Posts by KlauseTheBear

Giobru

The HUD feels like change for the sake of change. No new info over the current HUDs, but everything is jumbled around and it looks (subjectively) uglier. Maybe it makes more sense to group stuff up like that, but hopefully they refine it a lot and make it look better than that.

An emote and a couple of Capsules is a joke but I don't think anyone was expecting anything else. None of Riot's twelve global partners (including Red Bull, Oppo, Mercedes-Benz and sportswashing front EWC) could possibly afford to give viewers, say, one pull on the gacha. Or, you know, a H*xtech Chest

Hey Giobru, what kind of refinement is top of the list for you? We are definitely looking for user feedback!

Sockmonkey2878

Man apparently I am minority but I really like the new HUD!

Glad you like it /u/Sockmonkey2878 if you have specific feedback (what you like / dislike) drop it here!

MuffinLoL

what in the ever living fuck is that UI

Hey /u/MuffinLoL can you offer any specifics on what is frustrating you with the HUD designs? We are here to learn :)

FelysFrost

That HUD is horrific, it's so 2018 mobile gaming

HEy /u/FelysFrost can you elaborate any on what makes the HUD feel like 2018 mobile gaming? What do you like / dislike?

Vonspacker

New HUD has potential but it's hard to judge from those screenshots.

I'm not a fan of rotating details because it can be annoying to not have access to information when you want to see it when watching

Also really wish they had used a more realistic game example because it looks ugly when everyone has heal and 8000 health pots but might look better when it's a real game.

Based on that image it seems like the race to dragon soul is measured inwards to outwards which surely would be better outwards to inwards so both teams get 'closer' to the soul in the centre?

I dislike that they haven't included role Vs role gold difference - this feature in the LEC has been really good at visualising where the gold on a team is stacked and who to look out for in fights.

Would need to see it in action and get used to where new info is kept but it looks ok as a rough draft

Thanks for the feedback! Yeah, it's hard to capture how HUDs operate in just a still image.

It's funny you bring up the dragon race inwards/outwards because that is something we talked about several times. We may end trying both directions to see what sticks.

Gold difference isn't gone, it just isn't captured in these stills - still a feature, and will be visible in the lower 3rd!

Darki200

I'm on board with that new HUD. Timer consolidation, stacks tracking, active buff tracker and the vertical HUD during teamfight are all good additions.

I'm not sure what's the point of the Kill Feed if observers don't fuck up though, we're usually constantly aware of all kills going on during a game by watching them directly. Also the big HP bars in vertical mode seem pointless

Team kills, total gold and time passed feel too small and hidden for what is supposed to be an immediate indicator of a game's progress.

Overall most decisions make sense, but the graphic design of it all could have been more distinctive, I agree it gives generic mobile game vibes

Hey this is great feedback, I appreciate you calling out specific elements that work well or don't make sense!

Good note on the kill feed, and it's definitely space we can take back if we don't think it's serving a strong enough purpose. +1 to your note that our observers are VERY GOOD and it's super rare to miss the action.

Flying_Dutch_Man97

Would have to see it live to judge properly, but three things that I would like to see improved:

  • Each champion's XP should be visible at all times. Especially in early game it can be important to see if they're about to level for example.
  • In the bottom head-to-head, it's vital that champion gold delta is displayed in the head-to-head. Health bars and summoner icons can also be made smaller I think, and not necessary to show the KDA & CS during the fights, I think.
  • In fights and skirmishes, the UI elements seem quite large. Not entirely sure whether item information is really needed in the heat of the fight, pretty sure they don't show that information in the UIs of at least some leagues.

This is really great feedback, appreciate the response!

We will still have gold delta in the lower 3rd for sure, that is a critical feature and we 100% agree with you. Right now it is set on a rotator to roll in / out vs. being visible 24/7. Do you think that alleviates the concern, or is gold delta a stat you would want to see all the time?

