Minion Masters

Minion Masters

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owo May 7 @ 3:05am
RIP Glorious Old UI Replaced With Blue/Yellow Dull/Bland Looking Themed UI
the new ui looks unfinished and subjectively just worse..

not only does it change the non popping/non in your face theme it also moves stuffs around completely like rank to the opposite side and streamer list to the other side

grouping stuff maybe makes sense but changing things completely when players have gotten use to it for months? not sure why it's labeled as visual only when moving icons isn't just visuals

the visuals the blue/yellow theme just looks dull/bland to me simply because i personally am not fan of this common theme and the colors aren't bright or popping so looks ancient

here is what i thought looked out of place on old ui highlighted in red https://imgur.com/a/wFCwDO7

here is what i think is wrong with the new ui
https://imgur.com/a/R1h9jLY

just to note this is feedback and would like devs to not ruin the ui completely

i personally liked the old ui theme where it was just a clean and sleek black line at the bottom

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Showing 16-30 of 43 comments
owo May 10 @ 9:04pm 
Originally posted by KestreLw:
Originally posted by Pwn ∴:

I agree on this, the actual game UI is pretty good now, and I think that gameplay update should be the priority and the update like graphics and game ui should come just before the final release where everything is good but there just need the polishing.

well i didn't exactly say that and the art team isn't exactly the whole team

pretty sure their priority is xbox currently

my issue with this is they change everything when they say it's visual like moving the icons around adjusting sizes inverting the entire layout and making an entire new theme that is subjectively dull/bland that is pretty bleh

i do think the current live servers ui is fine though and like most of it where some very very minor adjustments could be made as well as quality of life stuff

not a fan of the new ui on test servers
Last edited by owo; May 10 @ 9:07pm
@BaboonLord  [developer] May 11 @ 6:53am 
Hi :)

Was curiously reading your feedback, obviously means a lot to us, and I got a little sad that you didn't find it as great an improvement as I do. But it's interesting to read what you pay attention to.

Let me please elaborate on a few things.

Things moving around:
I can definitely see that it's annoying that things are moving around from what you're used to as it has limited effect once you now the game, agree on that. The main reason here is to make it easier to navigate for new people.

Theme:
I'm not part of the them reasoning, but I like it, when I walked over and checked our art directors screen I personally instantly felt it looked much more crisp and detailed. I like the theme as it looks majestic and marvelous. But I know whatever effect it has is super subjective, but that was what I felt at least.

Focusing on art:
The most important thing I wanted to mention here is. That we're not specifically focusing on graphical updates above new content and fixes to current issues. It's mainly a matter of different roles working on different things. We've had a long period where designers and programmers have been tied up to the xbox port, which means that only the artists are left to make updates.
However we've also been working on a big new update that required a ton of pre-planning and we can hopefully start to go into detail with it in the weekly blogs. But that update is actually content primarily for long term players.

Overall I should probably make a company vision update on the blog some day, but BetaDwarf has just received a fairly big investment, from an investor who believed a lot in Minion Masters, and that increases our capabilities even more, additionally I'm working on a big new partnership, that we unfortunately can't reveal yet because of NDA's, but when we can I believe you'll be psyched, and it's a perfect opportunity for MM :)

I guess I just wanted to say that we're a little thinly stretched between porting and partnerships at the moment, however the investment has concluded and the partnership is almost done, plus porting is getting a long well, so you'll soon have a lot of devs back on content again, and we're have some very interesting features on the road map.

Finally you feedback is super appreciated, and concrete suggestions like Dip♥♥♥♥♥ list of points is very helpful!

Have a great weekend!
@baboonlord

owo May 11 @ 9:44am 
Originally posted by @BaboonLord:
Hi :)

Was curiously reading your feedback, obviously means a lot to us, and I got a little sad that you didn't find it as great an improvement as I do. But it's interesting to read what you pay attention to.

Let me please elaborate on a few things.

