Psyker Oct Beta UI, UI in general, and word to the devs

I VERY much preferred the old Psyker UI that was in the October Beta. It definitely looked more like something you would expect to see in this setting as well as much more “crisp”. I also felt the bar now vertical felt better than the way Sienna’s was in VT2 but I definitely liked the way it was split into thirds rather than how many lines it had in the previous beta.

The first thing I noticed when I was seeing the new gameplay from the YouTubers was you also took “The Cohesion Class by Color Code Indicator”, I’ll call it, out which I also really liked as it also showed more information. You guys make a rather “deep” game mechanically, don’t be afraid to show it off and present it to your consumers in all it’s depths I would say. Look how popular games with so much information presented to the consumer are like Tarkov and it(essentially) causing all this AAA studios scrambling to grab a piece of that gold rush much like the PUBG Battle Royal one you are still seeing to this day. I say all that to say, as we can all get by now us players typically like more information rather than less so let us see it.

Just some constructive criticism and my personal opinions and gut feelings as I have played a little. I will update as I play more.

8 Likes

Huge +1 for the UI, the cartoony-ish skull doesn’t fit I feel.

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I too preferred the older peril meter to the one we have now.

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Seriously can’t understand why they changed something that everyone loved to this.

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I’d prefer options, honestly. I prefer the simpler UI elements for instant information, but can understand why others want the more “in-universe” style.

4 Likes

Bump.

I definitely liked the old UI for Psyker in the october beta. The new UI is less clear and boring to look at.

1 Like