There is definitely a common sentiment in these threads that hp/resource bars are too large, that feels like a good area for us to iterate.

pda898

First of all, is there a reason to change baseline UI from the all leagues? I would understand if new season would have it everywhere, but heavily changing base of UI... also while going against baseline game UI with vertical vs horizontal... I am not so sure it is a good thing.

Plus there is no really new info, but some very important is missing - xp/gold difference, False Life, petals...

Some of those missing elements (xp/gold) will still be visible in roll-in graphics or in rotating spaces (gold delta will be in the lower 3rd still).

You're right though, it is different - especially the team scoreboard. Our goal wasn't change for the sake of change, but rather to make it easier for fans to track key information and understand game state.

In our internal testing the vertical scoreboard made it waaay easier for viewers to quickly grasp which team had an advantage. We know it won't be perfect though, so all of this feedback is really important.

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mohrzy11

Hi Klause, I noticed you have been collecting some feedback in this thread and thought I could reply here just with some thoughts.

  1. I'm not sure if I am missing it, but has the team decided to forgo showing keystone runes or is that part of rotating info? I think its really cool to be able to open the game and see if champs took grasp or conq or fleet for example

  2. I find the health bars in the lower 3rd HUD can appear kinda large, I'm not sure if that is the most important data to have my eyes drawn to when check game state as a fan but I find it takes up the most important space on the bottom HUD (just offset from the centre)

  3. I will say the longer I look at the HUD, the more I enjoy it beyond my initial kneejerk dislike and I think it has a lot of potential depending on how the observer and production team are able to use it during a game. Do casters have to wait for items to rotate back into focus midfight to confirm cooldowns?

Thanks for the reply!

  1. Runes are shown in a standalone graphic, not visible 24/7.
  2. Yeah HP bars have come up a lot - I have written this down like 20 times now LOL XD
  3. +100! The Observers and casters are the real MVPs here. Major cooldowns should always be visible, but this may be an area we learn and iterate on. E.g. when someone gets a kill, animate in their KDA change. We are exploring more reactive components in general to help follow the flow of the game.
Vonspacker

From my perspective if you're trying to emphasise the race you should have outward to inward so that both move closer to the soul instead of further away then jumping back to the centre. I'm curious what the rationale was for going inwards out here?

Glad to hear individual gold differences will be included, as its absence is truly one of my main frustrations when watching any league other than LEC

Funnily enough the dragon soul racing from the middle --> out is because we wanted to mimic what happens in-game on the tabbed game details state. But that might just be another example of a detail that makes less sense from an esports viewer perspective.

It's a hard balance!

SpiderTechnitian

Pros:

  • the stacks showing on portrait is GREAT
  • I like the way you show dragons stacking outwards from inwards, I see you've commented about it already and this is the neater way so there's not an awkward about of dead space between all the dragons taken between the teams as one team has 3 and one has 1 and it's a weird dead area. This way is clearner!

Misses:

  • need to show gold for sure, as you know
  • champion experience is a GREAT addition that some leagues use, can tell at a glance the experience gap or when spikes are about to hit in lanes (can put as a short purple bar just under the portrait, doesn't need to be huge like other visuals)
  • keystones are pretty crucial as well, and some leagues even show the keystone cooldown which can work really well just by greying out the box with the traditional league cooldown animation on it with the clock winding up for its cd
  • I don't like that the ultimate box looks like the summoner spell boxes exactly. Ults are not summoners and play quite differently, making them feel the same at a glance almost seems more confusing to newer players
  • this graphic doesn't show any bounties, need to consider how those fit if you haven't already

The best part about this change is that you're extremely receptive to feedback in these comments! Thanks for your hard work and community communication

Do you think keystones are important 24/7, or can they be treated with a roll-in graphic that pops up during the early game?

itrTie

The killfeed and objective timers are a miss imo, I like the teams/kills/towers/gd bit on the top left.

