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#1
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Here's some thoughts on interface optimization:
Allow ctrl+rightclick to transfer items from storage to player stash. For consisteny and to allow the player to craft and socket items while opening a store window, I'd say to also use ctrl+rightclick to sell items, instead of just a rightclick. Alt+spell = selfcast. I've already proposed this before, but it seems to fit this topic as well. No more selecting a spell and than misclicking on yourself because you've got 3 pets running around your center. It'd also work for damage-dealing spells, as it allows you to place AoE skills on yourself. If there are multiple summons, use 1 portrait and stack the numerical value of currently active summons on top of the portrait (like in D2) instead of giving them all separate portraits. Counting portraits to see if you still have all your summons isn't too effective. Plus, this way, it'd allow me to summon dozens of minions without worrying about how many there are because their skill portraits don't fit in the window (yea, I guess I'm talking about playermade mods here). |
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#2
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Quote:
Stack portraits of summons is not good because: 1-you won't have a ton of sum like in diablo 2 2-if there are stacked i can't see how many health it has(for healing) Maybe some combination, where if you want you can minimize the portraits to be stackebel, but people that will need to see health, would not use this option. I didnt have any problems in TQ with this, and it was useful to track all helt of my sumons.
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Look into the face of the enemy, and rejoice! For to stand before him, to bask in his fury, is to tell him that you fear him not, and that he is within a sword-thrust of destruction. Last edited by Ragnar; 02-10-2012 at 12:46 PM. |
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#3
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The multiple same summon portrait could expand horizontaly when the mouse passes over.
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#4
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Quote:
As for the portraits; I'd say only give the single summon a healthbar. If you summon more, remove the healthbar (or average it, that'd give more info). |
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#5
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I mentioned this somewhere ...
Often mouse clicks on the gui are unintended. I think there should be an option for locking down the gui with regard to mouse clicks. I think there should be an option to disregard mouse clicks on the gui unless some other key is also being pressed. Skill bar edit mode, portal activation and skill and character window activations are the worst, when it comes to errant clicks. I dont edit the skill bar often so it doesnt need to be an easily accessible. For new users there could be a bit of a learning issue. Option screens can be a lot of work, so I would be happy with an ini option and a readme comment about it. There should be sufficient zoom out and the hud should be kept small. I dont like trying to target an enemy that can execute ranged attack near the edge of the screen -- and a large hud makes the problem worse in certain directions. It provides needless irritation. |
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#6
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TQ seems to use normal windows gui apis for mouse information -- if so, mouse acceleration and mouse control panel options are in effect. This probably contributes to the problem of errant clicks.
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#7
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Quote:
How would you handle the icons though? Would a single summon still have a health bar? Would a stack have a health bar too? How would it be displayed? An average of the total units health? Individual health bars under a singular icon (with the number of units as well)? Anyways i do like the idea, I think it needs a little more fleshing out though
__________________
"I've always felt that a person's intelligence is directly reflected by the number of conflicting points of view he can entertain simultaneously on the same topic." |
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#8
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I wouldn't be opposed to additional action bars that had quick-key access (such as shift+1 to use the first skill on the second action bar, and so on). I know we had a second in TQ, but I almost never used it because there were no quick access buttons to use skills on it; having to manually switch bars to use abilities is not zesty.
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#9
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I don't like the one tab for all summons, because I use them to heal/buff my minions (you can select spell, then click the tab instead of the minions in the middle of 500 foes).
But I would like to see minions on one side of the screen and friends (multiplayer team and/or quest companions) on the other. For the shift+number action bar, it would be nice to be able to "caps lock" the bar too. So I can have on set for range and one for close without killing my little finder on shift. One thing I do wants to see, is a quick compare for items on the ground. Like if I put the mouse over an helmet on the ground, instead of only seeing the name of the helmet, have the name, the full stats color coded (green for better, red for worse, yellow for even, blue for added) and beside the helmet currently worn with full stats. |
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#10
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Didn't found it , So i thought asking in this topic. Any one knows if the game interface will include real time beneath the minimap? It's one of the feature's I'd like to see in almost all games. It's handy to know you have been playing for several hours, especially in a game like Grim Dawn. I tend to play in full screen and don't always take a look at my watch.
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Legendary order and digital deluxe edition |
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| Tags |
| inventory, targeting, user interface |
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