Tremulous Forum
General => Feedback => Topic started by: Thoth on February 11, 2011, 08:20:20 am
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1. Make the :armoury: only list items you can afford (I know a lot of people have binds, but for people who don't play :human: or if they are new won't have binds).
2. It would be nice if the rest of you team could see the "ghost" of the item you are about to build so they're aren't in the way of it.
3. Even if the :overmind: / :reactor: doesn't have build points, you should still be allowed to have the "ghost" appear until build points are available.
4. This is a re-suggestion from one of my other topics (don't want it to vanish). Marked structures build points should appear in the HUD along with the actual free build points.
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1. I think people are able to check how much money they have to see what they can afford. It's also nice to see what you could possibly buy if you decide to save money.
2. If a builder is facing you and trying to build it should be obvious enough.
3. I suppose it could show but it doesn't really matter much.
4. This has been suggested before by other people as well and I agree with it.
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1. I think people are able to check how much money they have to see what they can afford. It's also nice to see what you could possibly buy if you decide to save money.
2. If a builder is facing you and trying to build it should be obvious enough.
I think these are ment to be more newbie friendly. You can't really expect a new player to recognize that they are standing where somebody is trying to build.
I suggest...
1) Make things you can afford solid, and things you can't afford transparent
2) What Thoth said I guess could work ???
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1. has been done in tremfusion, too expensive items were colored red in the menu. Also it had auto-sell, so you don't have to sell your rifle first when you buy a shotgun etc.
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4. is what I would want. The current system just doesn't work with the new mark decon. You always have that ~6BP showing in your HUD, and in reality you might have anything from 6 to 150 BP left really.
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1. I think people are able to check how much money they have to see what they can afford. It's also nice to see what you could possibly buy if you decide to save money.
2. If a builder is facing you and trying to build it should be obvious enough.
I think these are ment to be more newbie friendly.
Yes they somewhat were; perhaps these are better suited within the in-game "tutorial mode."
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Yes they somewhat were; perhaps these are better suited within the in-game "tutorial mode."
I wholeheartedly disagree; I think these are better suited as "polish" to the game.
These are touches, that to me, would show that the developers care about making the game easy to get into and play.
These are also touches that would show that the game is well-made and worth playing.
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4. is what I would want. The current system just doesn't work with the new mark decon. You always have that ~6BP showing in your HUD, and in reality you might have anything from 6 to 150 BP left really.
Maybe have one number for remaining BP and another number for available BP?
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4. is what I would want. The current system just doesn't work with the new mark decon. You always have that ~6BP showing in your HUD, and in reality you might have anything from 6 to 150 BP left really.
Maybe have one number for remaining BP and another number for available BP?
Indeed, i'd want to know whether i'm using actual free BP or removing a marked object, if the values are just shown as a single combined number then i have no way of knowing.
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1. Unaffordable items in Red like from KoRx. They stole enough from us its time we steal from them.
2. I agree with this, however it should be more transparent eitherway to both players, so they can have better building view.
3. ?
4. like BP: 86 + 8, the 8 isnt added to the total, just a side note to say which buildings are marked.
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1. Unaffordable items in Red like from KoRx. They stole enough from us its time we steal from them.
And why is this mod evil? Its not stealing to make a mod, for goodness sake.
4. like BP: 86 + 8, the 8 isnt added to the total, just a side note to say which buildings are marked.
I like this suggestion, however. Actually, this thread seems to have garnered some pretty reasonable suggestions in general.
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8+16, 8(16), whatever is aesthetically the most pleasant. Yes.
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I like the auto-selling idea, when purchasing another weapon. This would help many newbies who just get "Use 'q' on the green box" response when they ask how to get better weapons. (not knowing that they need to sell their rifle first)
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Nah, i'm not sure about this autoselling idea, it means that the buy menu would need to contain all available weapons and accessories at all times, far too crowded, i rather like the current setup. Providing you can make it easier for the user to discover that they need to sell the rifle initially, there's nothing wrong with the current system.
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While I definitely like the initial concept of auto-selling, I definitely share tremulant's worries about crowding. That said, I think no one should ever use that menu, and just get some half-decent binds. There just is not enough time in Tremulous to waste it navigating such a menu.
Perhaps having a multi-tiered menu, or a menu with expanding categories like a tree-based menu system (with "weapons" and "upgrades" as the roots) would be useful.
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IMO the whole menu needs a redo.
Have a "primary" weapon column, with a radio-button like setup, so it's obvious you can only pick one. And have the prices relative to your current weapon, so if you have a lucy, lcannon will show a negative cost as switching to it will give you money back. Unaffordable ones can then be red or whatever.
