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Thread: [DISCUSSION] In-game menu and HUD

  1. #26
    Join Date
    Feb 2016
    Posts
    1
    I REALLY REALLY HATE INVENTORY! I CAN'T STAND IT, PLEASE DO SOMETHING ABOUT IT! Bring it back like in Blood Money where you can see every item in your inventory how it look, not some white images. In Blood Money you could see how really look and rotate when you select one of items...

  2. #27
    Join Date
    Feb 2016
    Posts
    7
    Please let us disable all the elements of the HUD. The constant reminder of objective isn't necessary. Also we need to know what we have in our hands. Replace the paused inventory by one on the fly not taking the whole screen and more transparent. All this to help players optimize their strategy. Thanks IO.

    Also we need to know about our inventory space to see how many slots it remains.

    Thanks again IO.

  3. #28
    Quote Originally Posted by Travis_IO View Post
    Tell us all your thoughts and feedback about the menus, HUD, inventory, mini-map etc.

    Be sure to check the in-game settings as you can customise many of the features and effects to your liking.

    I really wish their was an option to turn off those slow dramatic headshots. Along with an option to disable the crosshairs or change them to a small simple white dot.

    Please Add More Options For How We Want To Play.
    Last edited by YerBoyDrew; 15th Feb 2016 at 09:49.

  4. #29
    I really wish their was an option to turn off those slow dramatic headshots. Along with an option to disable or change the crosshairs to a small simple white dot. Please add more options for how we want to play.

  5. #30
    During gameplay, when reaching certain marks or whatever, hints/prompts/descriptions appear, describing something one can do, e.g. Remote Explosives: For me the text is too hard to read. Thin black letters in front of grey background. I have a 55 inch TV, very good eyes. But there I have to concentrate real hard to be able to read the text. Perhaps using slightly thicker letters or different colour combination might help a lot. All other text I can read without problem.

  6. #31
    Join Date
    Feb 2016
    Posts
    4
    I'd quite like a way to quickly pull up the full map.

    At the moment it's pretty slow, since you need to load the notebook and then change to the map tab. A quick one-button, instant map would be pretty handy for planning movement around the levels.

  7. #32
    Join Date
    Feb 2016
    Posts
    12
    I had an idea for the 'Challenges' screen. Currently I feel as though I can't even look at it because it's going to tell me all the cool things I can do on a level whereas finding this stuff out myself is what gives Hitman it's replayability.

    How about if those Challenge 'cards' are flipped over by default, with a question mark on them, and the player can choose to reveal the challenges if they so wish? Obviously, one's you've done already would be already flipped over.

    That way, players who don't want to be spoiled can use the Challenges function to see what they've done and how much there is left to do, and if they feel as though they've exhausted a level, they can flip the cards over to see hints as to what's left.

  8. #33
    Join Date
    Feb 2016
    Posts
    4
    Quote Originally Posted by manicman View Post
    I had an idea for the 'Challenges' screen. Currently I feel as though I can't even look at it because it's going to tell me all the cool things I can do on a level whereas finding this stuff out myself is what gives Hitman it's replayability.

    How about if those Challenge 'cards' are flipped over by default, with a question mark on them, and the player can choose to reveal the challenges if they so wish? Obviously, one's you've done already would be already flipped over.

    That way, players who don't want to be spoiled can use the Challenges function to see what they've done and how much there is left to do, and if they feel as though they've exhausted a level, they can flip the cards over to see hints as to what's left.
    That sounds like an ace idea. The locked challenge descriptions could also be changed to offer hints to the challenge, rather than just explicitly telling you what to do. For example, on the boat level the challenge could hint at their being rat poison to find without telling you explicitly where it is. Similarly, knowing that a level has an "accident" somewhere without being shown / told exactly what it is. They should encourage you to explore and unlock everything the level has, but without giving it all away like they do now.

  9. #34
    The hub really looks good it's clean and not in the way to the point where I want to turn it off. The mini map isn't too big to were it's taking up the whole side of the screen and the primary objective screen isn't bad or big either, it is help players who haven't played hitman in awhile or new hitman player out by telling them what there objective are and how they can take out their target without hitting the touch pad on the PS4 remote.

  10. #35
    There should be an option setting to allow camera zoom.

    When 47 walks outside the camera automatically zooms out.
    I'd prefer if the camera would stay fixated.

    We should have the choice of options.

  11. #36
    Join Date
    Feb 2016
    Posts
    12
    Quote Originally Posted by HolographicLotus View Post
    There should be an option setting to allow camera zoom.

    When 47 walks outside the camera automatically zooms out.
    I'd prefer if the camera would stay fixated.

    We should have the choice of options.
    I was playing just now with the left trigger held down constantly (no gun in hand, obviously). That provides a nice tight viewpoint. Made my left index finger ache though.

