: http://i.imgur.com/geRxfDq.png This should be enough to explain it. Being a recent MIS graduate with a minor in graphic design, I try and make common sense and user understanding a central focus in designing anything. I tried to create a graphic you can show team members and leaders as well as designers so they can understand. It is simple, but I think it works pretty well. The map space is maximized, all "combat" information (spells, hp/mana, items) are centrally located, and all champion information is grouped together at its own location for faster and quicker mental and visual acquisition. There is roughly a 50% decrease in space taken up in the middle of the screen. The game time has its own nice spot because it is one of the most important pieces of information for strategy. Gold values aren't used in combat, so why put it with the combat information. This is true for the "base" button as well. Hope that helps.
>All champion information is grouped together at its own location for faster and quicker mental and visual acquisition. I'm totally with you on this one! Your version of the champion information is cleaner, more readable and more intuitive than Riot's Version where all that information is scattered across the UI, which makes it difficult to find what you are looking for with a quick glimpse. The location of the game timer also makes more sense intuitively in your version. It's quick to read above the champ information instead of in a corner sandwiched between the mini map and other numerical information. >The map space is maximized. Hell yeah, and much cleaner! I love it how you got rid of that wasted space that saturated the mini map UI in 3 different segments. The champion portraits matching the broadness of the mini map make it easier on the eye, but they might be too big in my opinion. Imagine the enemy team death timer portraits above your own team, it would take in too much space. As for the combat information (spells, hp/mana, items) I really like your design on the 7th picture. I would place the trinket all the way to the right though, instead of in the middle of the items section (that's kind of weird). I hope Riot will see and discuss this. Especially the champ information and mini map parts because TaterGamer just showed that there is a lot they can improve on in this UI.
Rioter Comments
: New HUD Feedback
HI there, I hope you guys still read trough this thread. I like to have my UI a bit smaller, so I reduced the size of it in the interface options to my liking on SR. My problem now is that by reducing the UI size, the option also greatly reduced the kill notifications on the right of my screen (The ones that show you who killed who). Thing is that I can't even see what happened, the icons on the kill notifications are way too small. The rest of the UI is perfectly readable though. You can check this (bug?) out by: 1. Opening any game with the new UI. 2. Go to options. 3. Reduce the the UI size a bit. 4. Kill someone or wait till someone gets killed 5. ??? The best solution, in my opinion, would be to have a lever to choose the size of the kill notifications separately in the options menu. Or just letting the kill notifications have a standard size that will not change with Ui mini/maximizing. Thanks for listening, have a nice day.
: **General complaints** - No mana bars - The basic stats panel looks completely disconnected from everything, it doesn't even have a border - Smaller ally panes, harder to click on when say you're shen and you need to quickly ult an ally. It's even harder to see their health when laning. It's not really an "at a glance" thing anymore to see states. - Moving the buffs to the center isn't a feature, it's a fix for when they moved them away in the first place. They should never have moved them in the first place as it creates a discontinuity. **Minimap** - Instead of having a streamline bar of low priority information in the top right, it's connected to the minimap now adding more bloat. I don't want to know my ping when I look at the minimap, in fact, if I really cared, I would just hit Ctrl+F in game to get the exact number instead of a misleading graphic. - Your entire bottom right half of the screen is obscured by the minimap/ally bars/low priority stats/etc. Before it was manageable, but now it's bloated. Comparing the current UI with the new proposed UI, they new UI significantly increase the area of the screen blocked out by the minimap without actually increasing the size of the minimap. - When I change the size of the minimap, am I also going to increase the size of information I care less about? - The minimap essentially has three borders now and less control. When your camera gets stuck, you can't click the button to fix the damn thing.
"When your camera gets stuck, you can't click the button to fix the damn thing." Oh god damn, this bug has been a pain in the ass as long as I can remember playing league. Why isn't this fixed yet. (I know you can fix it by dragging the camera trough the mini map but it's still annoying as hell).
: Ekko Feedback Thread
Hi there, I just want to say that the Sandstorm Ekko launch skin looks a bit weird. The hairstyle + mouth bandanna make his head look totally awkward from profile. It's like he has a long giraffe neck with a miss-formed alien head without nose on it. Just my opinion of course. Here is what I mean in the picture:
: He'll be getting his own post, but he's 1350 RP.
Hi, sorry to bother you with this, but could you check my last thread? I have some feedback I would like to pass to the team working on the SR VU but it's kinda impossible to reach them trough the forums, can you ask someone to check the thread/issue real quick? Thanks :)
: Upload them to [Imgur](http://imgur.com/) and post them here.
