News: Preview of Upcoming Interface Changes

I'm sure my opinion is unpopular but at first glance it feels like you are stripping away the Entropia personality from the UI and trying to make it look and feel generic like other games.

But what do I know... I'm just a vampire.
 
Que sera, sera
Whatever will be, will be
The future's not ours to see
Que sera, sera
What will be, will be


Inital impressions (this is a WIP and not the final version)

PROS
  • Standard design interface
  • Clock
  • FPS

CONS
  • Anything with reduced functionality
  • Anything that obscures visibility
  • Changes that cannot be reversed to users personal preference (eg. RED TEXT in the middle of the screen)
  • Inventory icons need improving (see above comments)
  • I prefer the multicoloured health bar we have now (will it still *flash* when at low health?)
 
There shouldn't be anything that isn't moveable.

And as RavenJade said, all this standardization has made things quite boring.
 
I'm sure my opinion is unpopular but at first glance it feels like you are stripping away the Entropia personality from the UI and trying to make it look and feel generic like other games.

But what do I know... I'm just a vampire.
I can relate on the emotional side of this but the problem is that it is such a hodgepodge which has grown wild over the years that it by now must be close to unmanagable to do any work in it at all. The coding is obviously not modular at all, meaning everything that was added was done from scratch. You can tell this is the case by many little details you'd expect to work the same across different elements but they don't. You can't do such a thing in a complex software project and not expect it to fall on your feet later. I'm thinking of the botched attempt to do something with the map along with the new interaction system, map was abandoned half way and left worse than before. Nobody responded to reports about it. I imagine it helped with the decision to do it right this time. If we get a proper framework now, chances are much higher that we can vote for changes that will preserve identity, or even make things customizable so you could choose from several different looks. If we're lucky, we might get something as individual as a McDonald's menu (/sarcasm off).

Theoretically, that is... depends on the policy they have what gets realized. I'm positive about technical improvements but you're right about the soul, it could get lost once more. Some even say it was lost for good already long ago. What is a soul worth to the business people anyway? There are the whales who will keep spending money no matter what, and there are new people who grow up with whatever is presented to them at the time with no sense of its history, and whoever doesn't quit has obviously accepted it. Then there are we, the grumpy old farts who stick around for... tradition. All groups with competing interests get evaluated according to their business value. I'm not saying I like it, just it's somewhat like gravity.
 
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Ability to access auction house anywhere. Please!


Leave the current auctioneers where they are currently - if we want to pick up an item we have won we need to visit them. But for the love of all that is holy, let us browse the auction remotely! We have all these flying vehicles in game but they seem completely unaware of how to browse a website lmao ...

small things make a huge difference :)
 
Oh where to begin???

Lets start with this: Stop trying to copy Virtuverse (or maybe dual universe?) Both those are games in alpha and you are sending your UI backwards in a big way.. (sorry, someone had to say it!)

The uniformity of screens may be nice, but the removal of colors from condition and hp bars? Thats a step backwards (A day one coder makes single color hp bars lol)

5 pages of comments and noone mentions the complete gutting of the skills sceeen??? No colors and all the classic skill icons completely gone??? Thats a big nope from me..

As others already said, the inventory icons are not good, especially that nuke icon.. but really, scrap them all honestly.

Also the mission tracker text is unreadable, the map text font is generic as can be. Really all the font in the menus too..

May look clean and "modern" but it has no soul imo.

Not trying to be mean or negative, just offering my honest takes..
 
What was wrong with this? It's compact, looks sci-fi:
oQeWl6P.png

The PED card
 
mindark, i think i got the best idea for you - maybe just give up on user interfaces and let it be.

make EU run:
from the commandline
in the background
maybe even parallelised
...either on autohunt/automine/autocraft or
...open your platform to user generated clients

EU could then look like everything, everyone could be pleased.

an atrox could look both like a fairy princess or a mechwarrior, do you really care? no. and your participants often deliver awesome solutions in very short timeframes. welcome to the internet!

reduce your own client to a box opener where we can get the globals and hofs we missed, and leave old client as it is, for our whiney dinosaurs of the past like me. maybe even let us chose the version we wanna play, like in minecraft. :laugh:

UI problem solved. noone pissed as usual. win-win! :LOL:

long story short:
MA is a game platform provider, not an UI specialist.
they should focus on the integrity of their platform and the health of their partners, it's about time imho.

and just to remind you, the UI worked quite well for most of us, until you worked on the actionbook recently, remember? i do.
 