I'd switch the killfeed to a flat version of the one in game and the objective timers to being square again. I'd like if health/mana was just green and blue/yellow irrespective of team colors and was smaller (maybe under the portraits or just removed all together). I also would rather see summ spells/ult and items the same size as opposed to items smaller.

Edit: Also, XP needs to be shown.

Edit edit: Names should also be aligned to the portrait. Right justified for blue side, left justified for red.

When you say the kill feed / objective timers are a miss, do you mean that information feels unnecessary? Or do you think it's important data but we didn't get the visual design / placement right?

Thanks for the feedback!

itrTie

Just visual design.

Also, one gripe I had with the Atakhan timer is that it was always on the left side of the hud even if it was spawning bot. Maybe a little dot on the top left or bottom right of the icon could show where it's spawning?

noted noted, got it!

Hmmm, yeah we've had a few versions of atakhan tracker. Some which were more complex and tracked the location / type and then some that were simpler and just tracked the buff. It's a little tricky because the impact on the game has varied a lot.

I would say for now we are probably starting simple, which won't capture everything you outlined here, but we may iterate quickly back to a more complex version.

lolKhamul

Can i ask why you decided against doing gold difference per role? Its is honestly the best thing added to HUDs in past years and cant stand to watch games without it.

Having the info where the gold differences are adds A LOT of context to a match.

Gold delta is awesome, and it's still in the HUD (just not in these two stills). It will rotate in and out on the lower 3rd. If that rotation is still not providing enough info we will for sure iterate on it further.

SpiderTechnitian

That's how some regions and international events have done it, it's just that often it gets missed when there's early action or a delay into game (tech issue potentially including a pause etc.)

It's missed often enough or shown for such a brief time that people don't take in new keystones, announcers even miss new tech sometimes because not even they can see it quickly enough. They'll catch Keria hail of blades ashe when he first pulled that out, but nobody sees that it's grasp azir or whatever after his on-hit changes for chovy's first games and stuff like that

Especially with a fearless meta where lots of things are shaken up and team comps will be wacky with lots of discussion, a 5-10 second full rune pop-up display will likely not be sufficient because there will be too much going on from draft and with spawn in cinematics with the weird comps. I don't want to say it's worthless but really it might as well not exist because you can tell already it just won't be discussed (though at least it's there for someone who wants to go back in the youtube VOD and check, or for posterity, assuming it's not missed entirely in the early game)

And again keystone cooldowns are neat too, but that may look too ugly or information-dense for this new style

Thanks again for soliciting feedback, hope this point of view helps !

got it, and yes it definitely helps!

gksxj

just a question, is this Esports only or it's meant to replace the current in-game spectator too?

This is esports-only, not related to in-game!

Additionally this is not meant to replace the current HUDs everywhere. We are using First Stand as an opportunity to launch/learn/iterate, and then evaluate where we go from there.

Marcoscb

Gold difference isn't gone, it just isn't captured in these stills - still a feature, and will be visible in the lower 3rd!

Does "isn't captured in these stills" mean that it will be rotating info? If so, I'd strongly urge you to reconsider that. I'd say it's more important to analyze the state of the game than overall gold diff.

Correct, rotating info right now. I'm capturing this concern and feedback though. If it becomes clear that it is needed 24/7 we will absolutely re-evaluate!

OGTypohh

They're running out of objectives to display. Quick, add more!!

Everytime I look at our HUD I am reminded just how complex League is as a game. Whew.

[deleted]

LEC #4 with a casual 298k gold lead over LCK #2. Kinda weird they'd spoil worlds like that but whatever

LOL, I am shocked this is the first response about the meme gold.

ItsKipz

Just want to say I really like the HUD, hoping it eventually gets adopted outside of just first stand.

As an aside, is the image being used in the background a real screenshot from a pro match? I've been trying to figure out what game it could be for a few hours to no avail...

I asked around and honestly NO IDEA. I feel caught out.