Entries in user interface (3)
PTR 3.3: New Build Deployed, Patch Notes Updated
It looks like that little bit of extra maintenance on the PTR today wasn't just for show, as a new build of 3.3 has been deployed on the test realms. Unfortunately, this one doesn't seem to be quite as substantial as the first two, as there seem to be no new instances to run through. Part of me wonders if they'll just keep Halls of Reflection internal for the duration of the testing period in order to preserve the secrecy of whatever events might transpire there. But that doesn't mean there aren't any new or interesting changes. Here are the updated patch notes:
DruidAs you can see, several spells have been redesigned (and I'm personally pretty happy about the reduced cooldown on Rebirth), but some of the most exciting changes are coming to the User Interface. Though allowing anybody in your party to mark targets may seem like trouble waiting to happen for an unruly group, it should be quite beneficial for those that know how to control themselves. It takes some of the sweat of the tank or raid/party leader if other people can be designated to mark targets on the fly. Likewise, I'm glad that they're finally adding a "tentative" option to calender responses. I'm sure we've all had days when we weren't entirely sure we'd be able to make it to a raid or not, and just knowing that much makes organizing them a heckuva lot easier. As for the nameplates? Well, I always have them on, and while I can see a few problems with allowing them to overlap, I think it'll be much less confusing than the current setup which has them bouncing all over the place when there is a large group of mobs to deal with. That makes them extremely hard to individually target with the mouse. You go to click one and its nameplate has just jumped across the screen, and we all know that mis-targeting can, on occasion, lead to rather unfortunate consequences. As a side note, MMO-Champion has revealed that Oswald the Penguin will now once again go by his old name, Mr. Chilly. One might wonder why Blizzard did such a quick one-eighty! This new build is sure to bear more fruit as we continue to explore what it offers, so please stay tuned, and let us know what you think of the changes above!Hunter
- Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
- Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% instead of its previous effect.
Mage
- Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes. Cannot be used in Arenas.
Priest
- Improved Scorch: The debuff from this talent no longer stacks, and instead can apply the full effect from a single cast of Scorch.
Shaman
- Power Word: Shield; This spell can now be cast on non-raid/party friendly targets.
- Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.
- Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.
- Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff.
Warlock
- Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 50 minutes (Improved Reincarnation will continue to lower the cooldown by 10/20 minutes).
User Interface
- Create Soulstone: The cooldown on this spell and duration of its buff have been lowered from 30 minutes down to 15 minutes. Cannot be used in Arenas.
- Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 20/40% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.
- Molten Core: Redesigned. Shadow spells and damage-over-time effects have a 12% chance to increase the damage done by Incinerate by 5/10/15% and Soul Fire by 4/7/10% for 12 seconds. In addition, Molten Core now has a new spell effect.
Symbol “@” added as a synonym for “target=”;. For example, “/cast [@focus] Flash Heal”. New macro conditionals: “vehicleui” (if the player has a vehicle UI) and “unithasvehicleui” (if the target of the macro has a vehicle UI). Character and Creature Nameplates
- Non spell-based tracking now persists through logout.
- Any party member may mark raid targets.
- Users will be warned when their talents are reset due to a new patch.
- “/Settitle” command has been added.
- Instant quest text is on by default.
- “Tentative” status added for calendar responses.
- Players below level 10 may not join raids.
- Ignore list expanded to 50 to match the friends list.
- Unit frames added for special encounters.
- Interface element added next to the mini-map to show what dungeon you are in (ex: 10- and 25-player Heroic dungeons marked with a skull).
- Experience earned for a quest will display in the Quest Rewards section.
- Confirmation box added when buying stable slots.
- Macro Changes
As long as you are able to peer through the doorway of a room, you will see nameplates of characters and creatures in that room. Pillars and bridges in Arenas will not hide friendly or enemy nameplates.
- The range at which players can see nameplates has been significantly expanded.
- You can no longer see nameplates through objects which block line of sight.
