Accessibility of interface
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- SekoETC
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It's not like *I* would do it, (unless very tired). But it has happened at least once that my character employed a newspawn who kept wondering "why do these projects constantly end up requiring more resources than I specified?" (They were spinning/weaving projects so only one material to add.) Fortunately I always had some extra in storage to clear them off.
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sem
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- Arlequin
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Resurfacing an old suggestion:
Many of my characters would love to be able to filter events. Not that they really want to be aware of everything that's happening around them, all the time. When there's over 30 people talking/hunting in the same location it's annoying.
Specifically, besides the show all, hide all, I would like on/off buttons for:
- Hunting events
- Whispering
- Entering/leaving buildings and vehicles
- Dropping objects
Many of my characters would love to be able to filter events. Not that they really want to be aware of everything that's happening around them, all the time. When there's over 30 people talking/hunting in the same location it's annoying.
Specifically, besides the show all, hide all, I would like on/off buttons for:
- Hunting events
- Whispering
- Entering/leaving buildings and vehicles
- Dropping objects
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tiddy ogg
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In the projectts list for the Deck Grill, if wood is the required fuel, that fact is not stated. Compare with the firepit projects list.
(The projects requiring dung are specified, and you'd have to have been playing a while usually to have built a boat to put this device on, so it's not vital, but could avoid some confusion.)
(The projects requiring dung are specified, and you'd have to have been playing a while usually to have built a boat to put this device on, so it's not vital, but could avoid some confusion.)
- wichita
- Administrator Emeritus
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- Redbeard
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DELGRAD
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sem wrote:How about removing the 'edit this note' button from notes that aren't editable?
Yes yes. I Hate that too.
Arlequin wrote:Resurfacing an old suggestion:
Many of my characters would love to be able to filter events. Not that they really want to be aware of everything that's happening around them, all the time. When there's over 30 people talking/hunting in the same location it's annoying.
Specifically, besides the show all, hide all, I would like on/off buttons for:
- Hunting events
- Whispering
- Entering/leaving buildings and vehicles
- Dropping objects
Hunting and whispering are the most annoying.
- the_antisocial_hermit
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Cantr Backup Page wrote:or speak with other players in the #Cantr channel (irc.gnug.org).
That's all well and good (I know there was a suggestion to add IRC info on it or whatever somewhere but can't find it.), but there should probably be an actual link to the Java client like there are links to the voting sites. A lot of people that might want to try it while Cantr's down wouldn't know how to get to other clients or use that information if they did find a client. Let's face it, if it's not simple, people don't want to mess with it. It would make the IRC more visible, too.
- Sicofonte
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Arlequin wrote:Resurfacing an old suggestion:
Many of my characters would love to be able to filter events. Not that they really want to be aware of everything that's happening around them, all the time. When there's over 30 people talking/hunting in the same location it's annoying.
Specifically, besides the show all, hide all, I would like on/off buttons for:
- Hunting events
- Whispering
- Entering/leaving buildings and vehicles
- Dropping objects
Or, instead of on/off buttons, (or the small fonts in other suggestion) it could be used the same system as with the inventory (notes, res/items, keys, everuthing):
- Whispers.
- Loud talk.
- Actions (movements of people and objects, hunting, attacks...)
- Everything
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- SekoETC
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That wouldn't make any sense. You would like to know in which order things happened and that's very hard to figure out if they're on separate pages. You would have to view everything to make some sense out of it. Just go with the reduced font.
But speaking of inventory subleaves, maybe clothes could have their own tab? Or items and resources separately?
But speaking of inventory subleaves, maybe clothes could have their own tab? Or items and resources separately?
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- dryn
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SekoETC wrote:But speaking of inventory subleaves, maybe clothes could have their own tab? Or items and resources separately?
You don't really need all that many tabs. You are only going to be carrying a certain level of stuff, so you only need a certain level of organisation. Perhaps it would be a good idea if lighter types of items did have thier own tab though (as you can collect a lot more of them and thus need to be seperated so they won't clutter lower count types), for example clothes as you said.
- the_antisocial_hermit
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- SekoETC
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If you're a collector then you might be carrying 50 grams of several dozens of resource types. Or when you hunt, you may get small bones, large bones, meat, sinew, hide, milk and dung. 7 new resource types in one click. People tend to be carrying a lot of 1 to 5 grams piles left over from starting projects, they're too small to be worth going to the storage room and dropping them, but still block the visibility just as well as a bigger pile.
Many people don't have enough clothing to have ones they wouldn't be wearing. The ones who really need an extra tab are tailors and other traders and town officials who are donating clothes to newspawns.
Many people don't have enough clothing to have ones they wouldn't be wearing. The ones who really need an extra tab are tailors and other traders and town officials who are donating clothes to newspawns.
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- dryn
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SekoETC wrote:If you're a collector then you might be carrying 50 grams of several dozens of resource types. Or when you hunt, you may get small bones, large bones, meat, sinew, hide, milk and dung. 7 new resource types in one click. People tend to be carrying a lot of 1 to 5 grams piles left over from starting projects, they're too small to be worth going to the storage room and dropping them, but still block the visibility just as well as a bigger pile.
Many people don't have enough clothing to have ones they wouldn't be wearing. The ones who really need an extra tab are tailors and other traders and town officials who are donating clothes to newspawns.
-Most aren't collecters
-Since you can view about 15 items on a screen (at least I can on this laptop). Sure there are 200 types of resource but it wouldn't be common for a character to have more then 20 types. If you are a regular hunter, those resources aren't going to be new, they will just stack on top of your previous gains. If you are operating in an area then you will be working with a limited number of resources.
Sure seperating items and resources out would help but it isn't that much of an issue.
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Zanthos
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I don't know if this has been brought up before, but maybe the proceed and back buttons should be flip flopped on some screens. It isn't a big deal, but its annoying when everything is going in the right direction, and then the proceed button is on the left and back is on the right. Just doesnt seem very logical to me.
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