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UPDATED UI W.I.P.

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  • JarethJareth Member Posts: 73

    This is definitely going in the right direction, and it's appreciated that you guys are working on it so quickly.

    My concerns would be that survivors are still a bit spread out by being vertical and the colors aren't quite as contrasted. After playing a few days I noticed that I almost never looked at the survivor icons or gen counts except when there was down time (more often as survivor compared to killer). When I did look, it wasn't a quick glance and get all the info, I had to actually look and parse the info. So I'm wondering if it will be easier to quickly see with this layout but still not as easy to get all the data that's important in that quick glance.

  • BwstedBwsted Member Posts: 3,059

    This is what I would have expected with the kind of info they want to add (portraits, counters, etc.) The layout in your image is just too good to pass up. They can also use the current injured icon over the adept portraits for that status and then the icons to subsitute the portraits for dying and hooked, if they prefer. The hook counter for survivors can also go below the portraits, like the did in the Best of the Best tournament. That's just to illustrate a few options that really don't mess with the underlying structure. Regardless, I find this concept so intutitive that I don't understand the resistance against it. This would be, and would have been, a no-brainer for me.

  • JasmineDragonJasmineDragon Member Posts: 372

    So in a recent tweet, they've claimed they are making these huge compromises.



    "A quick list of the most notable changes:

    • Lowered Survivor statuses

    • Lowered hook counter

    • Moved objectives from top to bottom left

    • Removed text from objectives

    • Skill checks now have their own UI scaling option"


    It is just so painful that they are passing this central left positioning off as "bottom left". Not only has it been made clear that we will not play like this, but what does this half measure crap do? If they are so dead set on leaving more space for the names and icons, why not just do a 2x2 grid? there is so much empty space at the bottom not being used. They won't even tell us why they want this vertical layout so badly.

    If this was about doing what the community wanted they wouldnt have waited for review bombs and terribly low number of active users. This is damage control, and the responses we've been seeing via socials just doesn't make me feel like our opinions are valued.

    I've loved this game since release, I have thousands of hours and have recommended this game to dozens of people who also got super into it. Hell I've probably gifted six copies to friends over the years. This game has lasted so long for a reason, I don't want to sit here and complain about every detail, I just want to see them take their time, consult the community, and act like they care about the people that made this indie company a huge name. I don't feel like thats asking for a lot, but when they can't even tell us WHY they are doing these things and fighting us at every turn, then its hard to have faith in them

  • So they said they heard people's suggestions but want to make sure they can get it out soon....

    Why does it take that much longer to put something horizontally than vertically I just don't get it.....it's a UI....you adjust the positioning values and that is all.

  • yobudddyobuddd Member Posts: 2,172

    Why does the killer need a hook counter instead of the “hook state pips” that survivors see?

    I think it’s good to know at a glance if the survivor you downed is on death hook. Sometimes I wanna show mercy and give them more playtime, but twin potatoes can lead to me prematurely sacrificing someone.

  • JPAJPA Member Posts: 1,685

    How is this a clear lack of care for the userbase?

    The main complaints were the items being too spread out, mainly the objective counter on the top (now grouped with the other elements), and the status icons now as far towards the bottom as they can go.

  • Frontdoor6Frontdoor6 Member Posts: 609

    For god's sake, you guys are never happy with what they do

  • SunderMunSunderMun Member Posts: 2,791
    edited February 2021

    Its definitely better, but still looks overbearing as it takes up so much more space overall.


    As well as this, the portraits and new symbol for being injured simply don't fit; it's hard to read as injured (feels more like it means they're an obsession and confuses more than helps, tbh) and there's too much distracting detail to follow who is who from the portraits.

    Another issue is that the perks and the power/item part of the UI simply isn't lined up and it looks off as a result.


    Oh, and as mentioned before, the hook timer is impossible to follow as it's so hard to read; it blends in and is too small. If we scaled the UI, the UI would be too big and it would still be hard to read due to it blending in.

  • RattmanRattman Member Posts: 1,194

    Empty space needed for scaling, isn't it?. This stuff can be customised.

  • TaigaTaiga Member Posts: 369

    I don’t have any problems with the current HUD, but I’m a bit surprised that most of you seem to be very happy with those changes. This one looks actually worse in my opinion because now everything looks stuffed into the left corner. I’m actually just glad that most people will finally stop complaining now.

  • DeceptivePastryDeceptivePastry Member Posts: 48
    edited February 2021

    This honestly looks perfect, except instead of the little injured/downed icons in the corner I would have a red slash going over the portrait diagonally just like how it does on the new HUD, but the red would contrast with gray better. I like each survivor having a unique icon but I do prefer the grayscale rather than colored.

  • JasmineDragonJasmineDragon Member Posts: 372

    if thats why thats a really poor reason to begin with, but the least they could do is convey that

  • doitagain_doitagain_ Member Posts: 722

    I think this work in progress hud is 10x better than the current one and at least they're planning on rolling it out in a hotfix instead of waiting for next chapter.

    I still prefer the old hud though since this is now blocking a good chunk of our left FOV. Honestly I just dislike huds in general and wish we could toggle the entire thing on/off while in-game.

  • JasmineDragonJasmineDragon Member Posts: 372

    one of the issues, the other being how it obscures the screen and is generally distracting.

  • FraudetteFraudette Member Posts: 84

    I didn't have high hopes, but I'm incredibly stoked about the fact that there was any change at all! Even if I still have my gripes, the new HUD is far better than the first one, and I'm much more inclined to play on it. I do hope there are a few more tweaks that are added, but overall? Huge step forward imo.

