New UI?

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Does the new UI feels/looks polished enough

Yes
8
50%
No (explain why in a post please)
8
50%
 
Total votes: 16

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Feanor.81
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Re: New UI?

#46 Post by Feanor.81 »

Repton wrote:
greycat wrote:
Grey wrote: - New talent trees should have a short description to them, or at least a list of the abilities they unlock before you actually unlock them.
You can use the left arrow (or right mouse click, I think) to un-learn the talent tree, as long as you do so before you leave the 'G' screen. So, you can check each one out safely.
Also you can hit '+' to expand the tree regardless of whether you have learnt it.
Well, speaking of UI fixes, maybe the list of commands to navigate the talent trees should be made more obvious, it took me too at least a week of play to figure these tricks out.
Maybe just add [+] and [-] prefixes to talent trees to make clear some ones are collapsed?
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Gwai
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Re: New UI?

#47 Post by Gwai »

Indeed, I did not know until I read it just now that one could expand a greyed out talent tree. I always just put a point in and then took it out again if I didn't want that choice.

Grey
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Re: New UI?

#48 Post by Grey »

I've just noticed it does actually say about the +/- in the top-right of the talant screen. However the expanding + tree (Windows Explorer style) would be great to make it clearer, especially if it recognised mouse clicks.

Repton
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Re: New UI?

#49 Post by Repton »

A few more UI thoughts:

1. Suppose I'm in the following situation:

Code: Select all

..x..
..@h.
.....
And imagine the targetting cursor is over the humanoid to my right. If I hit '7', I would expect the cursor to move to the grid bug above me, but instead it simply moves to me, and I have to then hit '8' to move up.

2. The targetting system keeps my old target if it's in view. This is sometimes not desirable, for instance if something that was in melee range is no longer. I suggest that if you activate a talent where the default target is out of range / impossible to hit, but there are available targets in range, then it should change the default to one of the in-range targets.

3. If you manage to correctly target a rogue or other invisible npc, then the targetting system will track the npc as it moves, even if you cannot see it.

Feanor.81
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Re: New UI?

#50 Post by Feanor.81 »

Repton wrote:2. The targetting system keeps my old target if it's in view. This is sometimes not desirable, for instance if something that was in melee range is no longer. I suggest that if you activate a talent where the default target is out of range / impossible to hit, but there are available targets in range, then it should change the default to one of the in-range targets.
Also, it would be nice if the default target would be the one I am currently mouse-hovering. Often when I want to change target in a fight, I find me hitting the last target instead of the new 'cause by simply pressing talent key then left-clicking, the engine will keep targeting the old one instead of the new. Only way to work around this now is pressing the talent key, THEN move the mouse to hover the new target, then left-click.
Repton wrote:3. If you manage to correctly target a rogue or other invisible npc, then the targetting system will track the npc as it moves, even if you cannot see it.
Why in the world you should be able to track an invisible enemy after a successful hit? You can't tell the direction he will be going to take in the next turn, if you can't see him (well, unless he is in a tight corridor, but even then, you couldn't tell if he's going to step towards you, run away, jump 3 squares away, teleport behind you, or whatever).
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate

yufra
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Re: New UI?

#51 Post by yufra »

Feanor.81 wrote:
Repton wrote:3. If you manage to correctly target a rogue or other invisible npc, then the targetting system will track the npc as it moves, even if you cannot see it.
Why in the world you should be able to track an invisible enemy after a successful hit? You can't tell the direction he will be going to take in the next turn, if you can't see him (well, unless he is in a tight corridor, but even then, you couldn't tell if he's going to step towards you, run away, jump 3 squares away, teleport behind you, or whatever).
I believe Repton was pointing out that this behavior ALREADY occurs, not that it should occur. :)
<DarkGod> lets say it's intended

Feanor.81
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Re: New UI?

#52 Post by Feanor.81 »

Oh, you're right, my bad, I misinterpreted his words :oops:
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate

darkgod
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Re: New UI?

#53 Post by darkgod »

Beta12 should bring in many of your suggestions! Thanks!
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Repton
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Re: New UI?

#54 Post by Repton »

Two thoughts on the new shop UI:

1. It's slower than it was.

2. It's made selling things a more inefficient process. I think "sell loot" is the most common activity people will undertake in a shop, so it would be nice to make that as efficient as possible in terms of keypresses / mouse movement.

My suggestion: make the selected position remain the same after selling something. e.g. if you have item 10 selected, and you sell it, then you will now have the new item 10 selected. That way you could sell a bit pile of loot by just repeatedly hitting enter, with the occasional down-arrow to skip over something you want to keep.

Grey
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Re: New UI?

#55 Post by Grey »

Would be nice to drag and drop to sell and buy, with no confirmation dialogue (unless to confirm amount to sell/buy).
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madmonk
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Re: New UI?

#56 Post by madmonk »

Repton wrote:My suggestion: make the selected position remain the same after selling something. e.g. if you have item 10 selected, and you sell it, then you will now have the new item 10 selected. That way you could sell a bit pile of loot by just repeatedly hitting enter, with the occasional down-arrow to skip over something you want to keep.
Yes, please! Really annoying when things go back up to the top!
Regards

Jon.

darkgod
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Re: New UI?

#57 Post by darkgod »

done
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Repton
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Re: New UI?

#58 Post by Repton »

Oh, one more thought:

When selling (or buying) a group of items, the default value for the "How many?" box will be the number of items in the group. So far, so good.

Would it be possible to have that default be automatically selected (in a cut-and-paste sense)? So that way, if you type a number it will replace it. I think that's what people expect these days from a UI.

(i.e. e.g. if you have 8 items and you want to sell 4, I'd like the key sequence to be "enter 4 enter". But at the moment, that will result in me attempting to sell 84 items..)

Susramanian
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Re: New UI?

#59 Post by Susramanian »

Will the shop interface speed up? It takes several seconds to sell a single item now, even ignoring things like the cursor jumping back to the start and such. It's just very sluggish.

darkgod
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Re: New UI?

#60 Post by darkgod »

I'll try to speed it up, but I'm too sleepy currently :)
But I'll do the quantity thing
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