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i would LOVE this system for quickbars:
you have got quickbarcontainers. empty by default. (or if you like with 12 free slots by default). you can adjust the size of the containers. 1 slot, 3 slots, 24 slots, whatever. you have got unlimited containers. you are able to drag&drop skills and spells into this containers. you are able to combine several icons into one container. so you are able to create a quickbar with only one big icon @ 76 pixels or a 32 slot quickbar with 16pixel icons. etc. as a cherry on top you could rightclick a button and assign a key(combination) to it. so you are not forced to waste 2-9,0 in one bar. you could assign key 2 to hotbar 3 and key 3 to hotbar 5 slot 7, alt-1 to bar 2 slot 4 etc etc... so you could create custom (self-)click to cure icons, without wasting a complete bar. or a big feign death button in the middle of the screen, a rescue icon above your most used combatarts, etc etc etc. as a bonus you could make containers invisible while still maintaining the key shortcuts. i hope you are able to understand my english. if you have got questions, please ask. |
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willing to test. My wife works I am disabled and always homeand my duagther plays when she can I am a tradeskiller to relax and raider for fun have many toons able to do alot. Ok we are Everquest Junkies |
They all look a little cluttered so far, imo, needs simplifying, also everything at the bottom has a blocking effect on the loverly graphics, there getting an upgrade I want to be able to see them ;)
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I don't know whether this project has been abandoned, but a request would be to consolidate windows. As it is we have so many windows that could be consolidated. Socials/Community could be put in as tabs in the inventory or persona, etc, etc. Also make it so the map window isn't squared, but more of a sphere. You would have to implement the ability to have spherical windows to make that work, but then there could be a whole array of other mods that come out of it.
Just my 2cp. |
What the dev team is looking for is ideas on possibly combining windows, making some windows better, and the window graphic design. They aren't really looking for default window placement using the current default interface.
One idea that came from the UI community they are adding soon is the side by side quest window. These are the types of ideas they want and are looking for. How to make the UI smarter. The current default quest window was ok when most monitors were 4:3 aspect but now with almost every one having 16:9 the side by side quest window works much better. How about some ideas for the persona window and zone lockout/reuse windows? How long does it take you to explain to some one new at raiding how to find and use the lockout/reuse window? I'm sure some of you have some ideas to either move info out from the window into the hud or better orginize that window. Or some ideas to make the raid window and raid leader options better and more intuitive? Heck with the zone lockout/reuse timer would be cool to have a little clock / key icon on the hud any time there is a lock out set and clicking it would bring up a window that just lists the current instances you are locked out of or timers you need to reset. |
I know of one window right now that is FAR more difficult to use than it should be. The recipe/crafting window. If you want to filter by anything more than name, then you have to open the filters dialog, make a new filter, save it, apply it. And then when crafting you recipe list goes *poof*.
What if instead we made the recipe window like the incoming quest window: make it in two side-by-side panes. The left pane is your recipe list, and always stays there. The right pane goes to an improved sorting system where all the filter criteria are always visible to select, and you can still save/load them (sort of like the way the broker window works). When you begin crafting, this pane gets replaced by (hidden under) the actual crafting process pane, with your progress/durability bars, skills, etc. I know we can already move the recipes part to the side, it's mainly the improved filters pane that I'm looking for. The current system is far too clunky to use. Why do we need to select levels? Just allow us to input them... "5-10" or "5, 7-8" that kind of thing. There's a lot of area for improvement there. |
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1. compass/clock/minimap/quest helper/browser 2. player/group/raid/voicebar 3. maintained/detrimental/effects 4. target/implied |
How about having a more techy minimalist style of UI for a alternate default. Maybe tie it in with some Erudite lore.
Right now its hard to combine interfaces pieces from different authors together with the default UI and have any kind of uniform style. A simplier style would also make it easier for novice UI developers to contribute. |
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Currently the default UI is a big mess when it comes to HCI (Human Computer Interaction). In the screenshot:
What I want in a new default UI:
And yes, my UI setup is far from pretty, but it's very friendly to my eyes when it comes to how much time I need to find the important stuff. And it also let me enjoy the games as I see most of the game and not much UI in the "enjoyment" area :p |
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I've used 3 different UI's since starting play; Fetish, ProfitUI and RickF. Currently using RickF but it certainly isn't my idea of an ideal UI. I really hate his bags and am looking for a replacement. I've other things which I've replaced so that my UI is a hodge-podge of relatively unrelated items. A REAL pet peeve is the broker window and the practice of putting buy and sell in different window tabs. When I have an item for sale I want to hit the broker key and have the Sell side of the window show me what the price is, currently. The only one I know of that has this feature is the Fetish broker. All the rest I've looked at are of the Buy/Sell... etc. tabbed style. I guess I would say to devs of interfaces is stop a bit and think about how your product looks to others. What you think of as forward thinking and "greatest since sliced bread" is my poison and goes into the bit bucket. A viable UI for the masses is minimalist but with extra "stuff" that can be easily plugged in (and self-containment belongs right here in the equation) after one has experience enough to be able to make decisions about them. :cool: |
Super duper necro bump....
So, @samejima, how did you do Auto Attacker timers before the DynamicData went live? :D |
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