it is in raiding format. Because not much changes for me from raid to pvp, with the natural paging from stealth to unstealth bars it's pretty easy for a rogue in this respect.
2) What do you consider the most important stuff to have in a UI, what you consider usefull but not required. What's the bare minimum you would be comfortable with?
Essentials are just Player bar and target bar for me, I used to have switchable raid layout for RDX which is now gone so I use a small raid data for hps and mana.
3) The important stuff identified in 2) where do you place it and why? (around your character? sides for peripheral vision? top, bottom?)
Target frame is my most important frame is central but aligned at the bottom (if you were to look at my screen and character it would align just to his knee's) and oversized so I can see what the current target is looking like in terms of mana/health/debuffs. I have target of target offset to the right hand lower down along the viewport line. Also on the left hand side lower along the view port line I have my player frame which again is oversized so I can see presicely what I have remaining. I also use pure numbers backed with a bar which is usually around 75% alpha, so at a glance I can see what sort of shape we are in quickly and if i need presice information it's there in pure numbers.
4) At what point do you consider you have too much info displayed?
Usually at full raid buffing times when I have littered buffs on the right side numbering 15+, I personally dont have anything a smal RDX frame for hp's lost and mana % and a assist window (everything else just seems crap these days), and that's it really.
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12/14/06, 10:24 AM
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#25
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Piston Honda
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1) Do you have multiple UI profiles setted up so you can reload a UI design based on if you are PvPing, Raiding, or 5 Manning. -or- Do you Have 1 and only UI that does it all with hiding frames and rotation on bar pages, or just have ALL your buttons showing?
I have one UI for everything. Many action bars are situational (portals, conjuring, fire spells, etc) so I use those on demand.
2) What do you consider the most important stuff to have in a UI, what you consider useful but not required. What's the bare minimum you would be comfortable with?
Your health/mana, casting bar, and opponent's health are important to rearrange for quicker access. Raid frames that you can toggle on and off and toggle group/class sorting are a must for me. A main targets list with the enemies' targets is also a must. Raid communication tools are a must also, but I don't know that I'd call that a UI exactly.
3) The important stuff identified in 2) where do you place it and why? (around your character? sides for peripheral vision? top, bottom?)
I do basically what Kalman said. As a mage, my health/mana, castbar, and opponent's health are the most important things to me, so I use a nice HUD in the middle for all of that. Raid frames are somewhat unimportant (buffing/decursing mostly), so those go on the side. I'd like to have oRA2 main tanks somewhere other than top left corner, but they need space to grow downwards and take up so much space that they have to be away from the center of the screen. When I used CTRA, they would be on the right side cause with MTT on, it would line up roughly with the width of the minimap.
4) At what point do you consider you have too much info displayed?
When either noone is dying or I have something that requires awareness of my area like Nef skellies or something, then I decide that having my raid frames shown is a hindrance. But I can't hide them in combat anymore anyway. Sometimes I feel like I don't need to know the main tanks' HP (an oRA2 thing), but there isn't a way around that. The question is worded differently though - I'd say I realize it when I realize I need more space. At 1024x768, that's fairly often, so I cut out anything I don't use often.
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12/14/06, 11:20 AM
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#26
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Don Flamenco
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My purpose is to find what is it that most people consider in their UI making process. Then build something like 4-5 UI Templates to load and "start from there" instead of making something from scratch and end up with sub-optimal UIs. Call it a UI standardization project if you want.
So far if i can try and resume the main key points and define some guidelines maybe?
- Centralize Information (Keep things together)
- Kill Information un-necessairy duplicates
- UI Settings Information can be hidden.
- Combat Log needs to be accessible but not always visible.
- Filter SCT.
- Keep each of your character's UI as similar as possible.
- Don't hinder peripheral vision.
Anything else i should add or remove to the "list of things to do or avoid for a good UI"?
Note: Several things can contradict another, thats why i wanna get 4 or 5 templates, for example a healer might want "the most info without wasting space" where a DPSer would want to "cut the useless to save space".
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You can get much further with a kind word and a gun than with a kind word alone.
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12/14/06, 11:20 AM
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#27
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Glass Joe
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I use the same setup with little differences according to the class. Id like to use SupplyAndDemand to enable/disable addons depending on the situation, unfortunately is not widely supported. DeuceCommander goes near.
Its slow and tiresome for my eyes to travel across the screen (1900x1200 23'') so I focus in the center: naked hp/mana bars below my char, debuffs nearby. I keep raid frames to the minimum. As a mage, Im ok with XRS (raid status) + Grid showing curse icons and intellect buffs. I try to keep inmersed in the game hiding stuff with mouseovers, keybindings, and moving less used stuff to the borders.
I wondered why so many bleeping lights on the star trek ships, but now im myself dependant on raid frames, buffs, swstats, fubar mods, which outsiders may find strange since my char is basically jumping around going pew pew. I guess that complexity adds richness to any game, and addons are the digested visualization of that.
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12/14/06, 11:34 AM
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#28
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Duplication is not necessarily a bad thing. Duplicating the same information, for the same purpose, in the same way, is a bad thing.
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
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12/14/06, 11:55 AM
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#29
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Glass Joe
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1) Do you have multiple UI profiles setted up so you can reload a UI design based on if you are PvPing, Raiding, or 5 Manning. -or- Do you Have 1 and only UI that does it all with hiding frames and rotation on bar pages, or just have ALL your buttons showing?
