Originally Posted by Biglines
I respectfully disagree, from an interaction design point of view, the interface (I'm not talking about the cluttered menu, that's bad, I'm talking about the HUD), is actually pretty good for a game this complex. The map and compass allows navigation, the quickbelt allows for mapping of actions to functionality, the healthbar (when used with colours) is clear and absolute, the chat and local area is in the only spot a social game like this could have it. The only thing is that the minimap bugs away half the time, health doesnt always update fast enough, and the rest of the menus are waaaaay too cluttered. (by the menu I mean the whole clutter that pops up when u press tab, I agree that that is indeed a horrible GUI).
if you are a gui designer, feel free to counter this with more indepth terminology and descriptors, I would love to actually discuss this :)