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Unread 03-15-2006, 03:06 PM
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Matia Matia is offline
A Forest Scavenger
Interface Author - Click to view interfaces
 
Join Date: Oct 2004
Server: Befallen
Posts: 16
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1) A notebook, or the ability to easily add text to a window for keeping notes. If possible, with formatting capability (tabs, indents, italics, font colors, etc).
1a) Or, alternatively, the ability to open directly to an existing text file on the computer by building in a text reader (no editing) for rtf files. (I.E. a given window or tab in that window would display a predefined file of the player's creation). In this case, a player could create a hotkey similar to a Macro and have it targeting a file defined in creation window.
For example, a player who wanted to have a list available to them of exactly where they needed to go during a Journeyman boots run ahead of time could create an rtf file named jboots.rtf and create a hotkey with the target of C:\Program Files\EverQuest II\jboots.rtf that would open a notes window displaying that file.

2) Colorization and even background image selection on a per window basis as in EQ1.

3) Change the Knowledge window to a 3 row configuration (for at least the Tradeskills) so that when sorted, the buttons would be not only grouped together, but not split across columns or pages. When attaining a new Tier in tradeskills, it is... inconvenient to suddenly have every empty spot that has had to be left so that the buttons are properly grouped suddenly filled with new buttons in an unsorted manner requiring another pass of sorting and moving. If not possible, change the coding so that the number of skills/spells per page is alterable so that a player can determine for themselves how many are displayed per page (within certain minimums and maximums).

4) When a player scribes a better version of a spell or skill they already have, it should never make a new button in their hotkeys. If one exists, it should be replace it and not also create a new one if they have an open slot in their primary hotbar as it does now. If the character already has the skill/spell at a lesser level (Apprentice I instead of Apprentice IV), but does not have it hotkeyed, it should not make a new button at all. The only time a new button should be created is when the spell/skill is a new one that the character did not previously have.

5) Windows that are often opened during play but where visibility of the screen is still needed should have built in options for slimmed down/smaller versions of those windows. Examples would be bags, the inventory window, the knowledge window, the tradeskill window. This would eliminate the need for many ui mods that individuals have created for that purpose and ease the problems when those windows change for users of those current existing customizations.

6) Bag and bank slots should be made resizable ala the hotbar sliders. Much like a player can now make their hotkeys smaller or larger, the same option should exist for those slots.

7) The option to have windows able to be clicked through should be made permanent so that it does not have to be renewed every session.

8) Deadspace in windows should be reduced or removed altogether. As an example, the EQII button has an area of background around the actual button that is deadspace that cannot be removed. The background and frame can be made transparent, but they still exist and occupy screen real estate on the screen that has to be avoided or made able to be clicked through each time. The Frames should be as small as is absolutely necessary for the window contents to display and no bigger (unless of course made larger by the user).
For example, even when the frames are made transparent/not shown and shrunk as far possible without cutting off the contents, in the image shown below, one or the other of the two windows will always still be overlapping the other.

9) Removed. Already implemented.


10) Option to turn off the NO-TRADE alert window when looting. (The alert showing should be the default).

11) Zone entrances that cannot be entered due to lockout timers or missing permissions should cause the cursor to change to a lock symbol when passed over so that players can immediately tell if they can go in or not.

Last edited by Matia : 03-28-2006 at 01:47 PM.
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