Addon Author Changes
- Totem nameplates can be toggled off under “PRODUCTION” settings via “Interface Options” on the test realms.
- Instead of nameplates for large groups of players or creatures trying to sort themselves, they will now overlap. This functionality can be toggled off under “PRODUCTION” settings via “Interface Options” on the test realms.
- “registerForClicks” added to xml buttons.
- “MouseIsOver” has been converted to a “C” function for increased efficiency (e.g. /dump PlayerFrame:IsMouseOver() ).
- When an addon file is loaded, the addon name and an addon table are passed to the file through ‘…’. The same addon table is passed to every file loaded by a particular TOC file (example at the top of a Lua file: “local addonName, addonTable = …;”.
- “motionScriptsWhileDisabled” attribute added to buttons. This allows “OnEnter”; and “OnLeave”; to fire while the button is disabled.
- “GetFileHeight()” and “GetFileWidth()” added to Texture objects. 0 is returned if no texture file is associated with the texture.
- You can now query for a list of completed quests with “QueryQuestsCompleted()” then wait for the “QUEST_QUERY_COMPLETE” event, and call “GetQuestsCompleted(<luatable>)”.
How Do You Like the 3.2 UI Changes?
With all the well-deserved hoopla regarding BlizzCon and WoW Cataclysm over the past few weeks, I thought it'd be fun to take a look back at some of the user interface changes we saw implemented nearly a month ago, in Patch 3.2, now that we've had time for the content to sink in a bit. It seemed that while many of us were excited to see these changes made, a large number of players also were concerned that the changes would make the game too easy, or even dumbed-down. This always seems to be a difficult line that Blizzard must walk when making content changes - and players aren't always happy with the results. Now that we've had a month to adjust to the changes, let's take another look at some of what was implemented:
- How about that auto-complete for character names while in chat, for mail, etc? It certainly simplifies chats and invites, especially for those toons with special characters in their names.
- I'm a fan of the casting bars that now show under target nameplates. It makes timing interrupts considerably easier. But I suppose that also could be considered a bad thing if I was the one being interrupted.
- The double-paned questlog makes viewing quests a bit easier - I basically already had this through the DoubleWide addon, but now it's built in to the standard WoW UI.
- Automatic item comparisons per armor slot and the ease of seeing vendor sell prices also are a welcome addition in my book, but also both are similar to the addons RatingBuster and Auctioneer.
- Druids now can see their mana bars when shape-shifted. Sounds handy.
- Have you found it helpful to have the item level on tooltips? I'll admit, this one I haven't done much with yet.
- Another useful addition - options menus now display an exclamation when they have new features.
- Remember all of those Quest helper additions that were on the 3.2 PTR patch notes? The ones that probably were the most widely debated for their simplification of questing? Well as we've all probably figured out by now, those never made it onto the regular servers. But it should be interesting to see if they were scrapped altogether or if they'll make another appearance in a later patch.