Starting off I will quote the post I made and especially the 2nd point in the Just a heads up about the VU and the UI + Lab update thread;

I also would like to clarify since I notice a lot of you are as worried as you are excited about the UI update:
  1. The video will be published sometime after the VU (and it will be published before the UI update is implemented since we want feedback from you all)
  2. The major change in the UI update will be the appearance of the UI = our aim is to make the appearance more consistent. But there will be a few other changes as well, but please know the most major change will be the appearance.

The majority of changes will be to the appearance and performance of EU, most of the previous features will be kept with a few exceptions, where improvement has been the focus rather than removal.

Currently, the previous UI has artistically had some inconsistencies and in those areas we have tried to address them by unifying the overall UI and HUD elements to fit more nicely as a whole.

EU has previously had updates such as DirectX11 and other major features, and it has therefore been important for us to focus on ensuring the performance side of the game. While working on the current UI updates we have found ways to greatly improve the overall performance of the game with the current rework of the action-library and actionbar system, and many of the artistic changes. Everything in regards to the UI has gone through a thorough performance testing phase and we have tried to improve every aspect of it for the betterment of everyone's gaming experience. This being said, we have not focused on removing any current functionality to the ways actions or keybinds function today.

Working with a relatively old UI toolchain there are some limitations and risks involved that we need to consider while reworking the UI and we have tried to stay away from any growing pains in our current UI toolchain to ensure as much of a bug free experience as possible, while at the same time trying to address the above mentioned focuses.

Many upgrades to or major improvements that have been requested or mentioned in this thread are things we at MA agree with, but therefore still need some time to iron out.

We are happy to see that there has been so much feedback, but we will try and clear up some confusion that has grown along the way.

  • All elements: All elements on the screen are still movable with the exception being the dark info-bar at the bottom, going forward we will seek possible options to improve the info-bar.

  • Infopanel: The option to choose which features to display such as PED, FPS, Coordinates etc, is possible by right-clicking the bar and toggling features on/off.

  • Inventory Icons: The inventory icons are currently working as placeholders and are still a work in progress, and we are taking your feedback to design something more fitting for EU.

  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

  • Mapsizes: There are no current plans on changing or removing any of the current mapsizes. The reason for the screenshots to only show two instead of three mapsizes is a bug that will be corrected until the next teaser. We apologize for the confusion.

  • Transparencies of UI Elements: Our plan regarding transparency is not to make the text less visible to anyone, but to make the world around the UI more visible and more immersive. It's still a work in progress and we are currently working on making all the possibly transparent UI elements clear and visible to everyone before releasing it, we are also testing against different day and night cycles to ensure text elements are as visible during all hours.

Again, this is a work-in progress and not the final version of the UI. We are trying our best to meet everyone's expectations and wishes regarding all the UI changes and all the feedback will be taken into consideration for the betterment of EU. :)
 
Thank you My, this is one of the best pieces of communication I have seen in a long time.

I appreciate the work that has gone into the new UI if it improve performance, and knowing that the team are taking into consideration the feedback provided here is reassuring. Your effort on this post has really helped clear up some concerns I had about the new UI.

Thank you again (y)
 
Starting off I will quote the post I made and especially the 2nd point in the Just a heads up about the VU and the UI + Lab update thread;



The majority of changes will be to the appearance and performance of EU, most of the previous features will be kept with a few exceptions, where improvement has been the focus rather than removal.

Currently, the previous UI has artistically had some inconsistencies and in those areas we have tried to address them by unifying the overall UI and HUD elements to fit more nicely as a whole.

EU has previously had updates such as DirectX11 and other major features, and it has therefore been important for us to focus on ensuring the performance side of the game. While working on the current UI updates we have found ways to greatly improve the overall performance of the game with the current rework of the action-library and actionbar system, and many of the artistic changes. Everything in regards to the UI has gone through a thorough performance testing phase and we have tried to improve every aspect of it for the betterment of everyone's gaming experience. This being said, we have not focused on removing any current functionality to the ways actions or keybinds function today.

Working with a relatively old UI toolchain there are some limitations and risks involved that we need to consider while reworking the UI and we have tried to stay away from any growing pains in our current UI toolchain to ensure as much of a bug free experience as possible, while at the same time trying to address the above mentioned focuses.

Many upgrades to or major improvements that have been requested or mentioned in this thread are things we at MA agree with, but therefore still need some time to iron out.

