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Why does everyone hate the new Ui?
I don't understand it, the new Ui is awesome.
- You can see how wich in game character is injured
- You can look how many hooks you have and if it's worth to save a teammate or not
- You can choose how big your ui should be.
- Yeah the position is a bit weird but not hard to learn.
Comments
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Because it is bad
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Can you maybe say what's bad about it and not just "iT iS bAd"
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^
I go "That survivor looks he/she has a lot of time left on the hook" while monitoring my exhaustion and item depletion rate. The survivor icon then suddenly changes to "sacrificed".
"Huh. Didn't know he/she was that close to being dead. I really couldn't tell."
The survivor then rants about being left to die on second hook in the egc.
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I don't "hate" the new UI. That would be an overreaction.
But because everything is spread out all over the place, it is much harder for me to see information I want.
I play on a 50 inch monitor (4k resolution), and it was much easier to get information when most of the data was close together. Now some stuff is lower left, some left, some upper left, some top...all the way around like a giant wheel.
To me the purpose of a heads up display is to have information easily accessible. Searching all around for each different thing is less accessible than having it together.
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Why do you ask the question instead of... yaknow, read what the people who hate it say about it?
If you KNOW people hate it, it's because you've seen them complain right? So explain to me how you've managed to get that they hate while ignoring the part of their post where they explained why they indeed hated it?
Also, if you are really curious, here's my pretty detailed take on why its bad.
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Eyestrain from looking everywhere, icons like exhaustion is difficult to see on first glance.
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I don't understand it either. I think it's just a bandwagon thing. People always try to find something to be angry about in dbd.
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It's not about "hating" the new UI, it's about expressing opinion that they shouldn't have changed something that never needed changing in the first place. Sure, the hook count & portraits are cool, but that's as far as it will get.
Nobody asked for a new UI.
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For me, as a survivor, it's ALL over the place.
I have a huge TV and have to constantly pay attention on all corners of it for no reason. I'll be working on a gen, someone goes down and I check to see who it was, but since I have to focus my eyes on the top left, guess what happens? Oh a skill check, quick reposition my eyes towards the skill check and check again which survivor was hooked because I couldn't check fast enough the first time.
Also, I swear I also can't figure out if the person who was downed was picked up by the killer or left slugged since their bar doesn't flash, at least I haven't noticed it yet.
The old UI was simple and could tell me everything I needed to know without having to adjust my eyes all over the TV.
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You could see #1 even with the old UI. The size of the UI is not important if it weren't as bad as it is. The resizing is also junk because it also shrinks your skill check. Which is a ridiculously stupid oversight. Hook state is nice but it doesn't outweight how bad the new UI is. It's not just about learning the position it's also how cluttered the screen is, in a game that is supposed to be atmospheric and immersive.
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You have to look in 5 different places and physically move your head to gain the same amount of information you did before when you could just have a quick glance at the bottom right and bottom left of the screen. The information is all over the screen AND even looking at it you can't tell at first glance
the name of the survivor because it's now in an area that is more likely cluttered,
the time they have left on the hook because there's no frame of reference anymore,
how long your exhaustion is going to last because it's literally red on dark red,
the amount of gens left because you gotta put your UI to 70% now so you can use the upper quarter of your monitor,
any survivor info because you have to put everything at 70% so you can see in the left quarter of your monitor,
When in the old UI you could literally just glance at the bottom left to get all of that info except for exhaustion and perk timers. It's bad, we told them it was bad, and they still implemented it. They should feel bad about it.
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If you truly cared you would have Googled it
Post edited by Rizzo on7 -
Check this thread - https://forum.deadbydaylight.com/en/discussion/225581/a-critical-and-detailed-look-at-the-new-ui-and-why-its-poorly-designed
It sums pretty much everything you need to know about why it's worse than the original HUD.
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Because with the old UI just by glancing for a second over a left bottom corner you saw literally everything that is important, everything was packed neatly. Now we have the same information spread around every corner and side of the screen. It's resembles a typical mobile game UI.
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^ This. This. This.