Add-On Insanity
Where would we be without the advent of add-ons? In the dark ages of pre-packaged interfaces and a serious lack of Peggle, that's where! Every time I get back on the PTR, I find myself tossing curses left and right, having the default UI foisted upon me once again and not knowing where any of my buttons are. It's not that what Blizzard gave us was bad, it's just that it ended up being so ultimately... standard. With a surprisingly open policy towards modification (of the non-cheating variety, of course), one might think that Blizzard predicted, nay nutured, such a robust add-on scene. Visit one of the many sites that feature these applets for download, and you'll see thousands. Certainly, many are nigh worthless or badly programmed -- the pinnacles quickly stand out -- but they're there nonetheless. You can't deny the response the community has given. But as much as I'd like to believe or pretend otherwise, I really am a creature of habit at heart. Change scares and mystifies me more than I care to admit. There are certain add-ons that I play with every day and would dearly miss the moment they stopped working. But there are others, even very popular ones, that I've tried my damnedest to learn using, to no avail. They feel too bloated, have too many customization options, profiles that somehow end up changing setups on my other characters when they shouldn't, or they just end up making my interface look like Satan's ass after a trip to the Indian buffet. These are add-ons that can work quite well in ideal circumstances, but I never seem to be privy to them. As a reference for what I still use: X-Perl Unit Frames, Titan Panel, Recount, Deadly Boss Mods, and AtlasLoot are my bread and butter. The first is largely for cosmetic changes and the ability to drag frames around, the second is for convenient and easy-to-access information that stays largely in its own space, the third is for measuring my DPS, the fourth is for reading timers on bosses, and the last is simply a luxury that stays out of my way until I need it. As I've already made clear, there are others out there, though. I see videos or screenshots of other players' user interfaces and ooh and aah about how pretty they look, I figure out what they are, go download them, and attempt to set them up in the game. It is only near the end of this process, after fiddling with configurations for awhile, that many of them simply offer me no added functionality. In fact, they sometimes decrease it. One add-on that I tussled with for awhile was IceHUD. You may have seen this one before. It's got those cool, curved bars (though there are options for several shapes) that hover just to the sides of your character, like a protective bubble of pure, strategic data. It took me awhile to get everything squared away, adjusting the spacing and size of each bar, as well as attempting to create custom ones that monitored certain timed abilities on my rouge (like Slice and Dice or Hunger for Blood). And even then, I wasn't happy. I realized two things very quickly that I never took notice of before: One, I had already trained myself to look into the corner of the screen to find out things like health or energy. And, two, the area that the bars occupied was a huge visual dead zone for me. I was used to finding my vitals elsewhere, and I would get lost in the middle of a fight, because I simply didn't know where they were. A similar thing happened when I installed Elkano's BuffBars, a sleek set of timers that you could stack together on one side of the screen or the other. It seemed like a good idea at the time. I thought I could save space and make my interface look cooler if I could get rid of the gaps between the normal buff icons. Likewise, I could have the add-on name them for me, so I would actually know what half of them were. But I had the same issue. I was looking for things in certain places and not finding them. I ended up having to chop up the bars into smaller sections and take the time to ensure that pertinent info would be sorted into the correct columns. Once this happened, I had already divorced the add-on. It was time for BuffBars to go. Another revelation: the reason why I didn't know what some of those buffs were was because I honestly didn't need to. I knew what the ones I needed to find looked like, so it ended up being better just leaving in the defaults. What all of this amounts to is something called information overload. My experience is not like everybody else's, and certainly other players can glean more from these add-ons than I can, but I'm sure that we all have some installed that just infuriate us every time we load them up. Quest Helper? Pshaw! I know where most everything is by now and that GPS arrow just got annoying, urging me in directions I didn't want to go. Bartender? OK, I do use this one, but every time I change my bars on one character, it seems to change those on others, causing me to lose icons (and many times, not realize it). There are a lot of important things that Blizzard's default UI doesn't supply us with, and they know it. The demand for certain applications has caused them to release versions of their own, such as the recent Equipment Manager or the upcoming modifications being made to the Quest Log (skulls for important mobs or goals on the map, anyone?). But going overboard with add-ons can quickly lead to fatigue. Too much useless information prying its way into your eyeballs, scrambling important messages as they make their way to your brain. My advice? Scale it back a bit. Relax a little. You can have convenience without sacrificing that all-important data. Take a look at what your class or characters really need to pay attention to and largely restrict what you install to those add-ons that focus specifically on that sort of information. Be wary of sweeping cosmetic changes that end up obscuring instead of clarifying. My interface isn't beautiful, but it is usable. Yours can be like that, too! In fact, I'd like to hear your success stories, as well as the failures. What does your user interface look like? Have you found a happy medium with your add-ons, or are you currently suffering from too much information? What popular add-ons have you failed to connect with? Please school me on your experiences in the comments section!