We are happy to see that there has been so much feedback, but we will try and clear up some confusion that has grown along the way.

  • All elements: All elements on the screen are still movable with the exception being the dark info-bar at the bottom, going forward we will seek possible options to improve the info-bar.

  • Infopanel: The option to choose which features to display such as PED, FPS, Coordinates etc, is possible by right-clicking the bar and toggling features on/off.

  • Inventory Icons: The inventory icons are currently working as placeholders and are still a work in progress, and we are taking your feedback to design something more fitting for EU.

  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

  • Mapsizes: There are no current plans on changing or removing any of the current mapsizes. The reason for the screenshots to only show two instead of three mapsizes is a bug that will be corrected until the next teaser. We apologize for the confusion.

  • Transparencies of UI Elements: Our plan regarding transparency is not to make the text less visible to anyone, but to make the world around the UI more visible and more immersive. It's still a work in progress and we are currently working on making all the possibly transparent UI elements clear and visible to everyone before releasing it, we are also testing against different day and night cycles to ensure text elements are as visible during all hours.

Again, this is a work-in progress and not the final version of the UI. We are trying our best to meet everyone's expectations and wishes regarding all the UI changes and all the feedback will be taken into consideration for the betterment of EU. :)
Great reply! Thank you for the update and for listening to the community's feedback. I'm excited to see all the positive changes coming our way. ?
 
Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.
Thank you very much for this response :beerchug:

In this scenario, will we still be able to do things like bind a FAP to the Backspace Key and a Gun to a Key on the Number Pad?

EDIT: Are the new Action Bars pre-bound to certain keys? In the screenshots it looks like they are bound to the number keys.

EDIT: Will there be a way to bind specific locations on the action bars to specific keys on the keyboard (without using modifiers like Ctrl and Alt)?
 
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...you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar.

So the answer is yes? you are removing our ability to have icons anywhere we like? If so, this is by far the worst decision you have ever made.

If I'm confused can you reply more simply? a yes or no will be enough.
 
Starting off I will quote the post I made and especially the 2nd point in the Just a heads up about the VU and the UI + Lab update thread;



The majority of changes will be to the appearance and performance of EU, most of the previous features will be kept with a few exceptions, where improvement has been the focus rather than removal.

Currently, the previous UI has artistically had some inconsistencies and in those areas we have tried to address them by unifying the overall UI and HUD elements to fit more nicely as a whole.

EU has previously had updates such as DirectX11 and other major features, and it has therefore been important for us to focus on ensuring the performance side of the game. While working on the current UI updates we have found ways to greatly improve the overall performance of the game with the current rework of the action-library and actionbar system, and many of the artistic changes. Everything in regards to the UI has gone through a thorough performance testing phase and we have tried to improve every aspect of it for the betterment of everyone's gaming experience. This being said, we have not focused on removing any current functionality to the ways actions or keybinds function today.

Working with a relatively old UI toolchain there are some limitations and risks involved that we need to consider while reworking the UI and we have tried to stay away from any growing pains in our current UI toolchain to ensure as much of a bug free experience as possible, while at the same time trying to address the above mentioned focuses.

Many upgrades to or major improvements that have been requested or mentioned in this thread are things we at MA agree with, but therefore still need some time to iron out.

We are happy to see that there has been so much feedback, but we will try and clear up some confusion that has grown along the way.

  • All elements: All elements on the screen are still movable with the exception being the dark info-bar at the bottom, going forward we will seek possible options to improve the info-bar.

  • Infopanel: The option to choose which features to display such as PED, FPS, Coordinates etc, is possible by right-clicking the bar and toggling features on/off.

  • Inventory Icons: The inventory icons are currently working as placeholders and are still a work in progress, and we are taking your feedback to design something more fitting for EU.

  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

  • Mapsizes: There are no current plans on changing or removing any of the current mapsizes. The reason for the screenshots to only show two instead of three mapsizes is a bug that will be corrected until the next teaser. We apologize for the confusion.

  • Transparencies of UI Elements: Our plan regarding transparency is not to make the text less visible to anyone, but to make the world around the UI more visible and more immersive. It's still a work in progress and we are currently working on making all the possibly transparent UI elements clear and visible to everyone before releasing it, we are also testing against different day and night cycles to ensure text elements are as visible during all hours.

