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Newbies! What did bother you in default user interface?

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Date Editor Before After
4/13/2012 10:23:26 AMCArankShadark before revert after revert
4/13/2012 10:09:30 AMCArankShadark before revert after revert
Before After
1 Scrollwheel zoom is asymmetric. Scrollwheel zoom is asymmetric. Scrollwheel zoom is asymmetric. Scrollwheel zoom is asymmetric. Scrollwheel zoom is asymmetric. Please fix this. Currently you zoom in faster than you zoom out. This is ridiculous. It's also inverted by default. Also ridiculous.
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1 Right click opening the build menu is a bad default. If people want to use it, great, but it interferes with other commands. 4 Right click opening the build menu is a bad default. If people want to use it, great, but it interferes with other commands.
2 \n 5 \n
3 Build menu would be perfect with this option: separate tooltips from mouse navigation so that navigation can be turned off while retaining the handy mouseover tooltips. I am unhappy with having to deal with mouse navigation (I cannot navigate the build menu while moving the mouse, I must stop the mouse while I tap the keys), but it is a necessary sacrifice at the moment. 6 Build menu would be perfect with this option: separate tooltips from mouse navigation so that navigation can be turned off while retaining the handy mouseover tooltips. I am unhappy with having to deal with mouse navigation (I cannot navigate the build menu while moving the mouse, I must stop the mouse while I tap the keys), but it is a necessary sacrifice at the moment.
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6 The smoothscroll widget that is on by default is a horrible default (1. bad method of scrolling & 2. violates physical mouse-space continuity by teleporting the cursor) and blocks the more valuable mouse-drag movement on middle-click that is standard in self-respecting RTS games since WC3 as well as the similar genres now with HoN and Dota2. Also, it is backwards. For the sake of knowledge, I will explain the way it's supposed to be: middle-clicking can be visualized as "grabbing" the terrain (if you've played Black&White you've seen this in action and it makes perfect sense), pulling yourself along across the world. Combined with the natural SupCom flavor zooming this enables you to cover as much or as little ground as you need with a given swipe of the mouse. Mousedrag provides my small-adjustment needs (it replaces the edge-scrolling of olden days) and combined with zoom-out or minimap usage it is the perfect system. I suggest there also be a variable available to multiply or diminish the speed to attain something other than a 1:1 ratio, but that would be a bonus implementation. 10 The smoothscroll widget that is on by default is a horrible default (1. bad method of scrolling & 2. violates physical mouse-space continuity by teleporting the cursor) and blocks the more valuable mouse-drag movement on middle-click that is standard in self-respecting RTS games since WC3 as well as the similar genres now with HoN and Dota2. Also, it is backwards. For the sake of knowledge, I will explain the way it's supposed to be: middle-clicking can be visualized as "grabbing" the terrain (if you've played Black&White you've seen this in action and it makes perfect sense), pulling yourself along across the world. Combined with the natural SupCom flavor zooming this enables you to cover as much or as little ground as you need with a given swipe of the mouse. Mousedrag provides my small-adjustment needs (it replaces the edge-scrolling of olden days) and combined with zoom-out or minimap usage it is the perfect system. I suggest there also be a variable available to multiply or diminish the speed to attain something other than a 1:1 ratio, but that would be a bonus implementation.
7 \n 11 \n
8 Along with that: holy shit the mouse toggle mode has GOT to go. Setting MouseDragScrollThreshold to 0 is 100% required for anyone who uses the mousedrag method for camera. Otherwise it enables itself when dragging quickly or in short movements, leaving the user confounded as to why his mouse is behaving the way it is, and with no clue how to fix it. Ditto for backspace toggling this mode. Always happens when I am deleting text and press enter to close the box. This will absolutely destroy anyone who doesn't know what's going on and how to fix it. 12 Along with that: holy shit the mouse toggle mode has GOT to go. Setting MouseDragScrollThreshold to 0 is 100% required for anyone who uses the mousedrag method for camera. Otherwise it enables itself when dragging quickly or in short movements, leaving the user confounded as to why his mouse is behaving the way it is, and with no clue how to fix it. Ditto for backspace toggling this mode. Always happens when I am deleting text and press enter to close the box. This will absolutely destroy anyone who doesn't know what's going on and how to fix it.
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10 Chat bubbles. Turned them off immediately. Ugly, pointless, taking up real-estate, seeing the same messages in two places is confusing. 16 Chat bubbles. Turned them off immediately. Ugly, pointless, taking up real-estate, seeing the same messages in two places is confusing.
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13 Things I would have never found on my own: 20 Things I would have never found on my own:
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15 Setting movestates for nanos. Add this to "things that bothered me" as well, since teammates building things near my nanos, or vice versa, and losing resources to helping them build their stuff was very undesirable and aggravating till I learned how to fix it. Nanos should default to repair ally only. 22 Setting movestates for nanos. Add this to "things that bothered me" as well, since teammates building things near my nanos, or vice versa, and losing resources to helping them build their stuff was very undesirable and aggravating till I learned how to fix it. Nanos should default to repair ally only.