  • Micheal_MyersMicheal_Myers Member Posts: 1,144

    Can we please just have a in Game HUD customization option. I love the original HUD that you sent out on the original patch. It's less cluttered and less painful on the eyes. I'm used to this HUD already due to other games using the similar styled HUD so please scrap this:


    And just allow them to customize the HUD in game so I can play without my eyes puking by everything just being cluttered.


    Please Devs just add: **Customize HUD** in game option and we will all be fine.

  • ASpazNamedSteveASpazNamedSteve Member Posts: 1,783

    It's... better.

    Still yet to be good though.

  • ZenroZenro Member Posts: 319
  • WraithMainWraithMain Member Posts: 1

    I will say the same what's been said many times, please, make survivor icons horizontal again. Right now they are way too big and block field of view. Making the icons smaller, to see more of the surroundings, makes point counter almost unreadable (small and fast) but more importantly, survivors health bar even harder to get info from.

    Hook counter for killer is, in my opinion, completely uselss thing to have on screen which just takes space. Player still needs to remember survivor hooks in his head (as it should be), overall count hook gives him nothing or very little of not much useful info. If it has to be there, why not hook icon with token style number?

  • DustinDustin Member Posts: 1,690
    edited February 2021

    I do like this iteration but I have a few bits of criticism still. However I'll need to see some things in motion to fully comment.

    • Perks and ability positioning is fine.
    • Power at bottom left is fine.

    Regarding the survivor portraits, names, hook counter and generator count.

    • For the generator when it was moved to the top center the generator icon would move when the hatch appeared. For me personally I found this visually distracting. I would prefer that when the hatch appears it doesn't move the generator icon. Pretty much how it was prior.
    • The generator icon and number could be scaled up about 10% of what it is now so the generator icon is about the size of one of the addon icons.
    • Regarding the survivor portraits - I still strongly feel that either icons should show cosmetics or if they're default outfits should be a bit more transparent or greyscale. I feel as they are now adds too much noise for when a survivor is injured or has a debuff making the status hard to read. I feel the font size of the names could be slightly larger. Let's say the font size is currently 12 as an example. It could be rolled up to a 14.
    • My personal bias on this is the names and text for objectives could be hidden and at the press of a button they could appear either through a hold or toggle. I'm pretty sure the TAB (Keyboard) / Back (Xbox) / Select (Playstation) buttons are unused so it could be used for UI toggles.

    Upsides of this UI is it's much easier to glance at and everything feels more natural. Aside from rescaling some things slightly I could see myself easily loading into a game and having no issue with this iteration. If I need to stare at something I either look at the bottom left or right and that's it.

    Overall I know it seems like there's now little change from the original but it looks like a nice touchup and overall looks good so far. I look forward to seeing the final product.

    Edit - One additional thing

    Personally regarding the backdrop of the survivor icons. Something about them seems to bother me but admittedly I can't put it into words it just feels like the backdrop for the icons seems to not match the rest of the UI. Maybe it's taking up too much space but I'm admittedly not sure what it is. Just something about it irks me looking at it long enough but suppose this part can be disregarded since I can't bring it into words what the issue even is.


    Edit 2 - Here's a gif of scaling changes I would make

    Gifs aren't allowed hang on


    Changes I made to UI

    • I scaled down the survivor portraits because all that matters is the status of the survivor nothing else. Font size left the same.
    • I scaled down the hook counter for killer because ultimately it is just to see how many hooks you need for max hooks. The circle was scaled down smaller since all you're looking at is lit bars that are clear to tell based on how full the circle is.
    • The generator icon was scaled up. The font size for the number of generators left was kept the same.
    Post edited by Dustin on
  • BossBoss Member, Trusted Posts: 13,581

    Only thing i'd like to see a further change is the Survivor portraits.

    Rarely do i have a need to look down, but i would like to clearly see to my left.

    The compact layout at the bottom-left on the old HUD worked just fine.


    But other than that, i have no complaints on the new WIP.

  • ScreeneeScreenee Member Posts: 6

    The design looks better. But you can see it as it is. They don't want to revert to the old HUD. So they change the appearance from "worst" to "not sooo bad". Everyone would be glad to get back the old HUD. All the devs do now is to say: "Here, look, we've heard you". But they didn't hear. They want to protect their useless work, and following the comments here they are successful. Give the players a bone and they will stay in the game. That's all.

  • cindlemaincindlemain Member Posts: 92

    I don't know if anyone has already pointed this out but they could be forcing the vertical survivor pictures because there are a decent amount of shooters, Borderlands for example, and single player games, where the companion icons are vertical and in the top left hand corner.

    They could have thought it would be a popular move and bring in more people or something stupid like that. However those games are designed for a hud like that. This game isn't as the backlash shows.

    Seems a lot of the changes they making is geared towards bringing in new people, not keeping the player base they already have


    Thought I might throw that out there

  • xSymanthaxSymantha Member Posts: 56

    Concepts like this always look so clean and look like they belong in Dead By Daylight. The adept portraits would be best for keeping the style that dbd already has.

  • Majin151Majin151 Member Posts: 937

    As someone who prefers the old HUD this is a step in the right direction one of the major reasons I didn't like the judge that much was because you had to look far away from the skill check meter to see how fellow survivors were doing via the portraits

    Although I think the survivor portraits should go one of two ways make them adaptive where it shows the cosmetics that the survivors are using in that match

    Or use a white head icon of the survivors currently used for that match to fit the art style more

    Because the way it's just default survivors kinda makes it bland and breaks the art style which was one of the reasons that made the old ui loved


    Tldr it's a step in the right direction but the portraits still need a bit of work

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