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About Reto.Odin

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    UI Designer

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  1. Reto.Odin

    Colorblind issues reticle

    Good feedback. Especially yours, @Sqeek. This is the sort of detailed, but to-the-point information that I love to see. I wish more colourblind users would chime in. As mentioned, we need to start somewhere and the crosshairs has been the most widely requested among our colourblind players. Hopefully we'll get to address the other troublesome components in turn. It's my hope to turn the setting into a general one later on so that it affects a number of UI aspects with a single setting based on the type of colour blindness you have. Using blue would handicap those with tritanomaly/tritanopia or blue-cone monochromats and using white light would just handicap all of us rather than a small percentage. In the end, no matter which color is used to signal something, a small percentage of users will have issues. So rather than make far-ranging changes which disadvantages the majority and messes with a century of standards and expectations, I think it's much more constructive to imbue designs with secondary and tertiary markers. After all, there are more ways to signal things than color. Shape, size, sequence, movement, contrast and intensity are but a few. Notice how traffic lights at crosswalks use both shape, sequence and distance to signal their state. Even suffering from color blindness, you can easily understand in which order they appear, and in addition there are shapes to help you discern the state. Could society do more to address disabilities? Most assuredly! But that's not really within the purview of this discussion. To those of you who suggested having a full-blown editor for the crosshairs with a colour picker and controls for size, thickness, borders, type, look and feel: While that would certainly be great, it simply doesn't scale. If we are to offer colourblind adjustments for spotted enemies, ping indicators, tracers, hit indicators, markers, health indicators, warning icons, etc, we simply can't offer that kind of fine grained control over every facet of the HUD. It would turn Heroes & Generals into a UI design application, and we'd have no time to work on anything else. My bet is that you'd also rather be playing than spending all your precious free time clicking through menus.
  2. Reto.Odin

    Colorblind issues reticle

    As alluded to by Reto.Hades, for this first iteration, we're focusing on the aiming reticle only. However, I thought it would be a good opportunity to gather some more information for any future expansion of color blindness support. From those of you with color blindness, I'd specifically like to know: 1: What type of color blindness do you suffer from (Deuteranomaly, Deuteranopia, Protonomaly, Protonopia, Tritanopia, other) and how severe is it? 2: Does the red aiming reticle (predominantly used on vehicles) cause issues for you, and if so, in which situations (e.g. when the reticle moves over trees or undergrowth)? 3: Are other parts of the HUD causing issues for you? If so - which ones? Your help is much appreciated!
  3. Reto.Odin

    Update 1.12 - General feedback

    I did. Lots of constructive feedback and bug reporting in this thread in general, so keep it up.
  4. Reto.Odin

    Deploy token System [Stream Feedback]

    Hahahah! I don't mind nagging, as long as it's constructive nagging. Oh, and thanks for updating the OP. Hopefully that will help calm everyone down a bit. Goat received and devoured. In a word? Fabulously. One has not truly ridden until one has tried an octaped. The best equestrian experience prayers can buy.
  5. Reto.Odin

    Deploy token System [Stream Feedback]

    Hey BushElito, Thanks for the feedback. As for your question, the short answer is "all of it".
  6. Reto.Odin

    Deploy token System [Stream Feedback]

    I'm copy/pasting as fast as my poor hands can muster!
  7. Reto.Odin

    Deploy token System [Stream Feedback]

    Hey everyone! It's clear that the talk about overhauling the deploy system yesterday created some pretty strong reactions. As one of the people directly involved in these design discussions (on the UI side of things), I'd just like to chime in, too. 1. First off, I'd just like to say that it's really awesome that we are able to gather feedback from you guys early on in the process. This thread alone has already generated a lot of super useful feedback that we'll bring back into our discussions. What is also clear to me, however, is that we need to get better at communicating at _what stage_ the features we discuss with you guys are actually in. Which leads me to my second point... 2. What was presented yesterday are design IDEAS. Not a single line of code has been written to implement any of this. There seems to be a prevailing assumption that what was discussed yesterday is already decided, designed and on its way into the game. Rest assured, that's not the case at all. We're currently in the ideation stage where we're trying to hash out different solutions to a long list of the concerns you guys have identified over a number of months. That means the "design" exists as a constantly evolving collection of sticky-notes and crude drawings at this stage. The whole point of talking about it in the stream was to get you guys involved in the process as early as possible to get some constructive feedback to help it evolve. 3. The revised deploy system does not stand on its own. The deploy system that RedBjarne talked about yesterday is not something we intend to just bolt on to the game as it exists today, as that would just be adding more restrictions to existing ones. In fact, we're trying to do the opposite: The deploy system will be part of a handful of design changes which aims to give you guys more freedom by removing a lot of the other restrictions and convoluted systems in the game. As such, the deploy system will be completely dependent on the other design changes we're currently discussing. One of them being an overhaul of the squad system (which a lot of you have pretty high up on your wish lists. ^_^), removal of the aux seats and the restrictions that came with them, as well as trying to open up the ability for more friends to play together on the same team. 4. As we progress, we'll be sharing all of these other changes with you. As we continue to draw you into the design process and you're able to see the designs in context, you will be able to provide us with even better feedback as the picture gets more clear. I'm currently typing up a list of the things we'd like to achieve with the design changes with the help of your input. I just need a little time to type it up as I want to make sure each point is made clear and won't confuse anyone. Oh, and since I'm pretty sure this my first forum post, I really should introduce myself: Hey everyone! I'm Reto.Odin. - Your resident god of UI/UX Design.