16 \n 23 \n
17 Shared mexes. 24 Shared mexes.
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19 Energy grid, obviously. 26 Energy grid, obviously.
20 \n 27 \n
21 Priority buttons. I'd have found these on my own (hadn't yet explored the UI fully when I read about it), but I don't know if it would have been clear exactly what it was for and what the effects were. 28 Priority buttons. I'd have found these on my own (hadn't yet explored the UI fully when I read about it), but I don't know if it would have been clear exactly what it was for and what the effects were.
22 \n 29 \n
23 LOS view. Let us turn this on by defualt (or tell me how to do it). Echo messages to console to explain what is happening when we push the buttons. I was familiar with the LOS toggle from spring, but the radar toggle mode is enigmatic to anyone who doesn't already know what to expect. Also, the radar jamming coverage is very hard to see. 30 LOS view. Let us turn this on by defualt (or tell me how to do it). Echo messages to console to explain what is happening when we push the buttons. I was familiar with the LOS toggle from spring, but the radar toggle mode is enigmatic to anyone who doesn't already know what to expect. Also, the radar jamming coverage is very hard to see.
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26 Things that need adding, besides above: 34 Things that need adding, besides above:
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28 The very bottom row of factory buttons (the build-queue) needs to be tooltip-enabled so people can identify what's in the queue when they're trying to delete stuff. 36 The very bottom row of factory buttons (the build-queue) needs to be tooltip-enabled so people can identify what's in the queue when they're trying to delete stuff.
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30 For things like the factory & comm buttons on the bottom (I love these, btw), left click should select only since this is the most common and desired action, swap this and make right click the select&go, leave middle mouse as go-only. 38 For things like the factory & comm buttons on the bottom (I love these, btw), left click should select only since this is the most common and desired action, swap this and make right click the select&go, leave middle mouse as go-only.
31 \n 39 \n
32 Minimap clicking strays from the standard. Why is this? Why do I have to middle-click the minimap to do what left-click has done for decades? It's fancy that the minimap is basically a second viewport with being able to select units and all, but it's not practical and breaks the standard expected behavior of a minimap. Current functionality can be made an option, as well as whether or not you can give right-click orders via the minimap (off by default). 40 Minimap clicking strays from the standard. Why is this? Why do I have to middle-click the minimap to do what left-click has done for decades? It's fancy that the minimap is basically a second viewport with being able to select units and all, but it's not practical and breaks the standard expected behavior of a minimap. Current functionality can be made an option, as well as whether or not you can give right-click orders via the minimap (off by default).
33 \n 41 \n
34 I would like to be able to hear the actual game start (commanders dropped) while alt tabbed. 42 I would like to be able to hear the actual game start (commanders dropped) while alt tabbed.
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36 Fix the noise associated with clicking a starting position on the map. Everyone who wears headphones hates you, soundguy. Replace it with a less violent noise, and throttle the spam from people clicking. 44 Fix the noise associated with clicking a starting position on the map. Everyone who wears headphones hates you, soundguy. Replace it with a less violent noise, and throttle the spam from people clicking.
37 \n 45 \n
38 Preview post button. 46 Preview post button.
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40 Confirmation for unlocking tech. 48 Confirmation for unlocking tech.
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42 Actual information in the unlock page tooltips, especially commander upgrades. The ones now are close to useless. 50 Actual information in the unlock page tooltips, especially commander upgrades. The ones now are close to useless.
43 \n 51 \n
44 Some type of feedback explaining to new players what is happening when they press the commander select button in-game when they don't have any commanders. Right now it just says "requesting baseline comm" which explains nothing if you don't already know, plus it somewhat implies that something should actually be happening afterwards. 52 Some type of feedback explaining to new players what is happening when they press the commander select button in-game when they don't have any commanders. Right now it just says "requesting baseline comm" which explains nothing if you don't already know, plus it somewhat implies that something should actually be happening afterwards.
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54 Some way to identify friendly/enemy units on the main screen when the blips (these are called unit icons in the options, I believe) are on-screen. Without knowing the individual colors, you can't tell what's a friendly or an enemy without context. Maybe add a thin colored outline to the blips, red for enemy, some other colors for friendly and self (or none at all, since it is assumed you know what color you happen to be, and anything not highlighted as an enemy is also obviously on your team). Do this for healthbars as well. It's a subtle change but it's amazing how much this enhances situational awareness when parsing a battle (speaking from experience as a dota player). All of these things configurable options, of course.
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56 Also, blips should be displayed or hidden all at once, currently they are height-enabled on a unit-by-unit basis and this leads to strange camera-zoom limbo areas where only half of the icons are on screen, forcing you to zoom in or out to escape the awkwardness.