Archonsod 说:
However, the UI is usually one of the last things to be finalised. It makes no sense to spend time making the UI anything more than functional until the game is close to completion.
I think you're dead wrong, here. The UI is
especially important in M&B, because of their income model which AFAIK, depends on getting "paying beta testers". Polish plays a huge part in making a buying decision, and what's more important, the effect of first impression cannot be overstated. If you instantly notice a lack of UI polish, you get an impression of low quality and are unwilling to pay for the game.
Then on to my UI (and related) gripes...
* Have I missed something, or are you
really unable to take back allocated points in character creating and level-upping? Yes, there's the reset button, but it simply
does not cut it. If it's a matter of screen space, I'd like to suggest a solution: holding down right mouse button (which AFAIK, doesn't do anything in the character screen) would turn the plus icons to minus icons and left-clicking (while holding down right button) would decrease a score.
* Yes, enabling all the character/party actions while in city would be a good idea. A good UI is
consistent and does not have arbitrary limitations.
* Having you return to the 3D view facing the person you were talking to is an excellent idea. It's consistent, and as someone pointed out, reduces the stupid rinse-n-repeat action in between training or arena fights.
* Since there's no camping function available, the wait/rest/whatever function should be switched on/off, it's simply silly to be pressing spacebar for tens of seconds waiting for the night to pass or the party to heal. I'd rather press space, get up to get a sandwich and return to see my party healed!
* Going to a city other than Zendar shouldn't have the various places/people represented by plain and boring generic 3D environment but rather take you directly to the conversation screen. The 3D doesn't serve any purpose, and the graphics are so generic they don't add to the atmosphere - quite the opposite, actually.
* Make places other than the tavern inaccessible during the night. Don't have the same characters just stand around in the tavern every time you go there. It gives a really silly (and static) impression to go to Zendar and find the weapon and armor smiths just standing there in their booths in the middle of the night!