OP isn't the first person to ask why the UI is bad, and this is one of the big reasons. While working on gens, survivors need that information in their peripheral vision, they need to be able to see and understand all the info they need quickly at a glance. It was soooo well done before, the health states and the hook/bleed-out bars were obvious and only required a quick glance to read and it was right there, you didn't have to move your eyes across the screen from the gen progress bar and skillcheck area.
I also really dislike that the survivor names stick out from the edge of the screen. Why?? They're not important info, I don't need them all up in my FOV, they were fine along the bottom. When I make the HUD smaller, the names become unreadable anyway but they're still sticking out from the side of the screen.
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Looking everywhere for information is annoying. You can't tell how close to sacrifice a survivor is. Even at max setting the hud is tiny. It just doesn't work. Adding the pictures was a good idea. Adding the hook counters was another good idea. They do not counter the negatives.
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No one is complaining about the information it now provides. What's awful about it is that it was all compounded into one neat area in the same corner, but for some reason they thought it would be better to put everything each in its own corner??? It is very inconvenient and not efficient at all. That's what we all hate. Keep the stuff just put it back.
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A guy drives his car on the freeway and listening the news in the radio.
- Be careful everyone, one crazy person on the freeway drives his car facing with the traffic.
- What do you mean one? All of them!
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Yes they did. A lot of people wanted to buff solo survivors information wise to be closer to swf. And thats what the new ui starts. Yes, the totem counter some requestet isnt there, but a hook counter is.
Take a look around the forum, and you will see a lot of people requested such changes. They might not be aware that the way to do that might take a new ui, but they still requested it.
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I hate how it's all over the screen. The elements themselves aren't bad, at least to me, but I want them in a nice little corner where I quick peek gives me all the info I need, not looking left/right/top/bottom for what I want.
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Love the information it provides (hook counter, survivor portraits).
But I play on Xbox and on a decently-sized TV screen. I have to squint to see certain information like what is going on in the top right hand corner when you earn bloodpoints for something... some people feel like the UI is intrusive and too big, I feel like certain aspects are a bit too small. While they have scaling, they don't have scaling for the individual pieces of the info on the screen...
Also, I have seen many great designs made by the community that use the Adept drawings of the survivors as the portraits instead of what is currently being used, I feel like it would better suit Dead By Daylight and it's feel.
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That's not what I meant
A few minor changes such as the portraits & hook counter doesn't make a UI completely different. If anything, it's literally the same UI with a few quality-of-life improvements. Here's an example of what they should've done:
Instead, they moved the UI to a completely different spot for no reason other than it might look better. Many people including myself hate having to look at the tippy top of our screens just to see basic info. Not to mention, they made struggle/and mending timers almost impossible to see.
I'm not saying nobody asked for the small changes, I'm saying nobody wanted a completely new format. It was not necessary & could've remained the same with those few tweaks.
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That might not have been what you meant, but it was what you said.
If i see your rework, it would not be usable on my screen, because, while i can see the hook counter in this format, on my screen ingame its a lot smaller, and i cant stop the game to see those details. So i doubt your option would have been viable. I am not saying the new hud was nessecary, i just say its not easy to make a new one.
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This new UI fiasco is honestly very interesting to the point that I plan to use it as an exemplar of 'Graphic Designer UI' for interface design courses.
Basically, its very visually flashy in a way that screams "I am a flashy UI," which is why you see this sort of thing a lot in fiction. Think how Ironman's helmet shots tend to have screens all over the place, it doesn't exist because that would be convenient for Tony Stark, it exists to tell you, the viewer, "Ironman is taking in a lot of information!'"
In real life however, good UI design is intended to be invisible and compact until you need it, at which point you can quickly see it and absorb the information from it. It takes up as much space as it needs to in order to be readable. Sometimes you want your UI to quickly update players so you have elements jutting into the 'main area' but usually this is done through color. This isn't really an 'opinion' or 'beauty is in the eyes of the beholder' thing: UI design has been a science for like 60 years at this point with ######### like Bell Labs or the US Airforce doing rigorous scientific experiments with both user fatigue and information retention/absorption, because as it turns out when we were making airplanes having stuff be quickly readable was important, and when we were making early phones misdials sucked. So we got really good at it real quick.
