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Old Feb 15, 2007, 04:05 PM // 16:05   #41
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All of them are excellent. Though I think it'd be good to put the preview when loading templates a bit more to the right.
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Old Feb 15, 2007, 04:12 PM // 16:12   #42
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I like the skill panel changes a lot, but I don't like the attribute panel changes to be honest.
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Old Feb 15, 2007, 05:05 PM // 17:05   #43
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When I first saw the changes I thought they were ugly and semi-useless. However, I fully did not expect to see a thread about here, lol.
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Old Feb 15, 2007, 05:14 PM // 17:14   #44
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Mostly agree with Ensign

Quote:
Originally Posted by Ensign
I dislike the changes to the attribute panel (as does everyone I've talked to about it), but the rest of the skill panel UI changes are excellent.
Although, I also dislike the popups, can we have a choice to disable them? - That would be neat
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Old Feb 15, 2007, 05:20 PM // 17:20   #45
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i like it. I hated the way it was before cause the attribute name was too far away from where you put the points in.

Use to get too confussing, especially if you're a W/E
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Old Feb 15, 2007, 05:24 PM // 17:24   #46
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Quote:
Originally Posted by cellardweller
Skills pane *thumbs up*
attribute pane *thumbs down*
It can be said that easy.
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Old Feb 15, 2007, 05:50 PM // 17:50   #47
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*sigh*...

Another hit and a miss.

They're trying though, so kudos for that.
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Old Feb 15, 2007, 05:59 PM // 17:59   #48
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They need to fix the design flaw in the Attribute Panel as had been said. If there are going to be popups, have them popup farther to either side so it doesn't cover the screen it's trying to help you with. You can't change settings on a screen you can't see or at least be sure you're changing the right attribute. I love the grid for the skills though and most of the other changes.
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Old Feb 15, 2007, 06:10 PM // 18:10   #49
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Has anyone here ever heard of pro-active construction and design?
My goodness.

Why did they move the attributes to the left? Perhaps they'll be implementing a future addition to this panel (such as new levels to gain, and new attributes to earn in future chapters...?). So why not put the 'core', or starter, attributes first, followed by the next installment? Perhaps this has something to do with being level 20 in Tyria, Elona and Cantha, but gaining levels in the next continent seperately.

Why are skills in grid format? Maybe so you can see, in the future, which skills you're missing, such as ghost skills which are greyed out to show you still need it (or need to capture it).

Not every single change to the game has to do with the now. This appears aesthetic, but honestly, think outside the box.

They're designers. We're players. Let them design, so we can play.
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Old Feb 15, 2007, 06:41 PM // 18:41   #50
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Quote:
Originally Posted by Spellforge
I find it annoying that when I do my attributes up or down I get the popup detailing the attribute function OVER the top of the values.
So I put points in to go from 14 to 15 to 16 but the values are obscured by the popup
Well, I like a LOT the attributes names and the way numbers are together now, that is PERFECT, less confusing to read, but ... make me feel the attributes panel is for left-handed people, and most of people is right-handed, so the numbers must be in the right part of panel but keeping the attributes names together, not as before patch.
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Old Feb 15, 2007, 07:07 PM // 19:07   #51
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I really like the changes to the display skills option and the text display of your skill bar.

But, the Attibute panel seems backwards to me now. As was stated, the popup blocks the current amount the Attribute, and it is too far to the left. Too much empty space.
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Old Feb 15, 2007, 11:20 PM // 23:20   #52
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Quote:
Originally Posted by Morgenstern
I don't find this a problem, i find the new way of displaying how many un-used points you have left over is abit less professional, and looks abit tacky. I prefer the old small symbol in the corner....
The thing I like about that is that you could tell how many points you had gained.This was it shows you no where how many points you have.
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Old Feb 15, 2007, 11:25 PM // 23:25   #53
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Arrghhhh new attribute panel, why are you so? You used to be so easy and now your a pain in the bum
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Old Feb 15, 2007, 11:25 PM // 23:25   #54
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I'm also annoyed at the remaining attribute points being in parenthesis. Ever since Nightfall, ANet has been trying to make the interface more and more user friendly to the point where it looks tacky. I miss Ye Olde Prophecies Interface.
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Old Feb 15, 2007, 11:42 PM // 23:42   #55
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Everything is great except for the damn attributes. The arrows in a different area are extremely annowing to me.
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Old Feb 16, 2007, 12:37 AM // 00:37   #56
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Quote:
Originally Posted by Feminist Terrorist
As I complained about before, we read from left to right, and are used to lower numerical values on the left, and higher on the right. This update has borked that all up by switching everything to a mirror image, essentially. It makes sense to have the name of the attribute on the left, then the button to lower that attribute, then a button to raise that attribute. It's logical and what most of us are used to. It made no sense to change that, and I really hope I don't hear that excuse of "the community asked for it".
I agree. The one thing that made me mad was the attributes up and down switched around; I say "Oh, wow, my new paragon can raise his leadership a few times!" Then I go out and get no energy from shouts and notice that I actually reduced it to 0 rather than raised it.
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Old Feb 16, 2007, 01:08 AM // 01:08   #57
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Quote:
Originally Posted by Konrow
Everything is great except for the damn attributes. The arrows in a different area are extremely annowing to me.
Not quite...

The attributes panel is the most annoying thing i've ever seen... why the f*ck did they switch it round?! AND leave half a mile of empty space next to it?! F*cking morons.

Anyway... The only thing i hate equally as much as the attributes panel is the shit they pulled with the templates box. Fair enough, it bringing up the build/attributes is a very good idea. But which arsehole made it appear IN THE MIDDLE OF THE TEMPLATES LIST!!! I look at 1 build and have no idea where the rest of them are.

Personally i think this update was the worst 1 they've ever done. The good things about it are completely trivial, some things (mini-pets in towns?) are completely useless, the rest is just plain awful. The good bits don't make up for the bad bits imo.
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Old Feb 16, 2007, 01:15 AM // 01:15   #58
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I like the changes but it's all backwards and mess now. They could have kept the top part the same as it was and still add the skill descriptions (i like how you could watch exactly what changes...) The arrows are fine. The changes are fine.
But the reversed attribute thing has really tripped m up :/ but I'll adapt eventually.
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Old Feb 16, 2007, 02:05 AM // 02:05   #59
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Sadly I think this is going to be one of those UI changes, like the ugly multicolored skill monitor, where there will be no option to go back to the old UI, and we just have to get used to it or gtfo.
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Old Feb 16, 2007, 02:05 AM // 02:05   #60
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I still think the most helpful thing would be a way to separate the skill by profession and atributte, not prefession OR atributte.
For the, the problem of rolling miles and miles is that i have to pass by a lot of skills that i dont use, wich usually belong to my secondary profession.
Maybe if we could hide the skills it would be more useful. For example if i were a Me/E and i could just hide the atributtes i wouldnt use (fire, water, etc) by clicking at the atributte's name

And i find the grid thing very, very, very confusing. Not to mention that my eyes hurt a little by seeing a big contrast
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