Thank you for the tip! here are all the bad texture flowers I found on the rift: http://i.imgur.com/U2c9wdN.jpg http://imgur.com/LFSXdXJ http://imgur.com/JOzCO4E http://imgur.com/IFElDKZ http://imgur.com/56gsXTT (The screenshots may be old but the flowers are still there to this day)
: [Summoners Rift Art!] @RiotForScience and all the other guys working on Summoners Rift.
Well ****, seems like I'm unable to upload any screenshots because of a bug with the forums... it starts uploading and reaches 100% but the indicator at the bottom right says files uploaded 0/4. When i try to post anyway the page just stops responding. I'll explain. You can find some of the flowers I'm talking about in mid lane at the entrance of the Dragon river the ones with bad bright blue and purple textures. There are flowers like this all over the 3 lanes. It's starting to rustle my jimmies seeing that these flowers aren't fixed yet. Please replace them/give them good textures to go with the rest of the flowers! Muchos love!
Rioter Comments
: PBE Bugs & Feedback Thread: Blood Moon Thresh!
Make us a Blood moon ward skin with a Kabuki mask, PLEASE, loveyou. {{champion:84}} {{champion:98}} {{champion:412}} {{champion:429}} {{champion:60}} Oh and actual feedback, Blood moon Thresh is awesome but I personally think the energy effect on the walls of his ult looks weird, it seems flat.
: [Annoying Ambient Sound on SR VU] High pitched ambient sound resembling Alpha Strike.
I did some better research from where the sound is coming in a custom game and the sound is actually coming from the bottom west jungle and not from the lane itself. You can hear it from in the lane though when the camera is placed more to the jungle side.
And this is the last one, these are all the outdated flowers I could find on the rift.
: [SR VU feedback] First asset flowers on Summoners Rift
Rioter Comments
Rioter Comments
: I'll just drop my thoughts here. I think that the new change on smite (the one where you get the monster power directly after smiting the jungle monster) is not that great. I preferred the previous system where you would get the monster power **after** killing the monster you smited. The previous system offered more strategic choices to both teams in the form counter Jungling to prevent the enemy jungler from acquiring the monster buffs or stealing the buff for yourself. The new system is pretty dull, you walk to a jungle monster, you cast smite on it and "*CONGRATULATIONS! here is your monster power!*" Where is the strategic choice in that? All you had to do is have smite up, walk to the monster camp and smite the monster. You don't even have to put the effort of fighting it. Counter jungling in purpose to steal a buff would be boring too, the first to smite the monster has the buff, and you can just walk away after that. it's way more exiting and interesting when you have to put a fight to kill a jungle monster in order to acquire it's buff don't you think? TL;DR: the previous PBE smite system where you had to kill the jungle monster to acquire it's bonus power gave you a deserved reward for your input. the new PBE smite system doesn't give as much strategic choices to both teams as all you have to do is just smite the monster to get the bonus power. Excuse me my sometimes weird sentences, English is not my native language. {{summoner:11}}
I have the same complaint with the buff that spawns in the river, it's just there for you to take it, all you have to do is walk to it. It doesn't even feel rewarding to just run up to the buff, take it, and **TADAAA!** here is your supernatural vision buff! Sure it could sometimes create situations where players fight each other to contest it in some way or an other but the thing is that there are already LOADS of objectives on the map to fulfill that same role and they do it WAAAY better. Please remove this buff or incorporate it in something where you have to make an effort to get it, like the river crab for example! You have to chase it and kill it before you get something, and it is pretty tanky too so it could put you in a risky situation as you could get spotted in a bad place chasing it. ACTIONS, RISKS and REWARDS! You guys keep talking about it so please incorporate it in to everything you do because it is a good concept!
: Preseason back on PBE
I'll just drop my thoughts here. I think that the new change on smite (the one where you get the monster power directly after smiting the jungle monster) is not that great. I preferred the previous system where you would get the monster power **after** killing the monster you smited. The previous system offered more strategic choices to both teams in the form counter Jungling to prevent the enemy jungler from acquiring the monster buffs or stealing the buff for yourself. The new system is pretty dull, you walk to a jungle monster, you cast smite on it and "*CONGRATULATIONS! here is your monster power!*" Where is the strategic choice in that? All you had to do is have smite up, walk to the monster camp and smite the monster. You don't even have to put the effort of fighting it. Counter jungling in purpose to steal a buff would be boring too, the first to smite the monster has the buff, and you can just walk away after that. it's way more exiting and interesting when you have to put a fight to kill a jungle monster in order to acquire it's buff don't you think? TL;DR: the previous PBE smite system where you had to kill the jungle monster to acquire it's bonus power gave you a deserved reward for your input. the new PBE smite system doesn't give as much strategic choices to both teams as all you have to do is just smite the monster to get the bonus power. Excuse me my sometimes weird sentences, English is not my native language. {{summoner:11}}
: Preseason back on PBE
Hi man, I wanted to give some feedback about some of the newer changes, a "rough notes" discussion like Moobeat is suggesting could be the appropriate place for me to give you that feedback.