Lets take an example your likely looking at right now if your on windows, a very basic bit of UI you interact with so much you might forget its UI: The Taskbar! The taskbar is located very centrally on your screen SOMEWHERE, but you can choose where it is! Its most likely at the bottom, but some of you renegades like it at the sides or top. Doesn't matter, its ONLY in one place. It doesn't wrap around, because the point of the taskbar is to let you quickly glance down to see if any of your icons are lit up to say they need your attention, and to see what you have open. Icons are, on most screens, about the size of a fingernail these days, and most graphic designers for apps understand how to make a readable icon: Non-realistic stylized imagery usually with 3-4 colors and geometric shapes: You don't get any photos, you get a dark blue gradient circle with a white line going through it at that breaks at an angle for the steam logo, or an orange square with a semicircle in the center for your PDF reader. So I can mostly tell what I have open through shape and color. Less relevant information, like if a pinned thing is open or not, are smaller bits of information that are still visible but take up less space. For example, I can access my volume any time from my toolbar, which is a much smaller section of the screen because its rare I need to mess with sound settings compared to switching windows on apps I am using. It de-emphasizes redundant information too: I probably am aware I am connected to the internet in this day and age so that icon barely takes up any space and uses color more than its shape to denote a problem. There is a reason no one talks about windows 8: Centralized UIs that focus on readable iconography based on color and abstract shapes do so much better even microsoft couldn't force this one on anyone.
DBD does almost the opposite of good practice in every way. A good example is the perks and items: A LOT of screen real-estate is taken up by unimportant information like your own perks, which you shouldn't really need reminding about too often. Its also the information located at the least busy and most clearly read part of your screen in DBD: The bottom. There is a reason a LOT of UI designs focus action at the top or bottom rather than the sides, it intrudes on the 'focus' of your screen way less. Having ironman style ######### popping out from the corners of your eyes is a cool scifi visual but there is a reason basically no one does that and why popups from the 1990's were annoying as hell things no one liked for appearing there. It isn't bad the perks are there (especially as it is a cooldown timer) but its so weird they are dramatically larger than the information used to track gamestate that contains info you can ONLY get through the UI. Items fare little better. I get the item should be larger than its addons, but its SO much larger despite the item being visible on your character, when the addons aren't. And the fact that both items and perks are so much more vibrant, centralized, and in a more valuable part of the screen real estate than gamestate tracking is weird.
It also does stuff like using detailed photo (or CG, in this case) graphics that are harder to read than simple iconography, it de-emphasizes critical information like your borrowed time/deep wound timers, and it doesn't give you enough face to focus on important things like your peripheral vision in a game where seeing stuff in the corner of your screen is kinda HUGELY important. And in a videogame having UI low is also good because it makes it less likely its going to be floating over a rapidly changing background while your moving: sure it won't always be over a featureless ground but you get less jarring change that way. A lot of the information is conveyed through more muted colors which fit the game's aethestetic more in some ways but are a readability nightmare, and stuff like a circular bloodsplatter that can fade into muddy backgrounds is a lot less useful than a more stylized visible shape based alteration.
And then there is the basic stuff, like the items and perks not being correctly aligned. Its like... such a badly designed UI that if it wasn't real I would say it looks like an unrealistic textbook example. I get I care about this way more than other people because like... its my career and most people won't think of it this in depth, but the reason people tend to do things the same way in terms of usability design like UI is because those ways tend to not be ass for your consumer. People are talking about getting motion sick and that could certainly be true (Having some of the more immediately critical information in the top left where your likely going to get a lot of transitions over complicated backgrounds like tree branches, roofs, ruins, ect is going to definitely make some people woozy) it is far more likely the overly busy UI is just over-stimulating people. The average person doesn't have nuanced language to express why this UI sucks, but they know it sucks, and it stinks in a way that doesn't just make the product worse, but makes it physically unpleasant. If your UI is so bad that it is physically upsetting to use, people aren't going to use it.
And, 100%, people would complain about this UI if it was perfect. ANY time you make a change to your interface its going to piss people off: Reddit UI change, Google chrome, whatever, you actually DO need to let people sit with it because the reaction will ALWAYS be negative at first. But holy crap this is so bad that, again, I literally plan to print this out as a handout for how not to do a UI.
Just open any interface design textbook they are different than graphic design ones pleaaaaaaaaaase this is NOT a place you flex creativity. You flex creativity in stuff like the perk icons, which are beautiful and iconic, not in where stuff is on your screen.
