loftar wrote:Xcom wrote:Simply by giving the player the power to pick an option before the flower options are sent to the client.
But that doesn't really seem to answer the question. How would the user actually do to pick the option?
Brás wrote:My suggestion on flower menus is two very simple changes:
1. Remove the animation.
It's better to have it pop up instantly than to wait for the fancy animation to finish.
2. Shortcuts for each item
It can be a simple clockwise numbering. Then it should be trivial to do something like "right clicking == option 0, the most used one". I think XCom's client already has the "right click to use first option" thing or something like that.
Brás wrote:My suggestion on flower menus is two very simple changes:
1. Remove the animation.
It's better to have it pop up instantly than to wait for the fancy animation to finish.
2. Shortcuts for each item
It can be a simple clockwise numbering. Then it should be trivial to do something like "right clicking == option 0, the most used one". I think XCom's client already has the "right click to use first option" thing or something like that.
Jalpha wrote:I believe in my interpretation of things.
Brás wrote:2. Shortcuts for each item
It can be a simple clockwise numbering. Then it should be trivial to do something like "right clicking == option 0, the most used one". I think XCom's client already has the "right click to use first option" thing or something like that.
Xcom wrote:Problem isn't that instant flower opening and number keys doesn't exist. Its that you can't get around the whole wait for the flower menu before making your choice. Its causing unnecessary delays that is noticed by a long term user.
LadyV wrote:Its not that long of a wait. Besides I always equated it to the time to open or take things. You have to bend down and harvest plants, open containers, choose and then select which option on anything really. Its fine and it looks nice in my opinion.
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