I've spent the better half of the last few Phase 3 tests trying to figure out how I want to setup my UI, I'm still not happy with this setup wanted to see what others were doing to get a few ideas.
Edit: Bah can I edit Post title forgot the r.
I've spent the better half of the last few Phase 3 tests trying to figure out how I want to setup my UI, I'm still not happy with this setup wanted to see what others were doing to get a few ideas.
Edit: Bah can I edit Post title forgot the r.
Haven't messed with mine much yet, as I wasn't too sure if the possibility of UI elements are being reset in phase 4, so I was just trying to see what might look ok when I have all kind of Lv50's + while lvling.
http://www.neko-sentai.com/images12nya/ffxivpic001.jpg
I like that layout as well. I know, not the kind of response you're hoping for, but I think it's a great place for me to start with my UI arrangement.
After searching and failing after all over 2 minutes. I am going to ask, how do you get the classes on the bar like you have on the left hand side?
You can drag and drop gearsets
That's what I figured. Just didn't see those images when in the macro set up. Might just show up after I actually put in the effort to set em up.
Ah cool ^^ thx.
Spoiler: show
I was going to make this thread last night, but didn't think many messed with the HUD. I have my HUD primed for battle, so while the focus isn't as tidy as many would like, the focus is to make the relevant information centered.
Here's my current UI based on Iremire and Carraway.
Looks good. I kinda like the idea of the far-right class bar; might have to incorporate something similar, or use a symmetrical bar over my left chat log for DoH/DoL.
Although UIs tend to be highly personalized, as they should be (and hopefully much moreso in the future with additional customizability/functionality like UI scaling and add-ons), the main thing I ask myself is: am I minimizing the amount of time it takes to look and act? The most important elements of my UI should be both accessible and uncluttered, minimizing the time it takes to understand the element's information while maximizing the information's fidelity.
One really annoying thing I've been running into is that if you have overlapping UI elements, even if they don't overlap visually, they can block functionality to each other. I.e., I tried minimizing empty space by squishing the quick menu buttons and minimap and server info together, and doing so blocked my ability to click on some of the quick menu buttons.
It would be nice if they were resizeable for that reason. x.x
http://img541.imageshack.us/img541/3526/agl1.png
Still wanna mess with it but yeah, thx for that template. lol
Going back to making an ass of myself and asking another question about gear sets. But I'm seeing people with 10 and more but I am getting limited to making 6. What am I missing there?