Things moving around:
I can definitely see that it's annoying that things are moving around from what you're used to as it has limited effect once you now the game, agree on that. The main reason here is to make it easier to navigate for new people.

Theme:
I'm not part of the them reasoning, but I like it, when I walked over and checked our art directors screen I personally instantly felt it looked much more crisp and detailed. I like the theme as it looks majestic and marvelous. But I know whatever effect it has is super subjective, but that was what I felt at least.

Focusing on art:
The most important thing I wanted to mention here is. That we're not specifically focusing on graphical updates above new content and fixes to current issues. It's mainly a matter of different roles working on different things. We've had a long period where designers and programmers have been tied up to the xbox port, which means that only the artists are left to make updates.
However we've also been working on a big new update that required a ton of pre-planning and we can hopefully start to go into detail with it in the weekly blogs. But that update is actually content primarily for long term players.

Overall I should probably make a company vision update on the blog some day, but BetaDwarf has just received a fairly big investment, from an investor who believed a lot in Minion Masters, and that increases our capabilities even more, additionally I'm working on a big new partnership, that we unfortunately can't reveal yet because of NDA's, but when we can I believe you'll be psyched, and it's a perfect opportunity for MM :)

I guess I just wanted to say that we're a little thinly stretched between porting and partnerships at the moment, however the investment has concluded and the partnership is almost done, plus porting is getting a long well, so you'll soon have a lot of devs back on content again, and we're have some very interesting features on the road map.

Finally you feedback is super appreciated, and concrete suggestions like Dip♥♥♥♥♥ list of points is very helpful!

Have a great weekend!
@baboonlord

as a player that plays the game often currently i find the new grouping to just not be that well done or thought out

the chat and resources are for some reason not at the very bottom

not only is the placement not that great but the entire layout is inverted to the opposite direction as ffa pointed out compared to what players have been using for months to however long

completing inverting the ui is not a small change at all and just a very very poor decision which isn't too subjective at all because it's just well true at least for mm

so far the people on this thread overally do not like this new ui but some people have pointed out some possible improvements although the cons outweigh the pros i assume from what they said

this theme as said by the people here so far not 1 person here likes it from what i can tell

the theme is very dull/bland aside from the blue/yellow theme which i'm also not a fan of

not only is the theme bland but the colors are as well

the icons do not look polished or that detailed in multiple color layers and stuff especially for stuff like the middle button where it looks like ms paint with gradient

the design is also not too polished for the icons with the slightest attempt at 3d and not else about it is really detailed at all from what i see as well as the circles and stuff being blurry with pixels

not sure if the circles are just not scaled correctly or what is going on there but could just be the poor anti aliasing that is currently in the game and doesn't have many anti aliasing options because other things also have jagged lines with anti aliasing on

the other stuff you said though is decent to see and know about since it's pretty detailed with some stuff that wasn't mentioned publicly before
Last edited by owo; May 11 @ 9:55am
KestreL May 11 @ 11:47am 
In my opinion the major problem of the new U.I is the colors used, as owo said it looks bland and dull but I guess it's a prototype or whatsoever. In terms of placement I can't really tell because I didn't try it but I guess it removes the fact that you could click on your master, on the master tower etc so i don't like that.

The challenge icon and the deck are really small compared to the classic U.I
Sketchyness  [developer] May 15 @ 2:28am 
Hi guys, I'm the Art Director, and the person doing most of the work on the UI. First off, thanks for being so dedicated, and for giving us your feedback. We really do read and consider it, even if we don’t do everything, or maybe even do something completely different.
I want to chime in here and give some of our reasoning for doing what we are with the new UI.