There's no real need for a "sell" column, or a list of current stuff. You could just have the "accessories" list show a tick next to the armour you already have.
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Of course, the reason the current system feels so natural to me is primarily due to the fact that i use it on a regular basis and have an order in which to buy things that makes sense based on the current behaviour, i realise it's never going to be as fast as binds but it works well enough for me that i've never felt the need for binds. Any system needs to be simple enough that a user shouldn't need to resort to binds, items need to be in a predictable location on screen and preferably be accessible without any need for interaction beyond double clicking on an item, no scrollbars unless absolutely necessary.
This all sounds very negative, but i'm really not all that attached to the current system, we just need to make sure that any change is positive for those who actually use the menu, rather than just sounding neat to a bunch of experienced bind-using players.
Hmmm, that's all looking decidedly tl;dr.
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no one suggests a more advanced auto-team option that allows for more balanced games as well as making spectators visible as transparent ghosts in game (no one REALLY want this one... Possession says no one!). :)
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Nah, i'm not sure about this autoselling idea, it means that the buy menu would need to contain all available weapons and accessories at all times, far too crowded, i rather like the current setup. Providing you can make it easier for the user to discover that they need to sell the rifle initially, there's nothing wrong with the current system.
Hm, I agree. Implementing a auto-sell system in the menu would clutter things greatly, but who really uses the menu? Anyone who can get upset about the menu is good enough to have and use binds. But the clutterness *might* make it even harder for newbies to understand what is going on, so perhaps it's not such a great idea?
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but who really uses the menu?
Me.
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but who really uses the menu?
Me.
Oh :( well that proved my point invalid. Carry on..
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no one just got another obvious idea. How about we make clan tags in a separate menu option (maybe allowing your tag to be hidden) and allow clan tags to be password protected asks no one? Maybe we can even use this to improve trem stats to include clan stats states no one.
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How about a bar, as humans, for going underwater. Like an oxygen meter.
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What Mustard said, but also for aliens. (They drown too y'know!)
-K
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What Mustard said, but also for aliens. (They drown too y'know!)
-K
no one says, better yet, don't make it so aliens could drown. Insects in real life are EXTREMELY hard to drown, and these aliens look like insects to no one explains no one. no one still thinks the clan tags should take priority though, hopefully helping return some of the clan scene.
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How would the protection work?
You could maybe do it so its protected on just your server, but even then it's be near impossible to fully block. People are very smart at getting around filters and blocks.
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How would the protection work?
You could maybe do it so its protected on just your server, but even then it's be near impossible to fully block. People are very smart at getting around filters and blocks.
no one says that, unfortunately, server based would probably be the best solution. As for protection, maybe the first to register to a clan would have the right to set passwords, permit new clan members, promote clan members (like a separate level system for clans, apart from admins levels), and so on, suggests no one.
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Re: Armoury menu
https://bugzilla.icculus.org/show_bug.cgi?id=4905
Re: Putting queued BP on the hud: Sounds like a good idea to me but I have to think about what the least-bad way to implement it is. It's not trivial.
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Re: Armoury menu
https://bugzilla.icculus.org/show_bug.cgi?id=4905
Re: Putting queued BP on the hud: Sounds like a good idea to me but I have to think about what the least-bad way to implement it is. It's not trivial.
no one suggests an hourglass like display where queued evos pour into the usable ones.Queued evos can be in a smaller circle in red while ones ready for use are in a larger circle in green or something, adds no one.
Actually no one has a better idea. How about making the current evo position show queued evos while the usable evos are displayed right on the granger/ckit suggests no one.
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https://bugzilla.icculus.org/show_bug.cgi?id=4908 BP from marked structures on the HUD is written and queued to go in if there's not objections.
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Beautiful
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Yep, this should help alot, if you can't keep track of your marked build points.
On the other note, is there any way to add some sort display that shows availability of Overmind/Reactor? Is it been built, marked et cetera....
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Yep, this should help alot, if you can't keep track of your marked build points.
On the other note, is there any way to add some sort display that shows availability of Overmind/Reactor? Is it been built, marked et cetera....
Well, obviously knowing that your reactor is down could really be game-braking for the aliens that are trying to secretly munch it down...
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Well, obviously knowing that your reactor is down could really be game-braking for the aliens that are trying to secretly munch it down...
Maybe shown only for builders perhaps? Should've been more specific...
But this might alert smart builder to place new reactor and warn team that "old base destroyed new coming @ new location". Meh, this just circles around. :-[