IDEAS FOR RYZOM


Collecting your interface woes

Where do I begin? :) Well, maybe with saying that reading that "under advisement" list you almost made me spill coffee in excitement.
  • Wasted window space
I know looks are important but imho there's way too much screen real estate wasted in pretty much all UI elements. Windows either need strong borders or colour scheme that makes them stand out but not both. Classic example I use is comparing MS Windows and Irix(some might say pre X MacOS but that was just a rip-off) design philosophy.
  • Default UI actions
Some of this is implemented on NEL layer like mentioned double-clicking objects (which I agree is double-edged sword). Would be handy if UI had some of that, like double-clicking item in inventory while exchange window is open placed that item in trade, double-clicking item in Sell window would sell it to merchants, etc. Obviously needs some consensus what does what and preferably few settings for us to tune the behavior.
  • Bulk operations
OS-like functionality for multiple selection (Shift and Ctrl clicks, and Ctrl-A for select all) and then the ability to apply operation on selected set.
  • More at-a-glance information
Mouse-over an item tells you basically nothing, useful information for an inventory is how much bulk is free not used even if latter helps keeping basic math brain pathways tidy, etc.
  • Ability to place items on action bars
Don't think this needs an explanation.

Lastly something that is far from simple and is really just a dream, Action book. Ability for us to create action bar sets which we could then place on specific action bar. Maybe it's just me ... well, it's not as this even isn't my idea (hope you don't mind chief), but 10 bars is preciously too little. It covers melee/magic, yes. But then add harvesting and crafting.
As a sub-idea of the above, actions should have a character-wide unique identifier so if I have a spell placed on two or more bars, editing that spell on one bar should change it on all bars.
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