Colors:
We have been trying for some time now to make Minion Masters more coherent in its visual expression, and one of the ways we are doing that is by placing a heavier emphasis on the fantasy theme. Another is by promoting the team colors a little more in the environment assets. As you all know, blue is the player team color, and gold is the general accent material for most of the starting environment, and the general "architecture" of Minion Masters.
We feel quite strongly that these two main pillars would be very valuable to carry over into the UI, and that the current theme was out of touch with the feel we want from Minion Masters visually. Thus the color scheme for the UI is now blue/gold, in tune with the general look of the game. The theme has been evolved to a more fantasy-oriented one, while still retaining the readability of the old UI. At least that is our intention, and something we feel it is quite successful at.
I obviously get a little sad that some of you are not as happy about the look as I am, but taste is taste, and that is as it should be. It can be very hard to see something change that you are very used to, and have maybe grown attached to over time, but I hope you will give it a fair shake. Maybe work with it a while before you judge it.

The Great Rearrangening:
The general idea here is to split the bottom part of the UI into two distinct areas: A Social/External area, and a Gameplay oriented area. This means that in the bottom left corner you have all of the things that do not pertain directly to your gameplay experience, but rather cater to all the other things you do and need in the game. On the right then, are the game things. The meat and potatoes of why you are in the menu. We have added shortcut buttons for the major UI “pages” in this part. This might feel needless, because the menus are already there, right? They are (and they are not going away), but now you can jump straight to Master Selection from Deckbuilding, or to Deckbuilding from the Shop, or whatever else combination of those four main areas (the Power Tower, Deckbuilding, Master Selection and the Shop) you like. Basically we wanted to make it easier to navigate at all times, and we feel that especially for experienced players like yourselves it actually makes the general experience much better.

This also means that we have flipped the position of the stream and the ranking/draft/challenges info panels. I realise that this takes some getting used to, especially when you have already poured many hours into learning the current layout. As is always the case with change like this, it makes experienced players work to relearn. We don’t want to incur that cost on you unless we feel it matters, and we really do, here. It makes the whole UI read better, and it becomes simpler to understand for new players, because the hierarchy is more clearly defined.

In relation to this I have been dissatisfied with the clutter that our notifications introduced all over the screen for a long time. Over there was a notification that you had a power token, Oh and a free one. Over there was a new skin, down there was the quest notification. It was kind of all over the place, and -for new players especially- hard to comprehend and learn. The solution has been to put all notifications along the bottom of the screen. This way you can get a quick overview, and immediately act on it. New players won’t have to scan everything, and experienced players can parse the information much faster. A not insignificant bonus is that you can now see your notifications while in the other menus as well, not just in the main screen. Again, this is to facilitate the experience of getting the things done you want done. It is as much for experienced players (maybe even more so) as for new ones.

Expeditions:
This has been a sticking point for a while. It has unbalanced the general ui arrangement since its inception, and the placement just looks a little weird. You’ll be happy (Hopefully? ;) to note that it has been moved to the bottom bar next to the other modes of play (this change was just not quite there when the picture for the blog was taken). I have wanted to do this for a long time, and finally found the time for it with this UI rework, yay!

Deck Size:
The deck size has been reduced in the main menu, as many of you have noticed. We have actually been wanting this for a while, as it felt quite oppressive hovering above everything the way it did. We feel it retains enough readability while it makes the general look much airier and nice to look at. Adding the average mana indicator is not a bad idea though, hmm….

In conclusion I would reiterate that you reserve judgement until you have actually seen it live, and played around with it a bit. I think basing all assumptions on a single picture (and one that seems to have become quite heavily compressed on Imgur, too) is prone to a lot of error.

Thank you for your time, Minion Masters.
kek May 15 @ 4:27am 
Colors:

Minion Masters it's a fantasy-futuristic oriented game (creatures, dragons, drones, plasma marines, etc.) having or involving very modern technology or design, the colors and the design of the new UI it's not coherent with that. These colors and design match more with Age of Empires HD game than with Minion Masters. An option in the game settings to choose between the skins would be welcome.

Overall:

Pros:

- The UI is slightly more organized now.

Cons:

- Lack of 'Premade Battle' button showing elo on main menu.
- The quests count is too small.
- The deck preview is too small.
- Twitch preview behind chat box.

