This HUD... is the worst ever

Damn, I didn’t know shit was that serious. I never really paid any attention to it, since I’m not planning on getting the game anyway.

I realize that there could be a possibility that there could be a patch for this game that changes the HUD but I don’t have high hopes for it. I’m trying to find the bright side of this, trust me but I don’t see it being changed at all.

Lol the HUD suggestion is getting pushed down by Megaman request.

I love how everything the fans complain about Capcom responds by making it worse or doing the opposite

-X-factor sucks! ok now you can air x-factor
-fuck invincible assists! ok Phoenix Wright is 100% invincible in power-up mode
-fans want Megaman… Capcom gives Megaman alts to Zero and Frank West and throws some cameos all over the game

How bloated and assy is this games code if the HUD causes memory issues?

-Air XF was in the EVO build. XF on the ground favored some characters more than others, enabling Air XF works for the characters who didn’t get much off a ground XF.
-Someone already figured out he isn’t 100% invincible already
-And it is glorious

-whatever, x-factor still sucks
-it’s invincible enough

Megaman fans wanted Megaman; fighting game fans, who this game should be targeted towards, wanted Strider first and foremost in the new Marvel 3, and they got him. I’m sure there are plenty of fighting game fans who double as Megaman fans, but I don’t really feel there was a huge outcry for him among the FGC, while the calls for Strider were deafening.

Thanks for giving us what we wanted, Capcom :tup:!

It’s rare I post in areas about complaints other then my regional area but I agree that the HUD is pretty dumb. I’m not for having the on point character be in the middle but it is still doable, but the flipping of the assists is just down right stupid. Assist one should be up top and assist two should be at the open. I’m gonna have to get used to it, I know, and from the looks of it I have no choice but I feel the number one should be the top number. I read from top to bottom not the other way around.

-DJ-

But he’s already in the game. Twice. As alternates.

Old HUD probably ate RAM alive due to its ‘glistening’ effect.
It could probably be tweaked and included as Old HUD 2.0 and we’d be happy.
I don’t need any fancy effects with it, but it sure showed my life bars crystal clear.

Would most of the problems be solved if they kept everything the same, except put A1 on the top, and A2 on the bottom? I’m not talking about the perfect or ideal HUD, just wondering if this small tweak would help players get acclimated faster. Haven’t got Ultimate yet, so I’m trusting ya’ll about it being confusing o_O.

Capcom is 100% trolling everyone that buys the game. Good god, they are really just… idk, they don’t care! They really just want your money. I am certain they don’t care about making a good game.

You forgot TACs being much more abusable now. And the color cues that are supposed to tone down the RPS shit are completely useless.

This horrible HUD is just one in the middle of several bad design choices that plague this game. It’s fucking sad.

It’s too easy to take money from this dumb community, so why should Capcom give a fuck about your complaints?

Are… are you guys serious?

When examining a two-dimensional plane with a defined orientation in three-dimensional space, clockwise rotation and counter-clockwise rotation along the two-dimensional plane SWITCH WITH EACH OTHER depending on which side of the 2D plane you (as the observer) are situated. Your position relative to an object affects your view of the object. The two of you are on opposite sides of the two-dimensional plane that is perpendicular to the game screen.

If you’re having trouble understanding what I’m saying: Try standing on the left side of your monitor/TV and follow the double-DHC rotation with your finger. Then try standing on the right side of your monitor/TV and follow the double-DHC rotation with your finger again. You will see what I mean.

This picture also helps to make it pretty clear.

It doesn’t matter if you are a painter or an engineer; this is a matter of our fundamental of understanding of the concept of perspective.

In a later post, I will explain why you can’t hold a pencil up to a mountain off in the distance with one eye closed and say they’re both the same height.

“Tolerating inefficiency is whats wrong with this community, why settle for something that’s flat out stupid to begin with?” - Blitzfist.

Nuff said. And it is an issue to a lot of people, didn’t you read this topic? (Colorblind)

So basically all you need to do is take one week to adjust and everything will be gravy?

If that was the case they would’ve added no characters, no stages, made the balances changes, or less, and still charge $40. :V

(Sleazoid, I picked your post from the pile because it nicely articulates most or all of the “for” arguments in one place. Your new av is sweet btw.)

This would be a different issue entirely if the game wanted to withhold information from you.

SF2 and SF4 choose to NOT show players their dizzy meters, and that’s fine: SF4 players learn to count stun and SF2 players learn to feel it out. SF3, on the other hand, does choose to show you your dizzy meter. That’s fine too.

It would be silly, though, if the SF3 dizzy meter bar did loopdeeloops and was all squiggly. I’m sure you would agree that this would make it unnecessarily, almost artificially challenging to accurately gauge how full it is at a glance.

You might think that’s an extreme and ridiculous hypothetical example because it sounds completely idiotic… but what if the meter “filled up” by tracing out the sequential, calligraphic brush strokes of the kanji symbol for “endurance” or something? That could look really cool! But it would still be a pain to keep track of it during a match.

But if the whole symbol was an outline that filled up with colour from bottom to top, that would also look cool AND it would be much easier to read. What I’m getting at here is that it is possible to design something that is aesthetically pleasing and also conveys information efficiently.

The easy “MAN UP” response may be poignantly appropriate in many situations, but it’s really out-of-place here.

Yes, we can get used to it.
Yes, we are going to get used to it.
But just because you can adapt to deal (cope?) with a “bad” design doesn’t make it a “good” design.

If the rear brake on my bike is sticking a little bit, then, well, yeah, I can still ride the bike. And it’s true that I can/will build stronger leg muscles to compensate for this added resistance (mad respect to me)! But the bike is still tougher to pedal than it needs to be.

Of course we can tell them apart.
People are asking for the colours to be EASIER to tell apart.
There’s a reason that traffic lights aren’t red, yellow, and orange.
This is obviously not an absolute necessity (other games don’t do it) but it does seem like a pointless change.

Honestly, I think the HUD looks fantastic in terms of visual composition and style, but it’s hard to imagine how anyone could have created this after actually playing the game. Oh, or, maybe the guy who made this thing didn’t get to try playing the game. We will never know.

Compared to the HUD’s from MVC2 & MVC3, everything about this new one just screams fashion over function.
Like… miniskirts are awesome, but when it gets really cold out you should totally put on some pants.

The UMVC3 HUD in summary:
Does it ruin the game? No.
Is it stupid, though? Yes!

The ooonly other thing I can think of is that maybe the character positions are somehow supposed to represent the shoulder buttons (triggers) on a pad when it’s held normally and then the top is tilted towards you. But that’s reaching really really hard for something really really weird. And even then, the DHC part of the equation is still dumb.

I feel like we are moving even further away from seeing any positive improvements, like maybe being able to see characters’ assist settings on their health bars, or the versus screen.

One way to make the character order make a little more sense is to focus on the character portraits themselves and read from right to left (or left to right), rather than up or down. I.e. the 1st character portrait is near the center of the screen, 2nd is next outward horizontally, and the 3rd is furthest towards the edge of the screen. Now, with a good design we wouldn’t even need these mental gymnastics, but thinking about it this way might make more sense at a glance.

hahah, if that was their plan then that’s an awful plan.
but wow good eye, dude!

I’m relatively smart. I didn’t know that the order was “312” until I saw it last page. Thanks for pointing that out. It’s completely nonintuitive within my one hour of playing and three hours of watching.

A: The ordering is non-intuitive. First game in the ‘series’ wherein it doesn’t instantly make sense.
B: The color blend is pathetic and makes it harder to quickly note critical team information.