Again, this is a work-in progress and not the final version of the UI. We are trying our best to meet everyone's expectations and wishes regarding all the UI changes and all the feedback will be taken into consideration for the betterment of EU. :)
Thank you My
 
Starting off I will quote the post I made and especially the 2nd point in the Just a heads up about the VU and the UI + Lab update thread;



The majority of changes will be to the appearance and performance of EU, most of the previous features will be kept with a few exceptions, where improvement has been the focus rather than removal.

Currently, the previous UI has artistically had some inconsistencies and in those areas we have tried to address them by unifying the overall UI and HUD elements to fit more nicely as a whole.

EU has previously had updates such as DirectX11 and other major features, and it has therefore been important for us to focus on ensuring the performance side of the game. While working on the current UI updates we have found ways to greatly improve the overall performance of the game with the current rework of the action-library and actionbar system, and many of the artistic changes. Everything in regards to the UI has gone through a thorough performance testing phase and we have tried to improve every aspect of it for the betterment of everyone's gaming experience. This being said, we have not focused on removing any current functionality to the ways actions or keybinds function today.

Working with a relatively old UI toolchain there are some limitations and risks involved that we need to consider while reworking the UI and we have tried to stay away from any growing pains in our current UI toolchain to ensure as much of a bug free experience as possible, while at the same time trying to address the above mentioned focuses.

Many upgrades to or major improvements that have been requested or mentioned in this thread are things we at MA agree with, but therefore still need some time to iron out.

We are happy to see that there has been so much feedback, but we will try and clear up some confusion that has grown along the way.

  • All elements: All elements on the screen are still movable with the exception being the dark info-bar at the bottom, going forward we will seek possible options to improve the info-bar.

  • Infopanel: The option to choose which features to display such as PED, FPS, Coordinates etc, is possible by right-clicking the bar and toggling features on/off.

  • Inventory Icons: The inventory icons are currently working as placeholders and are still a work in progress, and we are taking your feedback to design something more fitting for EU.

  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

  • Mapsizes: There are no current plans on changing or removing any of the current mapsizes. The reason for the screenshots to only show two instead of three mapsizes is a bug that will be corrected until the next teaser. We apologize for the confusion.

  • Transparencies of UI Elements: Our plan regarding transparency is not to make the text less visible to anyone, but to make the world around the UI more visible and more immersive. It's still a work in progress and we are currently working on making all the possibly transparent UI elements clear and visible to everyone before releasing it, we are also testing against different day and night cycles to ensure text elements are as visible during all hours.

Again, this is a work-in progress and not the final version of the UI. We are trying our best to meet everyone's expectations and wishes regarding all the UI changes and all the feedback will be taken into consideration for the betterment of EU. :)

Thank you for some clarification. :)
 
  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

  • Mapsizes: There are no current plans on changing or removing any of the current mapsizes. The reason for the screenshots to only show two instead of three mapsizes is a bug that will be corrected until the next teaser. We apologize for the confusion.

The first one begs the question, how the hell can I assign a new weapon to the key the old weapon was ?
Do I have an oppurtinity to define an order in the inventory ? Preferably with all the attachemnts of the first weapon ?
Going through the action library (probably doing even a search before I can do anythin)g) then assigning that action to a key and then the gun to the action sounds really really cumbersome. Like nothing like I could do now in 5-7 seconds.


As for Mapsize...
Ok. was a misrepresentation, but not having a plan for something that everyone has wanted to for over a decade ? Can it really be so hard to make a map to really zoom in to take the TP you want instead of fiddling with pixels till one gets it ? I rally do not know what resolutions you try it on, but I am having problems on getting that right TP pixel on 48 inch in 1080p.
 
will this let us turn off global and hof notifications since they just seem to imply that this is nothing but a damn casino?
 
So the answer is yes? you are removing our ability to have icons anywhere we like? If so, this is by far the worst decision you have ever made.

If I'm confused can you reply more simply? a yes or no will be enough.

They may be going the way of the mob healthbar and goldcard. Remember them?

Time for your dose of Prozium Angel. It helps.
 
Thanks for your reply that looks at a fair amount of what we have mentioned. I get the distinct impression that the reply is not (all) your own wording, or have you learnt MA-speak-Eng that fast?

It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.
So basically, my fears and those of others were mostly right... so far. We can only drag to our action bar of up to 10 icons, even if we can switch between 5 bars. However, if we note down our own key bindings we can use many more of them, just not have an on-screen icon.

