The new gem art just looks messy

@ dashgalaxy86: Why the hell you are defending current ones THAT much ? Your overreactions seems like you are making a profit of them lol. Spamming your blatant messages on every other gem art thread will take you nowhere, or curtain our honest opinions from devs either.

If you loved them so much, just put up a poster on your wall and stick with it.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Feb 13, 2013, 10:20:35 AM
New gem art is awesome. Once I learn all the art on them, Ill be able to tell what gem does what by just looking at the design on it. The OPs gems?... im struggling to even see the icon on the gem. I dont want to put my face to a screen to see what a gem is. New art accomplishes that very well imo.

The item is yours when it is in your bag.
I do like the OP's design idea more than current implementation.

Current gem art looks too busy.

Original gem art (at time of open beta releaase) gave us the capability to:
1. distinguish between str, dex, int gems
2. distinguish between support gems and skill gems

The new art art made 1. and 2. somewhat slower (all the gold is distracting and sometimes makes it hard to tell if a gem is circular or oval). However, it gave us the capability to
3. locate identical gems at a glance, without hovering the mouse over them

The OP's idea can do 3 while keeping 1 and 2 as fast/fluid as it was previously. The only further improvement I'd want to make would be to distinguish between damage type, curse, trap/totem/remote, melee/ranged/spell/attack/aoe.

Rather than designing art for each gem specifically, it would make more sense to design art for various categories of gems (i.e. using the key words at the top of the gem - attack, aoe, melee, etc), and attach that art to gems flagged for that category. Then gems would have unique art simply as a consequence of the sum of all categorical art flagged to them. For example, if all curse gems had a gold pentagram and all fire-based gems had a tiny flame in the top corner (not in the gem itself but in the square), then flammability would have a gold pentagram and a fire icon.
Never underestimate what the mod community can do for PoE if you sell an offline client.
I think people are just overreacting because they look so different. Personally I think they look awesome. You can tell the designer put quite some effort into differentiating them and giving them "icons" that correspond to their actual function as a spell (most of them anyway).

I also like how they're not just round or oval anymore. It adds flavour, which imo is always good.
I also think the OP's gem design is better than the current (new) ones that are in game. I think they're too messy looking and its actually harder for me to distinguish supports from regulars now. I think the idea of identification based on the categories like the keywords at the top of a skill (ie fire, aoe, spell, etc) would be the ideal solution like someone posted above. A small row of symbols below each gem with a little icon for each keyword a gem has would be good. There could also be a small symbol for a quality gem. I don't mind the gems each having a unique look, but again, I prefer the more subtle look that the OP gave, perhaps with the inside unique part being slightly larger, but with the actual gem all still visible and not being covered up with all of the gold stuff. I think more gem shapes could be used but could identify rarity of the gem, roughly, instead. For exmaple, supports are one type (already), leave basic skills that can be gotten from early quests as the other current type, then make some more different shapes for ones that can be gotten from higher level quest rewards, and finally a different gem type for those that can only be found as drops. Then put individual unique icons inside each gem roughly how the OP did.


This way you would get
1) A rough estimate of how rare a gem is based on its shape.
2) A unique identification that you can see in the middle of the gem, but that does not block / distort the actual shape of the gem.
3) Icons at the bottom of the gem slot that identify the keywords associated with each skill.

With this information, one can piece together the information at a glance and guess as to which gem they are looking for without having to know the actual unique symbol for the gem, and without the messy / overly busy / cluttered look of the current golden gems.
Last edited by Narcio#3031 on Feb 13, 2013, 11:10:50 AM
"
TwiiK wrote:
Being a web designer...


I'm not sure how you think that is relevant. This is a game, it is about immersion. The gems reflect the type of crude, yet inspired, art style you'd expect Exiles to make.

In web design, sure, less is more. Get that person to click where you want to click. But when I look in my inventory, I don't want to feel like I'm looking at an app store.