Rioter Comments
: Experimental preseason 2015 changes hitting the PBE over the next few days
Nice! I'm happy to see this and I'll be looking forward in what solutions and ideas you will deploy to support more strategic choices on the Rift.
Rioter Comments
: Cassiopeia, Texture and Gameplay Update
Hi there, it is really nice to see a lot of reactions and feedback from the community as well as from Riot on this. I just wanted to say that you guys at Riot did a great job with Cassiopeia's texture updates, I really like it and I love the way she feels and looks on the new SR VU. The new game play changes to her kit are also exiting, I all ready feel that playing her is more dynamic and fun! Miasma particles when the AOE hits the ground are missing on the new SR though (dunno about other maps).
: there is also this bug with the textures.
: Hey, just wanna start by saying I love the new Summoners Rift, it is absolutely gorgeous. I love how each area has its own unique feel to it and I really love the art style. I did run into some problems though when I ran a solo custom game so I could look around and mess about with Azir and see what his skills were like. At first I thought the jungle camps didn't spawn but then I saw dragon by river on the left. http://i.imgur.com/oYj1LBz.png Then as I was exploring to see why the minion camp icons hadn't shown up I saw two golems under enemy second tier mid turret, http://i.imgur.com/dP76aCi.png and then when I returned to base, lizards were chilling by the nexus. http://i.imgur.com/Rr6RNK9.png As I said this was a custom game, with just me in it so I could derp around. None of the camps seemed to be where they were supposed to. I did aggro dragon and it returned to the spot shown in the picture.
there is also this bug with the textures.
: Launcher
I have the same problem, I tried to repair but that doesn't help either, client stopped updating at 33%
: Cant load the client.
: [Summoners Rift VU bug] - Turrets face wrong side
This is a screen of the mid turret in the same game.
: [Summoners Rift VU bug] - Turrets face wrong side
The nexus turrets also seem to be misplaced a bit.
Rioter Comments
: [Summoner's Rift (Updated)] - Some small texture related bugs on the new Summoner's Rift
I also found some white lines in the north vista, I see them every time, anyone else have them?
: I found this bug in a custom PVP game where the bot and top lane turrets are awkwardly facing the wrong side. Mid turrets seem to be OK.
: PBE Bug Mega Thread - Summoner's Rift Update
I found this bug in a custom PVP game where the bot and top lane turrets are awkwardly facing the wrong side. Mid turrets seem to be OK.
: I know this is a work in progress and all so I hope that the south vista will get an update because it needs some love. The waterfall falling into nothing isn't really kind on the eye. As you can see the shadows are also cast below terrain multiple times there but I think that is an issue you where already aware of. I was also wondering why the north vista is illuminated and the south vista is not, but instead covered by the fog of war?
I also found the rain effect in the south east jungle pretty cool but i'ts kind of weird that it is only raining on small parts of the jungle. Why would that be? are there some higher imaginative trees blocking the rest of the rain? Overall the map is pretty bad ass and I'm sure it will become even more bad ass. Good work Rito.
: There is a smoke effect coming out of the selected area for no apparent reason at all, the ground isn't even fissured there.
I know this is a work in progress and all so I hope that the south vista will get an update because it needs some love. The waterfall falling into nothing isn't really kind on the eye. As you can see the shadows are also cast below terrain multiple times there but I think that is an issue you where already aware of. I was also wondering why the north vista is illuminated and the south vista is not, but instead covered by the fog of war?
: Here is what I found: There are two white lines in the north vista
There is a smoke effect coming out of the selected area for no apparent reason at all, the ground isn't even fissured there.
: PBE Bug Mega Thread - Summoner's Rift Update
Here is what I found: There are two white lines in the north vista
: There is a smoke effect coming out of the selected area for no apparent reason at all, the ground isn't even fissured there.
I know this is a work in progress and all so I hope that the south vista will get an update because it needs some love. The waterfall falling into nothing isn't really kind on the eye. As you can see the shadows are also cast below terrain multiple times there but I think that is an issue you where already aware of. I was also wondering why the north vista is illuminated and the south vista is not, but instead covered by the fog of war?
: Here is what I found: There are two white lines in the north vista
There is a smoke effect coming out of the selected area for no apparent reason at all, the ground isn't even fissured there.
: First Big Update to PBE Summoner's Rift
Here is what I found: There are two white lines in the north vista
Rioter Comments
: Brightness problem
Hey Gohos, you should try to adjust your monitor settings because I see everything clearly even in the fog ow war wich is way darker. Hope this helps :)
: New summoners rift base bug.
I've had exactly the same bug when I spawned with Lulu in the blue camp. The bug disappeared later on when I teleported back to base.

Marsmonkey

Level 30 (PBE)
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