Last edited by kek; May 15 @ 6:04am
Erythais  [developer] May 15 @ 4:56am 
To add to Sketchyness:

In the meantime, we had a whole new blog post full of previews for the upcoming UI changes. For those who don't follow our channels on Social Media or are on Discord, here's the link: http://blog.betadwarf.com/2018/05/minion-masters-monday-update-66-around.html
owo May 15 @ 6:41am 
Originally posted by Sketchyness:
Hi guys, I'm the Art Director, and the person doing most of the work on the UI. First off, thanks for being so dedicated, and for giving us your feedback. We really do read and consider it, even if we don’t do everything, or maybe even do something completely different.
I want to chime in here and give some of our reasoning for doing what we are with the new UI.

Colors:
We have been trying for some time now to make Minion Masters more coherent in its visual expression, and one of the ways we are doing that is by placing a heavier emphasis on the fantasy theme. Another is by promoting the team colors a little more in the environment assets. As you all know, blue is the player team color, and gold is the general accent material for most of the starting environment, and the general "architecture" of Minion Masters.
We feel quite strongly that these two main pillars would be very valuable to carry over into the UI, and that the current theme was out of touch with the feel we want from Minion Masters visually. Thus the color scheme for the UI is now blue/gold, in tune with the general look of the game. The theme has been evolved to a more fantasy-oriented one, while still retaining the readability of the old UI. At least that is our intention, and something we feel it is quite successful at.
I obviously get a little sad that some of you are not as happy about the look as I am, but taste is taste, and that is as it should be. It can be very hard to see something change that you are very used to, and have maybe grown attached to over time, but I hope you will give it a fair shake. Maybe work with it a while before you judge it.

The Great Rearrangening:
The general idea here is to split the bottom part of the UI into two distinct areas: A Social/External area, and a Gameplay oriented area. This means that in the bottom left corner you have all of the things that do not pertain directly to your gameplay experience, but rather cater to all the other things you do and need in the game. On the right then, are the game things. The meat and potatoes of why you are in the menu. We have added shortcut buttons for the major UI “pages” in this part. This might feel needless, because the menus are already there, right? They are (and they are not going away), but now you can jump straight to Master Selection from Deckbuilding, or to Deckbuilding from the Shop, or whatever else combination of those four main areas (the Power Tower, Deckbuilding, Master Selection and the Shop) you like. Basically we wanted to make it easier to navigate at all times, and we feel that especially for experienced players like yourselves it actually makes the general experience much better.

This also means that we have flipped the position of the stream and the ranking/draft/challenges info panels. I realise that this takes some getting used to, especially when you have already poured many hours into learning the current layout. As is always the case with change like this, it makes experienced players work to relearn. We don’t want to incur that cost on you unless we feel it matters, and we really do, here. It makes the whole UI read better, and it becomes simpler to understand for new players, because the hierarchy is more clearly defined.

In relation to this I have been dissatisfied with the clutter that our notifications introduced all over the screen for a long time. Over there was a notification that you had a power token, Oh and a free one. Over there was a new skin, down there was the quest notification. It was kind of all over the place, and -for new players especially- hard to comprehend and learn. The solution has been to put all notifications along the bottom of the screen. This way you can get a quick overview, and immediately act on it. New players won’t have to scan everything, and experienced players can parse the information much faster. A not insignificant bonus is that you can now see your notifications while in the other menus as well, not just in the main screen. Again, this is to facilitate the experience of getting the things done you want done. It is as much for experienced players (maybe even more so) as for new ones.

Expeditions:
This has been a sticking point for a while. It has unbalanced the general ui arrangement since its inception, and the placement just looks a little weird. You’ll be happy (Hopefully? ;) to note that it has been moved to the bottom bar next to the other modes of play (this change was just not quite there when the picture for the blog was taken). I have wanted to do this for a long time, and finally found the time for it with this UI rework, yay!