"Soil that is dirty grows the countless things. Water that is clear has no fish. Thus as a mature person you properly include and retain a measure of grime. You can’t just go along enjoying your own private purity and restraint." - Hong Zicheng
Its amusing at how many people cry about such small things in this game...wow..cant you people just play the game how it is presented to you and enjoy it? lol

There are much more pressing matters to be dealt with than gem art anyway. If you cant determine which gems are actives or passives (which is easily done) then use a stash tab to seperate them, cmon man...
The item is yours when it is in your bag.
"
Ushela wrote:
Its amusing at how many people cry about such small things in this game...wow..cant you people just play the game how it is presented to you and enjoy it? lol

There are much more pressing matters to be dealt with than gem art anyway. If you cant determine which gems are actives or passives (which is easily done) then use a stash tab to seperate them, cmon man...


Gamers logic.

If the company is bursting out games one after another with no interest in feedback ... buy it.
If the company is giving away a game for free while interested in feedback ... fucking make them build your personal game.
"
Vhlad wrote:
I do like the OP's design idea more than current implementation.

Current gem art looks too busy.

Original gem art (at time of open beta releaase) gave us the capability to:
1. distinguish between str, dex, int gems
2. distinguish between support gems and skill gems

The new art art made 1. and 2. somewhat slower (all the gold is distracting and sometimes makes it hard to tell if a gem is circular or oval). However, it gave us the capability to
3. locate identical gems at a glance, without hovering the mouse over them

The OP's idea can do 3 while keeping 1 and 2 as fast/fluid as it was previously. The only further improvement I'd want to make would be to distinguish between damage type, curse, trap/totem/remote, melee/ranged/spell/attack/aoe.

Rather than designing art for each gem specifically, it would make more sense to design art for various categories of gems (i.e. using the key words at the top of the gem - attack, aoe, melee, etc), and attach that art to gems flagged for that category. Then gems would have unique art simply as a consequence of the sum of all categorical art flagged to them. For example, if all curse gems had a gold pentagram and all fire-based gems had a tiny flame in the top corner (not in the gem itself but in the square), then flammability would have a gold pentagram and a fire icon.


+1
"
grasmann wrote:
"
Ushela wrote:
Its amusing at how many people cry about such small things in this game...wow..cant you people just play the game how it is presented to you and enjoy it? lol

There are much more pressing matters to be dealt with than gem art anyway. If you cant determine which gems are actives or passives (which is easily done) then use a stash tab to seperate them, cmon man...


Gamers logic.

If the company is bursting out games one after another with no interest in feedback ... buy it.
If the company is giving away a game for free while interested in feedback ... fucking make them build your personal game.

This. QFT.

I can't believe someone in this thread personally attacked me, too, for voicing my opinion on the issue. During the day Russell tried to corral everyone into one unified "Gem Butthurt" thread and now I see like 5 different threads on it popping up and they all say the same thing: "_____ messy ____ old ones _____"

"
BrecMadak wrote:
@ dashgalaxy86: Why the hell you are defending current ones THAT much ? Your overreactions seems like you are making a profit of them lol. Spamming your blatant messages on every other gem art thread will take you nowhere, or curtain our honest opinions from devs either.

If you loved them so much, just put up a poster on your wall and stick with it.

I've got no beef with you, Brec. You're a stand up guy and we see eye to eye on a lot of issues. Sometimes I just get really annoyed when I see a positive change potentially about to be taken away by people whining.

I like the new gem art, and I'm willing to bet it was a lot of fucking work to make them too. And here you guys are praising some shit web browser icons on the old gems that the OP probably made in 3 minutes, as if that's somehow better? It looks horrid and doesn't fit the game world at all (no offense OP). I can't even SEE what those icons are, let alone tell them apart, and I have a 36 inch screen.
Last edited by teacherpeter#1699 on Feb 13, 2013, 11:29:17 AM

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