Updated OP with changes introduced by [X] I was a Highwayman.
Still way to many redundant clicks.
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Granger
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Re: Reduce chances of RSI (usability improvements condensed)
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Teh_Az
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Re: Reduce chances of RSI (usability improvements condensed)
Aha! Finally, someone proposed a Farming Mechanic similar to harvest moon, kudos. At least that's how I understood it.
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Granger
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Re: Reduce chances of RSI (usability improvements condensed)
Never played harvest moon.
But the logical conclusion to save on my medical bills is to automate harvesting a selected area, since that will be done anyway. Dosn't make sense at all that you have to click a bazillion times for this.
My experience with games is that satisfaction comes from giving the avatar a fluent life - something that's hard to archive with the soulbreaking lag (yes, that adds plenty of clicks too!) and having to micromanage every step.
But the logical conclusion to save on my medical bills is to automate harvesting a selected area, since that will be done anyway. Dosn't make sense at all that you have to click a bazillion times for this.
My experience with games is that satisfaction comes from giving the avatar a fluent life - something that's hard to archive with the soulbreaking lag (yes, that adds plenty of clicks too!) and having to micromanage every step.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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bakrael
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Re: Reduce chances of RSI (usability improvements condensed)
Great ideas, awesome post.
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Jackard
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Re: Reduce chances of RSI (usability improvements condensed)
please, less clicking
removing single option menus would be a great first step. you already do this for Crossroads(as a leader they have two options but everyone else goes straight to Travel)
removing single option menus would be a great first step. you already do this for Crossroads(as a leader they have two options but everyone else goes straight to Travel)
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Avu
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Re: Reduce chances of RSI (usability improvements condensed)
You don't actually think loftar will do it... usability threads have been made in the past and thoroughly ignored.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Jackard
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Re: Reduce chances of RSI (usability improvements condensed)
He put in hotkeys for item radial menus! He changed the boats, albeit in a strange and confusing way!
so there is a faint hope
so there is a faint hope
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Granger
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Re: Reduce chances of RSI (usability improvements condensed)
Leaving the boats is a step in the right direction.Jackard wrote:He put in hotkeys for item radial menus! He changed the boats, albeit in a strange and confusing way!
so there is a faint hope
I didn't know about the hotkeys on the flower menu (mea culpa), nice to know. Nevertheless they would be more useful in case the options in the menu would be fixed (like 'take branch' always being accessible by the same number key).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sidran
- Posts: 101
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Re: Reduce chances of RSI (usability improvements condensed)
Another idea to reduce chances of RSI and prepare UI for easier addition of new stuff.
Current buttons Adventure, Build, Combat, Craft should not be clickable but instead should show pop-up menus above them when mouse is hovered. Those pop-up menus should be visible when: mouse is over respectable button (Adventure, Build..), mouse is over already shown menu or when menu's "stick" button is checked (or it might be RMB to avoid additional menu buttons). Sub "folders" of these menus (Landscaping and Travel in case of Adventure) should be foldable. So, when we are fighting, for example, we could stick whole Combat menu with just attacks and special moves groups unfolded. Or have any Combat action available at one screen without repetitive clicking or messing with quickslots.
This might seem a bit premature, but is a tidy and good way to prepare for plethora of ingame content we expect in future.
For those who understand this and like the idea, it might be nice to retype it in more fluent English.
Current buttons Adventure, Build, Combat, Craft should not be clickable but instead should show pop-up menus above them when mouse is hovered. Those pop-up menus should be visible when: mouse is over respectable button (Adventure, Build..), mouse is over already shown menu or when menu's "stick" button is checked (or it might be RMB to avoid additional menu buttons). Sub "folders" of these menus (Landscaping and Travel in case of Adventure) should be foldable. So, when we are fighting, for example, we could stick whole Combat menu with just attacks and special moves groups unfolded. Or have any Combat action available at one screen without repetitive clicking or messing with quickslots.
This might seem a bit premature, but is a tidy and good way to prepare for plethora of ingame content we expect in future.
For those who understand this and like the idea, it might be nice to retype it in more fluent English.
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Granger
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Re: Reduce chances of RSI (usability improvements condensed)
As Pacho's client just felt to old to function i just tried to use the official client.
*cough*
Sorry, unuseable (after having used Pacho's client at a reasonable window size).
OP updated about screen size and UI windows.
*cough*
Sorry, unuseable (after having used Pacho's client at a reasonable window size).
OP updated about screen size and UI windows.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020