I try to have one UI that works best in raiding combat (PvE and PvP, although I'd like to see about breaking the two into seperate modes), as this is the most challenging/time-consuming part of my play. I try to go through the effort to minimalize as much of the UI as possible, simply because it forces me to work through what's important, why and where it's important.
I've talked to folks who want "everything" displayed - but for me I find value in the prioritization effort itself. I have a penchant to re-arrange furniture to better suit my living environment IRL, so I suspect some of that is rubbing off here ;)
The one exception to this is when I help/lead a raid. As a raid leader, I find that it's necessary (for our guild) to do a certain amount of cat-herding, and as a result, I like to be able to tell when hour-long buffs are done, what the overall mana levels are for healers, etc. If there was an easy way to have that alongside a regular "playing UI", I'd be very interested.
2) What do you consider the most important stuff to have in a UI, what you consider usefull but not required. What's the bare minimum you would be comfortable with?
I can only really speak to the mage class, but in general, I like to have every visible item in my UI to be providing at least 2 things of "value": buttons are only there to tell me range and cooldown (if it's just there to show me what key I should press, that's not enough value-for-real-estate). For food network lovers, Alton Brown hates "uni-taskers"... and anything on my screen that only serves one purpose I generally seek to remove/minimize.
Anything that's not applicable out of my main context (in my case, raiding combat) should be parked away, hidden, usable without visible real estate use. Conjure water? Mana gem? Teleport/Portal? Tradeskill? I use Clique to decurse easily, but I love it more because I never have to see a conjure water button.
Fubar: love it. Always hidden tho until I mouse-over.
List of my minimums (mage): Self, target, ToT, Raid chat, whisper chat, Threat/Damage, minimap, buffs/debuffs, Grid, BG map, BG counter, SCT, minimal buttons, consumables
3) The important stuff identified in 2) where do you place it and why? (around your character? sides for peripheral vision? top, bottom?)
I put all my important stuff in a line down the middle... health and unit stuff is addressed by a HUD. Grid is middle bottom.
4) At what point do you consider you have too much info displayed?
I waver between having too little and too much. In general, I'd love to have more information (on demand/context)... so I'm regularly moving between adding and removing information.
What I'd love is to have a SuperGrid that gives me high saturated information, but disappears when I don't want it. Key down: show me big boxes that I pre-configure, with buffs, debuffs, mana numbers, health numbers, location, cool downs, soulstones, resistances, etc. Key up, hide all that crap and show me super-efficient grid.
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12/14/06, 12:04 PM
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#30
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Piston Honda
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1) Do you have multiple UI profiles setted up so you can reload a UI design based on if you are PvPing, Raiding, or 5 Manning. -or- Do you Have 1 and only UI that does it all with hiding frames and rotation on bar pages, or just have ALL your buttons showing?
1 UI - I usually turn off KTM and SWS when I'm not raiding.
And what is the reason for such a choice?
I have all my buttons showing, except my crafting ones. Too many skills I need "near-instant" access to as a warlock to hotkey everything. That being said, I keep my action bars scaled fairly small, and moved off into the corner so they take up about about the same amount of real-estate space as the WOW default UI without any of it's extra action bars added. I primarily use hotkeys, but I'm not ashamed about being a clicker when I need to summon a person to the raid, cast breath underwater, drain mana in ZG/AQ40, etc etc.
2) What do you consider the most important stuff to have in a UI, what you consider usefull but not required. What's the bare minimum you would be comfortable with?
From the point of view of a DPS class, specifically Warlocks.
Bare Minimum that I'd be comfortable with:
A Dot Timer that accounts for multiple dots on multiple mobs/people and shows you when you need to refresh them. Countdoom was ok back in the day, but really any warlock that isn't useless is using "Dotimer 2.0"
KTM is obviously also required for any good dps class, on alot of pve fights I'm staring at nothing but my KTM frame for 90% of the fight.
Actionbar mod so I can have all my buttons on screen at once and not have it take up more than maybe 1/20th of my total screen real estate.
The Player Frame and Target Frame also need to be featured prominantly and centrally on any decent UI. A Hud would work, but Most huds are verticle bars, which doesn't work well for "comparing" your health/mana version the health/mana of the target.
An all in one bag mod, like Bagnon. The default system of multiple bags is useless and takes up WAY to much real estate when you open up all your bags at once.
An decent enemy cast bar, such as Natur Enemy Cast Bar, so you can keep all your boss timers easily locatable.
The chat window is Necessary when you aren't communicating via vent. It needs to have a dark background so you can read it no matter what environment you are in and not having the background making the text unreadable.
3) The important stuff identified in 2) where do you place it and why? (around your character? sides for peripheral vision? top, bottom?)
Already answered above in 2. Your health and your target's health centrally located are important, and near your cast bar.
NaturECB and KTM should be near each other, because I usually need information from both at the same time on boss fights.
4) At what point do you consider you have too much info on screen
Whenever you have information that you can't do anything about. IE: DPS classes that have something like CTRA displaying everyone's health. (especially when not leading a raid)
UI elements that are mearly for show and have no fuction (ie the gryphons on the default frame)
SCT is alright, if you have it configured correctly, But you pretty much need to seperate out the damage you are doing, from the damage you are receiving, from the healing you are receiving into 3 seperate numbers, or the numbers mixed together don't allow you to react. So when I see that I just took a CRAPLOAD of damage hits, I know that I need to do something quickly to react to it: IE deathcoil, conversely if I'm seeing alot of red AND green scrolling side by side, I know that I'm receiving heals from someone else and I can keep throwing out the dots.
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