
Arcanist wrote:Better organisation for craft menus, like being able to search all things by ingredients and alphabetical. rperhaps the client seeing what's in your inventory and suggesting a recipe. A auto path system, ccustom hotkeys. being able to see all options from the start, but when you try to craft without the skill, it tells you what skills and discoverys you need. And for more of it to be client side rather than server side so that we don't have to wait for lag to do every little thing. I could go on.
jorb wrote:cobaltjones wrote:It certainly sucks less than the default client.
I agree completely. The default client is terrible compared to Ender's. I use Ender's myself.
jorb wrote:Let's reframe the question a bit: Does the UI of, say, Ender's client suck?
Because if it doesn't then the UI paradigm we use is just fine.
Most of this sounds reasonable.
Not sure if this would help or rather make things confusing, but some games handle their crafts at the crafting stations. So when I walk up to a millstone I get a variety of options what to do there. 1) Grind flour 2) xxx etc.
jorb wrote:cobaltjones wrote:His "solution" is to hire someone who actually knows what the fuck they're doing when it comes to UI design. Also his comment didn't imply anything. It stated that you guys are bad at UI design. That's pretty much it.
All UI sucks fundamentally. Ours does nothing to stand out in that department. In terms of basic operations the custom clients, for exmple, have very mild improvements to offer to say the least.
burgingham wrote:Not sure if this would help or rather make things confusing, but some games handle their crafts at the crafting stations. So when I walk up to a millstone I get a variety of options what to do there. 1) Grind flour 2) xxx etc.
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