"Fresh Eyes" interface improvement ideas
Posted: Thu Feb 17, 2011 5:32 am
Hey, I recently started playing ToME4 (beta 20b), and *wow* was I surprised! I played ToME2 for a bit, but it seemed too tedious and didn't have much of a story. ToME4, on the other hand, has more game-like qualities (read: fun). It impressed me so much that I want to help make it better. I don't have much to say (yet) on races, classes, and the plot, but below I list several small-ish improvements I would like to see made to the interface:
(1) Bind an action to middle-click of mouse.
(2) More obvious way to bind inventory and equipment actions to keys (or mouse buttons).
(3) Ability to use or activate equipment or inventory special abilities when right-clicking on an appropriate target. For example, use a digger to tunnel by right-clicking on a non-occupied adjacent wall or tree, or use special gloves to shoot fire or lightning by right-clicking on an enemy.
(4) Better default behavior of look command when no enemies are in view. Most of the time it seems looking begins half-way across the level, even if I haven't "looked" on that level before. Why not default to the player?
(5) When a monster first comes into sight, sometimes the image races across the screen beginning from the upperleft--(0,0)?--and ending at the location of the monster.
(6) Better options for organizing inventory:
a - Put like types together, such as "Brawler's Sun Infusion" and "Titan's Sun Infusion", because they are both a sun infusion.
b - Have expandable/collapsable categories and perhaps even sub-categories, such as "Infusions", "Runes", "Weapons", "Weapons: daggers" (if there are several daggers), and so on.
c - Ability to sort by time collected. For example, useful if you want to drop or use an item you recently picked up.
d - Don't revert to default sorting after dropping an item. For example, suppose you sort the inventory by encumbrance because you want to drop several heavy items. After you drop an item, the inventory should still be sorted by encumbrance.
(7) Don't allow changing pages into an empty page via Page-up/Page-down buttons or mouse wheel. Applicable to equipment page, ability information section in main game screen (lower right), etc.
(8) Reenter a store by pressing "5".
(9) Don't run past a friendly character if you would normally stop if the friendly character wasn't there (such as if it is blocking a "T" or branch in a passage). See diagram below:
(10) Don't run past a corner if the outer-most corner terrain is open. See diagram below:
(11) Improve information graphics on the main game screen (such as green numbers floating above an enemy that you hit). If there is multiple information to show in one turn (such as dealing light, dark, poison, and physical damage to an enemy), stagger or delay each informative graphic so you can actually read each one rather than seeing a green blur. Longer time on screen may be necessary. Also, perhaps the damage amounts above the monster should be partially color-coded as they are in the message screen.
(12) Show infravision distance on character screen.
(13) Is there a way to know within the game how much armour an enemy has? If not, then it is complete guesswork as to how much a person should increase their characters APR.
(14) Do stats for summoned animals max out at 100? When improving a summoning ability, the summary can show stats above 100, but when summoned, the stats appear to be capped at 100.
(15) Accomplishing achievements should DO something other than allow for bragging rights. For example, perhaps accomplishing 10/20/30 achievements could unlock something...
(16) Enemies should be strongly discouraged from damaging bosses. It is very frustrating when another enemy kills a boss after I did most of the damage. Grrr...
(17) Why can't we use gems to make amulets or earrings?
(18) Why can my character wear only two rings? We have eight possible ring-bearing fingers, don't we?
That's all for now. Thanks!
(1) Bind an action to middle-click of mouse.
(2) More obvious way to bind inventory and equipment actions to keys (or mouse buttons).
(3) Ability to use or activate equipment or inventory special abilities when right-clicking on an appropriate target. For example, use a digger to tunnel by right-clicking on a non-occupied adjacent wall or tree, or use special gloves to shoot fire or lightning by right-clicking on an enemy.
(4) Better default behavior of look command when no enemies are in view. Most of the time it seems looking begins half-way across the level, even if I haven't "looked" on that level before. Why not default to the player?
(5) When a monster first comes into sight, sometimes the image races across the screen beginning from the upperleft--(0,0)?--and ending at the location of the monster.
(6) Better options for organizing inventory:
a - Put like types together, such as "Brawler's Sun Infusion" and "Titan's Sun Infusion", because they are both a sun infusion.
b - Have expandable/collapsable categories and perhaps even sub-categories, such as "Infusions", "Runes", "Weapons", "Weapons: daggers" (if there are several daggers), and so on.
c - Ability to sort by time collected. For example, useful if you want to drop or use an item you recently picked up.
d - Don't revert to default sorting after dropping an item. For example, suppose you sort the inventory by encumbrance because you want to drop several heavy items. After you drop an item, the inventory should still be sorted by encumbrance.
(7) Don't allow changing pages into an empty page via Page-up/Page-down buttons or mouse wheel. Applicable to equipment page, ability information section in main game screen (lower right), etc.
(8) Reenter a store by pressing "5".
(9) Don't run past a friendly character if you would normally stop if the friendly character wasn't there (such as if it is blocking a "T" or branch in a passage). See diagram below:
Code: Select all
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___@____
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Code: Select all
_####
#____
#_###
#_#
#_#
(12) Show infravision distance on character screen.
(13) Is there a way to know within the game how much armour an enemy has? If not, then it is complete guesswork as to how much a person should increase their characters APR.
(14) Do stats for summoned animals max out at 100? When improving a summoning ability, the summary can show stats above 100, but when summoned, the stats appear to be capped at 100.
(15) Accomplishing achievements should DO something other than allow for bragging rights. For example, perhaps accomplishing 10/20/30 achievements could unlock something...
(16) Enemies should be strongly discouraged from damaging bosses. It is very frustrating when another enemy kills a boss after I did most of the damage. Grrr...
(17) Why can't we use gems to make amulets or earrings?
(18) Why can my character wear only two rings? We have eight possible ring-bearing fingers, don't we?

That's all for now. Thanks!