Deck Size:
The deck size has been reduced in the main menu, as many of you have noticed. We have actually been wanting this for a while, as it felt quite oppressive hovering above everything the way it did. We feel it retains enough readability while it makes the general look much airier and nice to look at. Adding the average mana indicator is not a bad idea though, hmm….

In conclusion I would reiterate that you reserve judgement until you have actually seen it live, and played around with it a bit. I think basing all assumptions on a single picture (and one that seems to have become quite heavily compressed on Imgur, too) is prone to a lot of error.

Thank you for your time, Minion Masters.

this color theme looks very dull/bland it does not feel fantasy like and reminds me of a very generic color scheme which is subjective

"more experienced players" will probably see these new icons as more visual clunk some of the stuff may be easier to get to but the arrangement isn't that great and the many icons is just clutter imo

inverting is a bad idea and it does not look better whatsoever subjectively in fact it looks way worse than the current ui

some of the visuals improved but i would personally still prefer the old ui due to less clutter and a more sleek design/subjectively better theme

these new icons are more clutter to "more experienced players" from what i can tell

deck size is subjective but the new ui has this tiny deck preview which also affects people who are viewing streams for example making it harder to see the deck and so on

the deck size change doesn't look right with the new icons due to size and is just uncalled for imo

but yeah the inverting was one of the worst ideas that could of been come up with for this ui rework which was said "visually" and inverting the whole menu is not visually

it's not just change it's unneeded change that affects the playerbase which causes more annoyance/debate than positives

swapping stuff to the opposite side just doesn't make much sense to me esp when people have been use to it for ages and liked it that way
Last edited by owo; May 15 @ 6:46am
KestreL May 15 @ 7:52am 
Maybe put a fonction where you can switch of U.I, then if you don't like the new one you can still have the old one without penalizing new players
Dipshit May 15 @ 10:42am 
I'll just step in and say, I've got no problem with the stuff inverting. I like the fact that my rank is no longer hidden behind my chat, but that comes with the price of something else being hidden behind the chat. I'd prefer to have nothing hidden behind the chat.
From my original list...
1. The buttons for Battle, Team Battle, Draft, and Challenges look really rough unlike the clean buttons for everything else. Almost decayed looking.
2. Twitch preview is going to be behind the chat. I feel like this could maybe be worked into the background somehow.
3. The quest count over the avatar is very tiny.
4. Gold, Shards, and Rubies numbers seem a little on the small size. Maybe just an increase of 2 on size.
5. Expedition sign is still kind of just...there. I feel it needs something to help bring it to life similar to shop puff.
6. The deck preview is very tiny. Unless something is planned to be added to that space above the master's head (which would be odd), I'd like that to be expanded and to also show the average mana cost.
7. And finally I'd like a wider chat box. I wouldn't mind it coming all the way to the buttons in the middle.
1. The buttons in the latest preview look much better.
2. Again, I don't want anything behind the chat.
3. Quest count is still super tiny.
4. I still want a slight size bump on the numbers.
5. Expedition sign is gone and added to the buttons, so neat.
6. I can see the preview at 1080p, and although that's not my 1440p...it still looks really small for that size. I have to wonder if it's even readable on a 720p stream. Maybe we could have the ability to retract the deck preview if increasing the size is such a bad thing?
7. And the last one is just my personal preference in any game. I just prefer to have a wider chatbox as opposed to a taller one.

I will add a new point though. I feel like you may be able to play with this idea a bit even. Add a border going around the entire screen to connect the UI and make it look more like an interactable screen. After all, this is a gameshow menu right? The "play area" could be seen as more of a literal screen while this other stuff is overlayed on top that screen like an advertisement or information controls would be. Hell for us super high end guys, you could even have this screen occasionally flicker or something as well. And I don't know how you have the transitions working, but rather than zooming into an area, it's like the channel changes when I want to interact with another menu area (deck, tower, shop, expedition).
owo May 15 @ 4:59pm 
Originally posted by KestreLw:
Maybe put a fonction where you can switch of U.I, then if you don't like the new one you can still have the old one without penalizing new players