And yes, how do I quickly swap out a used weap, or even bind a weap in the first place if it is not an action library entry???

Will we have to assign weaps a bit like we can define clothing or armour sets to one key/icon? I sure hope they are easy to edit then!!!

And it may be as bugged as the map size confusion you gave us, but I only see 1-9 weapons called set 1 in all the pics so far with terrible transparency and what looks like a box that could be for an 0. I have something like 40 icons around the screen when I play for quick waving or spawning vehicles. Most of these DO NOT currently have key bindings. Are you saying we MUST key bind and remember which vehicle is where, instead of clicking on icons we recognise?
You really don't want players to stick around, is that it?!
 
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  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

Thanks for the reply and good communication. It may be a good idea to post that in the opening post so people don't miss it in the spam. In regards to your guys current design plans for Keybindings. Please reconsider making it possible to drag any inventory item to anywhere on the desktop (not just the hotbar). Many players like to drag emotes, certain system actions and most of their gear to the desktop (and you're limited to only certain keys if you are forced to use the hotbar).
A lot of players are used to playing this way and there's limitations and its a pain to be forced to use keyboard. I know players who play exclusively on their phone/ipad by pressing the icons. I myself have done this sometimes. I also like to switch it up by playing with just the mouse by clicking on the icons when I get tired of using the keyboard. There's also a matter of disability users being able to play. Having more options ensure that most people can still play the game.
 
My biggest concern:

Up to now it was possible, ok after last GUI changes it needed some more clicks, to make a Icon with armor set, like a Icon to change to Vigilante Armor with one click or with right click unequip the whole armor set. How can this be done with new UI where you can not place Icons on screen anymore?
Second biggest concern is like many others, can I still use othre keys to map my weapons and other actions? I f.x. use the , . - and ö ä $ (swiss keyboardlayout) on the bottom right of my keyboard for my usual wepons and the keys below to switch targets of as "F" key, is this still possible or do I need to change all my keyboard layouts and can only use the 1 to 0 number keys on top of the keyboard to switch weapons?

Why do you allways make the UI having less possibilities like the one before?
Last time you removed a lot of features how to position the viewpoint of my avatar, select previous or next target and in fact cycle trough all targets and not only trough randomly by you selected targets and sometimes also others at random interval, dragging out healthbar of next target while shooting at a target etc. now you start to reduce the fuctionallity of keyboard mapping or adapting the UI with Icons to our style how we play the game.

I know some who only use the icons of their weapons to select their items, faps etc. how do you think these people will enjoy your changes?

Why is it better to have fewer Professons per page displayed?
The professions and skill windows are easyier readable now than with your changed design.
 
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  • I prefer the multicoloured health bar we have now (will it still *flash* when at low health?)
This. Would hope that the healthbar of our avatar (and that it will still show avatar name there), the mobs and items stays multicolored. Ideally similar look to preserve some sense of nostalgia entropia feeling..
 
  • Keybindings: It is still a work in progress and not yet decided fully- However, the current difference so far with the icons/actions/keybindings is that you won’t be dragging a single icon onto the mapping keyboard, and then onto the screen. Instead you can set up and bind your keys to actions in the action library, then drag it onto the action bar. It will be possible to bind keys or key-combinations like Q W E R, or Shift + Q, CTRL + Q etc. In the update we are working on, it is currently possible to activate or deactivate up to 5 x Action bars in the settings panel, which means it will be possible to have 50 active skills to display on your screen, and if needed you can use the second or third page on each Action bar to increase that number.

No more dragging icons onto a keyboard map or screen?? Instead, only binding keys (under options, I presume) to actions from the Action library, then only having an 'action bar' to drag them to??? Does this mean that the keyboard map is going away, too?? And then, HOW do we drag or bind ITEMS, from Inventory, such as pets, tools, weapons, vehicles?? How will binding keys to items work if it's only "Action library" and "Action bar"?? :((((( :///// 8___(((

And as Sub-Zero pointed out, many players use TONS of on-screen icons so that they can easily click them with mouse (on PC) or press them with finger (on mobile). I myself personally am a nearly all-keyboard hotkeys user (no icons on my screen except the built-in game/system ones up top); but I have seen many other players use HUGE GRIDS and ARRAYS of on-screen icons for their game play action.. especially the players with hi-res large desktop areas... I'm talking like 15 by 15 icon-grids, with hundreds of actions, items, icons.

MA needs to seriously rethink this aspect....
 
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