
Destination SkillQueue
Are We There Yet
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Posted - 2011.02.26 06:17:00 -
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Edited by: Destination SkillQueue on 26/02/2011 06:20:00
Originally by: Ban Doga Edited by: Ban Doga on 25/02/2011 19:39:46
Quote: Once explained, this is all really rather simple and the combat commands become a powerful tool to execute actions faster than previously possible, but the problem remains that this new pattern is far from self-explanatory. Making it self-explanatory is definitely on our TODO list, and any ideas on how this would be best pursued are very welcome.
Two simple solutions just top off my head to improve the situation:
1) forgo the need to be self-explanatory and provide an explanation how it works and why ("why" works wonders, even if it is a bad "why")
2) don't introduce a shortcut system that's unlike pretty much every other system on this planet and be surprised when people have problems understanding how it's supposed to work.
Quote: And this WILL NOT WORK:
X. Click the item in space, or its locked target icon, and THEN press W.
Uhm, why don't you make it work? Apparently people want to be able to do this (see point 2 above)
This. Your intuitive solutions with the UI in general aren't intuitive. They go against established norms, sometimes even your own ones, and working out how things work require alot of effort or research. The way you do things is almost never intuitive for a new guy. We just get used to how it is after a while.
Current shortcut system is a mixed bag. It has it's uses, but the way it is implemented makes it pretty useless most of the time and I've had to remap many of them, since they cause issues like with the alt-tabbing. The reason why they're a mixed bag is really the need to go to overview to execute the order. If I have to go to the overview, I might as well just use the mouse to click the icon, since it is just a few centimeters away anyway. The point of a shortcut is to make it so, that commanding is faster and my mouse can concentrate on other activities. Now it really isn't either in many cases, mainly because I still have to go to the overview to do things anyway.
Why can't I use icons or the target in space to do the same things? I naturally assumed you could, since it is the intuitive thing to do. Afterall interacting with the targets in all those different ways is the same from a players perspective. Your choice in limiting things to just the overview is weird and greatly reduces the usefullness of this feature. I still think it's an improvement, since it offers more choices, but it wasn't as good improvement as I hoped mainly because of the weird way it was implemented.
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