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I only dislike its positioning and how it's spread out. Other than that it's not that bad imho
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@dezzmont Thanks for your post, i think it is really good. Just a short reminder (not that important, just to complete): there are perks you need to look at to see if they are active, like Spine Chill or Devour hope. There are perks that make you use your perk tile all the time.
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Try playing the Nurse and having to pay attention to both your power bar in the bottom for charges, The survivors on the top, the center of the screen for gameplay, and finally your perks in the opposite corner from the survivors if your running whispers or devour hope to see if they are on or not.
This isn't even paying attention to the very top for generators left or looking closely at the screen to find a hiding Claudette.
If you have to manage your power or are using whispers/Devour hope it makes you constantly look around in circles.
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I think the new uni is alright I just wish that some things were a bit bigger but that can be solved by scaling it up I don’t understand why people act like having to look all over the screen is so much extra effort it really isn’t
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If you haven't already please put this in the pinned UI post in the feedback section for the devs to see.
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cuz it was a dumb decision to change it, they could've changed the portraits and keep the UI the same. Adding hook counters made the game easier to follow in terms of info on both sides ( don't like that personally). Old UI did the same job and was easier to follow cuz it had all info in one corner and it was clean. new UI is ######### cuz I have to follow the visual feedback in top of my screen, see whos injured on the left side of my screen etc. On old UI I only had to look down to left corner and there all info was visible, easy to see, clean and the only thing was that I couldn't tell who was injured (I knew someone was but didn't know who)
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I don't think anyone is complaining about the new information but rather the intrusive and unintuitive way its presented.
I found until I played around with resizing it and changing res, having all the extra crap in the corner of my eye rather than below my eyeline really made me motion sick. But that's just me.
The chief problems are
1 its to busy, the information is so spread out its incredibly unintuitive to scan it all. It used to be all in one place
2 It obstructs field of view, its in the way which is not only annoying but also immersion breaking
3 The info surrounding the screen as it does creates a form of visual claustrophobia which restricts view more than it adds to it, its very poorly mapped out purely from a human eye perspective.
4 Its lost is subdued look, its bright and colourful like somekind of tutorial hud. This makes it look cheaply designed and more like a mobile app hud than a game hud. which feeds into...
5 A lack of aesthetic character in line with the theme of the game, why isn't the hook counter a grisly tally similar to the dbd logo, no its bright red circle of lights that looks like it belongs in a sci fi FPS HUD, its very out of place. Which again is ugly and visually jarring.
6 yes we will all get accustomed to it but that doesn't mean its better, so why settle for getting accustomed to worse when we can ask for better?
The rest has been said and I think the arguments against this HUD are very valid in game and design terms. Its uglier, less functional, poorly implemented and not in line with game aesthetic, making it a real failure and kind of breaking the game imersion for me thus reducing my interest in playing.
If it was customizable to the point I could move items around and position them where I wanted, then a lot of the aesthetic failings would be countered by pragmatism but at the moment its aesthetically unpleasing and functionally worse.
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A Red timer on Red background. Really? Do you know how [REDACTED] hard it is to see that!?
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Yes the new information is good but they could have added that to the old UI and had the best of both worlds.
I think you are missing the point.
People asked for additional information on the hud, not to explode the hud outwards into all four corners of the map in a really unintuitive manner. Almost any new HUD could have been a better, more intuitive design than this.
We are not against new or change but it has to be an improvment and this really isn't, its a substantial design downgrade that looks really amateurishly implemented.
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Maybe a picture does help the sceptics to understand why people criticize the new UI
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I saw someone integrate the hook counter into the old hud, but to be fair, while it is fine being about half the screen in a picture, ingame i doubt i would have seen the hook counter. Expanding the survivor status to the left side is very fine to me, as it also opens up opportunities to extend the information given on that hud.
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My thought exactly. It looks very... well, amateurish.
It breaks basically ALL the standard rules of UI designs to a point that I'm left wondering "how could that happen"?
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I like it but it's so dark I have to squint to try and see anything.
And the UI is too small. I have it at 100% and it's still too small.
I can't tell how much time someone has left on hook.
