View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005995 | Valley 1 | Suggestion - UI Ideas | Feb 18, 2012 4:50 am | Feb 18, 2012 11:04 am | |
Reporter | jerith | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.578 | ||||
Fixed in Version | 0.579 | ||||
Summary | 0005995: Change warping UI mechanism | ||||
Description | Given the new warp gate mechanism, I think the warp UI is a little counterintuitive and could do with some updating. (As an aside, these thoughts were inspired by 0005994.) Since warping can no longer happen anywhere, it would probably make sense to have the warp gate open a "warp destination" window when activated with "confirm". (My initial thought was to move the dungeon map into this window and choose a destination with that, but I'm not sure how well that would work. Also, I'm quite horrible at designing usable UIs.) This would remove some warp-related clutter from non-warp-related activities (such as accidentally clicking on the dungeon map in the midst of a furious battle and getting big red admonitions in the message log) and it would also be more consistent with other forms of warping (such as mission entry/exit). I think it would also be more intuitive, and you could get rid of the wall-of-text warp instructions and have more context-driven usage help. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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This would be a time consuming GUI that would simply duplicate the existing region map. I don't see any reason to do that. The warp points on the existing map are critical to be able to see for general travel and planning, even when you cannot use them. And by the same token if we did create a giant duplicative interface, it would need to be literally an exact duplicate for people to have any sense of where they are warping to. Meaning we do a day's work to wind up right back where we are. |
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Maybe a slightly different approach, then: Disable warping on the region map (by ignoring clicks that would trigger either a warp or a notification that warping is prohibited) unless the warp instructions are open, and drop the warp confirmation box (since you're already in "warp mode" by virtue of having the instructions open). I agree that what I originally described is probably clunky and painful, but I'm sure there's a way to do better than what we currently have. |
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All right: * When a player clicks the dungeon map while not standing next to a warp gate, no message of any kind is now shown. |
Date Modified | Username | Field | Change |
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Feb 18, 2012 4:50 am | jerith | New Issue | |
Feb 18, 2012 7:17 am | Chris_McElligottPark | Internal Weight | => New |
Feb 18, 2012 7:17 am | Chris_McElligottPark | Note Added: 0019337 | |
Feb 18, 2012 7:17 am | Chris_McElligottPark | Status | new => closed |
Feb 18, 2012 7:17 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 18, 2012 7:17 am | Chris_McElligottPark | Resolution | open => won't fix |
Feb 18, 2012 7:35 am | jerith | Note Added: 0019339 | |
Feb 18, 2012 11:04 am | Chris_McElligottPark | Note Added: 0019343 | |
Feb 18, 2012 11:04 am | Chris_McElligottPark | Status | closed => resolved |
Feb 18, 2012 11:04 am | Chris_McElligottPark | Resolution | won't fix => fixed |
Feb 18, 2012 11:04 am | Chris_McElligottPark | Fixed in Version | => 0.579 |