  12. #37
    Texts are too small in game (either menu or subtitles)

  13. #38
    Well, I think we all have some great ideas. We all seem to agree we need more options! I hope IO is listening. And for me, Purist mode is a must and better weapon item access and faster map excess. Than the game might be perfect!

  14. #39
    Join Date
    Sep 2015
    Posts
    21
    The Ui is really well done.

    But just one short Question Why are the NPC´s in the minimap
    But not in the Big map ? maybe you can change this.

  15. #40
    The hud is something i really like about the beta.

    It's crisp and minimalist, while keeping the Hitman roots in mind.

  16. #41
    Instinct sucks balls. Why you had to add it? You realize Hitman fans are not idiots, and WE DIDN'T LIKE IT THE LAST TIME (Absolution)? Why you add this ... please remove. Or give us some mode that actually REWARDS with XP or money for not using this crap vision.

    And why the game does not have difficulty setting? You know Pro mode with no Instinct + no saves? It's not enough that we can turn it off. It needs to be a difficulty setting of it's own, and reward the player for not being a wuss.

  17. #42

    Music sliders

    I agree with previous persons: there are no sound sliders. I always turn of the music. First of all, mostly it does not add anything. Second, in real life you do not have music. Third it is distracting, I want to hear the sound effects good (it is a shooter! And you must be stealthy). So I really hope you can turn the sound off in the final release.

  18. #43
    The Colors and Text of the HUD is OK.
    But i dont like the level overview in Main Menu. Ok i know that these layout is fitted to the consoles, but it is not good for keyboard users. When i want to switch to challenges i have to use mouse or seperate Keys. That is not comfortable.

    On PC i want Hotkeys or scroll with mousewheel thru the weapons to make them ready to draw. Its not good to open up the wheel menu every time i want to change the weapons. The white symbols of the items isnt nice to watch when i play in a dark room. Hope they will be replaced with pics of the items.

    Where is the Sound-Menu?
    The Musik is to loud to listen to NPCs. So i want to balance it. But no Audio Menu.

    Overall i liked the Menus of Blood Money and Absolution more than this HUD and Menu.

  19. #44
    As suggested previously, it seems the PC version is lacking several intuitive controls. Mainly the ability to open & cycle through the inventory by scrolling with the mouse. I'm also assuming that a lot of the artwork (particularly the artwork used for item close-ups) is going to be changed before the release.

  20. #45
    Echoing the complaints about mousewheel to select items without opening the inventory first and I'd also like to see the spacebar (since it's within reach of WASD) work in the menus as well as enter. Oh and the initial title screen where you can only press enter and not space or click to proceed? That's kind of annoying, especially since spacebar skips the splash screens.
    Last edited by Pilchenstein; 20th Feb 2016 at 16:22.

  21. #46
    Join Date
    May 2015
    Location
    Sapienza
    Posts
    742
    uhhh, instinct is totally optional, or just don't use it? It will have difficulty settings. This is a beta you know.
    "shaking head"
    anyway, options such as turning off int. highlight,and all the other hints.icons were GREAT (I hate those white outlines). Would be nice to have button prompt on/off options, and the objective on/off didn't work. Upper left corner objective still on screen, that harsh swooshing sound from absolution is annoying as hell.

  22. #47
    Overall, I rather like the crisp minimalist design of the user interface and menus, but I do have a few minor quibbles.

    1. The Key Binding menu doesn’t even show the Objectives Menu as an option, making it impossible to bind it to any key other than “F1”
    2. Additionally, one should be able to bind the Map, Intel, and Challenges to open on a key press. If nothing else, they should at least open on “F2”, “F3”, and “F4” by default.
    3. The “Quit Game” button should sit on the main menu screen in the bottom right (just to the right of the player’s Steam name), not under the “Settings” tab.
    4. The player should be able to use the mouse to drag the red bar underneath the list of available missions and cutscenes.

  23. #48
    I forgot to mention one thing: during playthroughs when confronted with a menu, such as when attempting to unlock a door where the game asks you which item you want to use, I instinctively press the Escape key. Currently this cancels the action and brings up the menu, but it would be better if it only cancelled the action and brought up the menu on a second press. Thanks in advance.

  24. #49
    Couple of other things: I've had the scroll bar in the graphics menu glitch out a couple of times, so that I could only scroll half way down the options (or into a blank space at the top) and the shortcut indicators in the menus ("press Escape to go back" etc) should really be clickable.

    Edit: Show a number next to the supersampling slider in-game.
    Last edited by Pilchenstein; 21st Feb 2016 at 01:19.

  25. #50
    Overall I feel it is pretty good, but I obviously would like to remove the corner "Hitman Beta" text.

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