AO's UI is a problem for new people. For veteran players, they have it all figured out, and AO's UI design is actually better, and very customizable; I've seen a lot of surprisingly good UI layout ideas people have implemented, shown in screenshots or Youtube videos of gameplay, and we should keep that as an option, but, by default, the UI is crap, useless, misleading. One could try to argue that if a player can't figure it out, they don't belong in this game. "Why, when I was YOUR age and just starting out in MMORPGs, we didn't need a manual or any of this hand-holding crap!" you might say. Yes, back when I started gaming, I'd read the manuals for all the cool details I wouldn't otherwise figure out, and I'd roll through ALL menu options, but I guess that's not everybody. Now, customers have options, and they're going to go play WoW if they can't figure out AO. Or, maybe they just won't play any MMORPG, because the one they thought about trying, that filled the sci-fi niche that that customer wouldn't have felt silly playing in proved to be impossible and not user friendly. That's lost revenue and opportunity.
AO has a lot to offer people if they'll stick around long enough to discover it, but they won't if they have easier options. So, here are the options:
1) Nuclear strike on Activision/Blizzard.
2) Fix the user interface.
So, assuming Funcom would certainly be destroyed when Activision/Blizzard returned fire (all game companies have nukes; now you know), we'd better go with option 2. Here's what's wrong:
A) Mini-toolbar is one of the best UI elements to have, but is tucked away in the options menu. Leave it ON by default, and/or copy the option to toggle it somewhere else more obvious, OR put a pulldown button (a button with an arrow indicating "something pops out of here when you press it") beside it to toggle it on and off.
B) Inventory is intrusive. Takes a lot of screen real estate. This could be a matter of taste, but there should probably be more options for configuring the inventory window anyway. World of Warcraft, though very limiting to inventory space, does this in a way that is a lot less intrusive, even with all bags open, and if it is unwanted, it can be quickly toggled off. I suggest using the bottom of the screen for two or three rows of inventory, spread out horizontally, with much smaller icons (something like half their current size), by default. Let this still be undockable from that position, though, for the sake of accounting for taste. Let the inventory window dock as a tab on any other window. Let the icon size be adjustable, down to the size that they are when in list mode.
C) NCU is only introduced to the player if they go looking for it. This is why people don't know how to change themselves back when they're turned into leets. Have the NCU window open by default somewhere. WoW (yeah, you'll get tired of hearing this comparison eventually, I'm sure) has this in the form of buffs showing as icons with timers -- on by default -- at the top right of the screen, so that players know what buffs/debuffs/etc are affecting them. I leave my NCU window at the top left, with tabs for programs I've uploaded, the playfield map, missions, etc. Leave this customizable, but ON by default.
More to come, I'm sure.
DEVS: Please read!
PLAYERS: Post screenshots of your innovative UI setups so FC can see how you play and come up with some more user-friendly default UI settings!