would like this but don't think they'll do it
owo May 15 @ 5:10pm 
[quote♥♥♥♥♥♥♥♥♥2828702373012402401]I'll just step in and say, I've got no problem with the stuff inverting. I like the fact that my rank is no longer hidden behind my chat, but that comes with the price of something else being hidden behind the chat. I'd prefer to have nothing hidden behind the chat.
From my original list...
1. The buttons for Battle, Team Battle, Draft, and Challenges look really rough unlike the clean buttons for everything else. Almost decayed looking.
2. Twitch preview is going to be behind the chat. I feel like this could maybe be worked into the background somehow.
3. The quest count over the avatar is very tiny.
4. Gold, Shards, and Rubies numbers seem a little on the small size. Maybe just an increase of 2 on size.
5. Expedition sign is still kind of just...there. I feel it needs something to help bring it to life similar to shop puff.
6. The deck preview is very tiny. Unless something is planned to be added to that space above the master's head (which would be odd), I'd like that to be expanded and to also show the average mana cost.
7. And finally I'd like a wider chat box. I wouldn't mind it coming all the way to the buttons in the middle.
1. The buttons in the latest preview look much better.
2. Again, I don't want anything behind the chat.
3. Quest count is still super tiny.
4. I still want a slight size bump on the numbers.
5. Expedition sign is gone and added to the buttons, so neat.
6. I can see the preview at 1080p, and although that's not my 1440p...it still looks really small for that size. I have to wonder if it's even readable on a 720p stream. Maybe we could have the ability to retract the deck preview if increasing the size is such a bad thing?
7. And the last one is just my personal preference in any game. I just prefer to have a wider chatbox as opposed to a taller one.

I will add a new point though. I feel like you may be able to play with this idea a bit even. Add a border going around the entire screen to connect the UI and make it look more like an interactable screen. After all, this is a gameshow menu right? The "play area" could be seen as more of a literal screen while this other stuff is overlayed on top that screen like an advertisement or information controls would be. Hell for us super high end guys, you could even have this screen occasionally flicker or something as well. And I don't know how you have the transitions working, but rather than zooming into an area, it's like the channel changes when I want to interact with another menu area (deck, tower, shop, expedition). [/quote]

the deck size being small just makes it look out of place and don't see the issue with making it bigger when it was already bigger and it's just empty space that it was taking up

the inverted part putting friends list leaderboard and so on on the left is very tilting to me

the chat box is still not at the bottom

there are 2 icons between the chat box and as you said something is still blocking the chat

the twitch icon under the stream and next to chat is also more clutter

the menu being read right to left instead of left to right makes no sense considering it was like this for so long and most people i assume liked it that way

the icons are still not detailed in the menu not only does the color scheme look subjectively bad on the menu icons but it doesn't look polished at all to me

adding the border flickering and so on is too much movement in the menu ui imo just not required and too flashy
Last edited by owo; May 15 @ 5:11pm
Dipshit May 15 @ 5:55pm 
the icons are still not detailed in the menu not only does the color scheme look subjectively bad on the menu icons but it doesn't look polished at all to me
You keep saying this. Subjectively bad means some people find it bad. This is true of every color scheme. There is no fixing this.
owo May 15 @ 6:58pm 
[quote♥♥♥♥♥♥♥♥♥1693795812287694352]
the icons are still not detailed in the menu not only does the color scheme look subjectively bad on the menu icons but it doesn't look polished at all to me
You keep saying this. Subjectively bad means some people find it bad. This is true of every color scheme. There is no fixing this. [/quote]

most people that posted in this thread so far find the color scheme to be subjectively bad and what isn't subjective is that the icons are not polished / detailed

it's subjective the theme looks bad but the colors are definitely dull/bland for the icons so that isn't too subjective
Dipshit May 15 @ 7:04pm 
People tend to go to forums to complain or to seek help. Rarely do people go to the forums to cheer the devs on.
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Date Posted: May 7 @ 3:05am
Posts: 43