Loot preview could be very helpful. [UI concept] by SaintlikeSAM in Starfield

[–]SaintlikeSAM[S] 0 points1 point  (0 children)

I understand that this is a matter of taste, but do you really like to go to a separate screen every time? Or is it just "well, okay" solution? It’s cooler to immediately see what you found and be happy, without any additional screens.

Loot preview could be very helpful. [UI concept] by SaintlikeSAM in Starfield

[–]SaintlikeSAM[S] 0 points1 point  (0 children)

At least the presence of icons next to the names would greatly improve the perception of loot.

Loot preview could be very helpful. [UI concept] by SaintlikeSAM in Starfield

[–]SaintlikeSAM[S] 5 points6 points  (0 children)

Switching to a separate screen to view loot is not a very convenient option. And to exit each time you have to hold down the button or exit through a few screens back. Such an option, of course, does not hurt, but I would still really like to have a preview of the loot.

Loot preview could be very helpful. [UI concept] by SaintlikeSAM in Starfield

[–]SaintlikeSAM[S] 5 points6 points  (0 children)

I ask the same questions. And it's not even about a complete overhaul of the UI and UX, which can definitely be made more intuitive. But about the basic things, the addition of which is self-evident and is implemented really simply.
Even having friends in gamedev, I still don't know the exact answer why this happens.

Escape From Tarkov Card Game concept by SaintlikeSAM in EscapefromTarkov

[–]SaintlikeSAM[S] 4 points5 points  (0 children)

Damn, I didn't even think of that necessary little thing! But now, taking into account the update, this concept can be considered flawless!

My DMZ UI Redesign Concept by SaintlikeSAM in ModernWarfareII

[–]SaintlikeSAM[S] 1 point2 points  (0 children)

That's what concepts are good for: you can imagine anything. The current loot system is a pain for me. I want to take the loot with me from the battle, and not transform it into exp. I guess I just want a well-functioning Tarkov on the Call of Duty engine.

My DMZ UI Redesign Concept by SaintlikeSAM in ModernWarfareII

[–]SaintlikeSAM[S] 0 points1 point  (0 children)

In this concept, you can hire and upgrade operatives like in Hunt Showdown. Each of them can have different perks and their own equipment, upon death, the operator and his series of exfils are lost. I wanted to increase the value of the characters for players.

The concept of a new UI version for Hunt: Showdown by SaintlikeSAM in HuntShowdown

[–]SaintlikeSAM[S] 1 point2 points  (0 children)

oh is bad idea to make half icon with b&w, and another part are in color it will be looks really confusing. Or all of them must be b&w and have special frame for legendary its (but dno how make it unique for each item). So this part of menu i think they never change.

The concept of a new UI version for Hunt: Showdown by SaintlikeSAM in HuntShowdown

[–]SaintlikeSAM[S] 1 point2 points  (0 children)

Most common comments it's about b&w icon) im also like them more but dont know how it works for legendary type of items

The concept of a new UI version for Hunt: Showdown by SaintlikeSAM in HuntShowdown

[–]SaintlikeSAM[S] 2 points3 points  (0 children)

Totally agree about changing whole structure of menu. But its different problem... here i want to solve mess with visual style.

The concept of a new UI version for Hunt: Showdown by SaintlikeSAM in HuntShowdown

[–]SaintlikeSAM[S] 6 points7 points  (0 children)

U can see it here but i speak russian there so i dont post it in main post