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The position is better than the old one imo. The bottom part of the screen is important for gameplay. If they push everything to the top, it wouldnt distract from gameplay.
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- I could tell before. If you are someone who couldn't, how would you track a squad of the same characters now?
- Must be nice for survivors. The way you put it sounds like you don't know your own hook state. Which is 🤨.
- You can choose how big your skill check should be. Between 100 and 70.
- If the last gen pops I like to check if anyone had adrenaline. Right now I look towards the bottom left then have to look up. Because of how they design the icons, I have to focus on them to distinguish it from the current background. Where as before a quick glance gave me all the information I needed without taking away from the game play.
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the fact that it clutters the entire screen, and if you make the UI smaller its almost impossible to read anything
also, changing the UI size will make skill-checks smaller too... its stupid as hell
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It isn't the end of the world, but it is pretty annoying how all of the information that we used to be able to find in one corner of our screen is now all over the place for no reason. It just looks weird and is inefficient when you want to find out what is going on. There was also quite literally, absolutely no reason to change something that didn't need to be changed.
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Clearly not something to be proud of, but I have spent about 20k hours of my life playing computer games. It's the first time I got motion sickness from a game.
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TL:DR
It's a little more information, that part is good but it's all over the place. They could have just kept everything where it was and it would have been perfectly fine.
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The fundamental function of UI in a game is to display information to the player in a concise way, and the new one fails at that core principal.
The elements themselves I don't find terrible, but that's subjective. However, the failure to keep the information concise is objectively impaired. Instead of a quick glance to one area of the screen to see gen progress, teammate status, and item status, I have to scan every area of the screen for that information. Bottom-left for my item charges, top-left for character portraits, top-center for gen progress... It's just all this unnecessary scanning around different part of the screen that used to be all in one place.
Again, I do like the visual design of the individual elements... but scattering them all over the screen is the main offense.
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It's objectively poor game design.
It is best to place as much information as possible in one location of the screen so players can absorb information quickly and with less eye movement. It helps players focus more on the game and less on gathering basic information.
The placement, size, and animations are worse and either too small or too easy to miss.
It takes up to much of the screen so you actually have less of the game you can actually see.
These are only a few of the issues with the new HUD.
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great question, here is my take and hates about the new UI:
1- I hate the colors in the new UI, its too distracting. the gray/white solid color UI was just perfect.
2- the location of information is terrible:
2A- the killer power/item charges is too far to the left and down, I have to look way off the screen for the info that I need, today I did a ton of early T3 on myers because the info was just too bad.
2B- the location of the survivor's info is too bad where it is, today I was the last one alive in a match and I was just doing my gen while another player was on his 1st hook, I was just doing gen, killer came and started the chase with me, the other player went into struggle phase and I was like.... why no one else is going for the rescue? I didn't realise that we two were the last survivors untill I got hooked.
2C- the location of info about gens left and hatch is also bad, the old location was way better.
2D- the hook count on killer side is just terrible, not welcomed this way at all, if they don't want to give killers counts on per person's hook, better not give them any info at all, whoever plays a killer probably can count to 3 already anyway.
the suggestion that karaoke had few posts ago is a lot better if all they wanted to do was give more info to the players, just add those dots/bars to the old UI, the on UI was great the way it was, the scalability is welcomed to the old UI aswell.
to be honest, whoever designed the new UI was for sure an app developer, playing with the new UI feels like playing a mobile game now.
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I feel the restriction of view was intentional. Have things blocking the corners of your vision creat the need to look around more, which adds more of a horror element. Which let's remember this game is supposed to be scary. Having to divide your attention to different corners of the screen for the ui is also adding to a horror aspect back into the game. This is just my opinion but I think the ui makes the game feel fresher and actually a little scarier
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We are mad about the positions of important info what's new doesn't matter in terms of the basics this UI is just bad.
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Can you maybe use the search function in this forum before making this post? There are already hundreds of posts explaining why the UI is terrible.
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I agree with your first 2 points but the question is why couldn't they have just kept the old layout with those 2 changes?
Who knows maybe they'll release a survey asking about how we feel about the UI and hide the results without changing anything. Maybe they'll make a minimal change to the current UI and just say "Ok you got what you want, we're done".
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