I think the Hud in Hao infinite needs some reworking.
The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
> 2533274945422049;1:
> I think the Hud in Hao infinite needs some reworking.
> The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
>
> a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
>
> ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
Ah yes, i also thought the icons overlaying the weapons was a poor choice. although, i recon they did this so its easier on the eyes when you transition from cutscenes to gameplay…
Reduction to yellow hexagons XD… yes
This to me, personally, was easily the most off putting thing in the gameplay trailer. Its so odd. I wonder who thought yes… that looks cool? or it fits?
> 2533274814945686;2:
> > 2533274945422049;1:
> > I think the Hud in Hao infinite needs some reworking.
> > The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
> >
> > a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
> >
> > ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
>
> Ah yes, i also thought the icons overlaying the weapons was a poor choice. although, i recon they did this so its easier on the eyes when you transition from cutscenes to gameplay…
>
> Reduction to yellow hexagons XD… yes
> This to me, personally, was easily the most off putting thing in the gameplay trailer. Its so odd. I wonder who thought yes… that looks cool? or it fits?
for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
> 2533274945422049;3:
> > 2533274814945686;2:
> > > 2533274945422049;1:
> > >
>
> for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
as opposed to focusing.
> 2533274814945686;4:
> > 2533274945422049;3:
> > > 2533274814945686;2:
> > > > 2533274945422049;1:
> > > >
> >
> > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
>
> I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> as opposed to focusing.
the radar would still move to the bottom. the things in the upper corners would not just move up but diagonaly. the lines on the hud would expand out of sight.
so the impression of taking of the helmet is no issue, as it does not happen.
<mark>This post has been edited by a moderator. Please do not post spam.</mark> *Original post. Click at your own discretion.
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> > > > 2533274814945686;2:
> > > > > 2533274945422049;1:
> > > > >
> > >
> > > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
> >
> > I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> > as opposed to focusing.
>
> the radar would still move to the bottom. the things in the upper corners would not just move up but diagonaly. the lines on the hud would expand out of sight.
> so the impression of taking of the helmet is no issue, as it does not happen.
> 2533274814945686;4:
> > 2533274945422049;3:
> > > 2533274814945686;2:
> > > > 2533274945422049;1:
> > > >
> >
> > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
>
> I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> as opposed to focusing.
I always preferred it when the weapons and grenades display were in the top corners.
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> > 2533274814945686;4:
> > > 2533274945422049;3:
> > > > 2533274814945686;2:
> > > > > 2533274945422049;1:
> > > > >
> > >
> > > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
> >
> > I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> > as opposed to focusing.
>
> I always preferred it when the weapons and grenades display were in the top corners.
> 2533274945422049;8:
> > 2535415309889058;7:
> > > 2533274814945686;4:
> > > > 2533274945422049;3:
> > > > > 2533274814945686;2:
> > > > > > 2533274945422049;1:
> > > > > >
> > > >
> > > > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
> > >
> > > I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> > > as opposed to focusing.
> >
> > I always preferred it when the weapons and grenades display were in the top corners.
>
> i do so too
or how about a hud layout setting aswell as contoller settings each to there own
<mark>This post has been edited by a moderator. Please do not post spam.</mark> *Original post. Click at your own discretion.
> 2533274945422049;1:
> I think the Hud in Hao infinite needs some reworking.
> The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
>
> a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
>
> ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
> 2533274945422049;1:
> I think the Hud in Hao infinite needs some reworking.
> The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
>
> a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
>
> ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
The fact that the weapons are all crammed into one corner or the fact it now in the bottom instead doesn’t really bother me, rather that i find them somewhat small, at least i get the feeling theiy are smaller than before in Halo. Compass would make sense, since it’s Open World, THEN again you will most likely have a lot of Landmarks for orientation (Like the supposed Pain thingy), also in the Demo there is quite a lot of free space above the Shields/Healthbar, so either it was deactivated, or they plan to put in a Compass anyway. Physical Ammo Count…wouldn’t that be on the Weapon…like it is? Or do you mean Digital, which would be in the HUD? …Which is also there? So i don’t really get that point.
Hexagons…yes…the only thing i found off in the Gameplay. I guess they thought “Hey Chief has Hexagons on his Visor, so when the Shield recharges it should look like that…”
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> > > > > > 2533274814945686;2:
> > > > > > > 2533274945422049;1:
> > > > > > >
> > > > >
> > > > > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
> > > >
> > > > I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> > > > as opposed to focusing.
> > >
> > > I always preferred it when the weapons and grenades display were in the top corners.
> >
> > i do so too
>
> or how about a hud layout setting aswell as contoller settings each to there own
A new HUD layout is probably a little more complicated than controller settings but I would still like to see some option like yellow hexagons on/off.
> 2533274830139566;11:
> > 2533274945422049;1:
> > I think the Hud in Hao infinite needs some reworking.
> > The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
> >
> > a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
> >
> > ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
>
> The fact that the weapons are all crammed into one corner or the fact it now in the bottom instead doesn’t really bother me, rather that i find them somewhat small, at least i get the feeling theiy are smaller than before in Halo. Compass would make sense, since it’s Open World, THEN again you will most likely have a lot of Landmarks for orientation (Like the supposed Pain thingy), also in the Demo there is quite a lot of free space above the Shields/Healthbar, so either it was deactivated, or they plan to put in a Compass anyway. Physical Ammo Count…wouldn’t that be on the Weapon…like it is? Or do you mean Digital, which would be in the HUD? …Which is also there? So i don’t really get that point.
>
> Hexagons…yes…the only thing i found off in the Gameplay. I guess they thought “Hey Chief has Hexagons on his Visor, so when the Shield recharges it should look like that…”
>
> Okay…but…either make them smaller, or less.
by ammo counter i ment the display of bullets left in the mag by showing rows of bullets. this was a nice gimmick that allows one to read the weapon status with a glance. similarily an overheat meter is more visible than the small half circle we saw in the gameplay.
You may have some points with what you said, but not sure if I agree yet. I need to play it to get a feel for myself how it will play. So far I thought the HUD looks good to me.
> 2533274830139566;11:
> > 2533274945422049;1:
> > I think the Hud in Hao infinite needs some reworking.
> > The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
> >
> > a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
> >
> > ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
>
> The fact that the weapons are all crammed into one corner or the fact it now in the bottom instead doesn’t really bother me, rather that i find them somewhat small, at least i get the feeling theiy are smaller than before in Halo. Compass would make sense, since it’s Open World, THEN again you will most likely have a lot of Landmarks for orientation (Like the supposed Pain thingy), also in the Demo there is quite a lot of free space above the Shields/Healthbar, so either it was deactivated, or they plan to put in a Compass anyway. Physical Ammo Count…wouldn’t that be on the Weapon…like it is? Or do you mean Digital, which would be in the HUD? …Which is also there? So i don’t really get that point.
>
> Hexagons…yes…the only thing i found off in the Gameplay. I guess they thought “Hey Chief has Hexagons on his Visor, so when the Shield recharges it should look like that…”
>
> Okay…but…either make them smaller, or less.
I will say that I thought the hexagons looked really cool when the shield recharged. I can see where it may bother some people by blocking the screen, though.
> 2533274814945686;2:
> > 2533274945422049;1:
> > I think the Hud in Hao infinite needs some reworking.
> > The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
> >
> > a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
> >
> > ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
>
> Ah yes, i also thought the icons overlaying the weapons was a poor choice. although, i recon they did this so its easier on the eyes when you transition from cutscenes to gameplay…
>
> Reduction to yellow hexagons XD… yes****This to me, personally, was easily the most off putting thing in the gameplay trailer. Its so odd. I wonder who thought yes… that looks cool? or it fits?
I couldn’t make it through the gameplay reveal the first time because of this.
Above all else, the yellow hexagons on shield recharge absolutely have to be removed. There is zero reason to obscure the players view when they have two other easy ways to tell if their shields are recharging, both the sound effects, and the shield bar itself.
> 2745721379988648;17:
> Above all else, the yellow hexagons on shield recharge absolutely have to be removed. There is zero reason to obscure the players view when they have two other easy ways to tell if their shields are recharging, both the sound effects, and the shield bar itself.
> 2535467938018614;9:
> > 2533274945422049;8:
> > > 2535415309889058;7:
> > > > 2533274814945686;4:
> > > > > 2533274945422049;3:
> > > > > > 2533274814945686;2:
> > > > > > > 2533274945422049;1:
> > > > > > >
> > > > >
> > > > > for cutscene purposes the hud elements could just fade in or slide in from the corners (or both combined).
> > > >
> > > > I meant, if it were at the top, then that makes most of the hud elements at the top , and with the current animation showcased in the gameplay trailer, I imagine taht it would look like cheif is taking off his helmet XD
> > > > as opposed to focusing.
> > >
> > > I always preferred it when the weapons and grenades display were in the top corners.
> >
> > i do so too
>
> or how about a hud layout setting aswell as contoller settings each to there own
> 2533274830139566;11:
> > 2533274945422049;1:
> > I think the Hud in Hao infinite needs some reworking.
> > The weapons, equipement and grenade being all crammed into one corner makes the icons hard to read with periferal vision when all icons are the same color. the weapon bobbing behind these icon additionaly takes away attention from the crosshair.
> >
> > a more halo reach like HUD element layout, including the return of a physical ammo display and compass, would be easier to read with glances moment to moment in my opinion. additionaly, the proposed HUD layout has design continuity to all halo games. a reduction of the yellow hexagons would be welcomed to.
> >
> > ( halo 1 and 2 were still experimenting with the shield/health location. halo odst took a deliberate detour, but has very distinct Hud background elements to ease the distinction between icons and weapons. it is also more spread out.)
>
> The fact that the weapons are all crammed into one corner or the fact it now in the bottom instead doesn’t really bother me, rather that i find them somewhat small, at least i get the feeling theiy are smaller than before in Halo. Compass would make sense, since it’s Open World, THEN again you will most likely have a lot of Landmarks for orientation (Like the supposed Pain thingy), also in the Demo there is quite a lot of free space above the Shields/Healthbar, so either it was deactivated, or they plan to put in a Compass anyway. Physical Ammo Count…wouldn’t that be on the Weapon…like it is? Or do you mean Digital, which would be in the HUD? …Which is also there? So i don’t really get that point.
>
> Hexagons…yes…the only thing i found off in the Gameplay. I guess they thought “Hey Chief has Hexagons on his Visor, so when the Shield recharges it should look like that…”
>
> Okay…but…either make them smaller, or less.