Re: Bug reports
Posted: 29 Sep 2013, 15:58
The spell building interface is a bit confusing. Reminds me of Morrowind/Oblivion (haven't used these systems there too much).
I noticed a few issues:
0. Disabling nudity does not work. I would like to request that character textures by default have underwear as part of the body texture and that the nudity texture is only loaded when nudity is turned on. It's likely that a "you can't take off underwear" feature fails, be it simply because of delays in 3d model loading or an inventory management bug.
1. Pressing W and then pressing E to open a chest will lead to movement continuing while interacting without the ability to stop moving. I see not trivial solution (except maybe stop movement when interaction starts) if WASD are to be used for in-game movement and in-menu movement.
2. Depending on unknown factors I am sometimes able and sometimes unable to move the mouse out of the game window. Sometimes when I want, sometimes when I don't. What I would expect is mouse-lock to be enabled in-game but not when a menu is open.
3. mouse-hovering a menu item destroys the ability to use key movement. Yet, the selection jumps and then back. What would feel more natural: either only use the mouse position if it has just been moved or the menu has been just created or prevent any key-movement in the menu while the mouse hovers any item.
4. A "burdened" icon (no time or infinite) might be helpful next to the blessing etc. icons.
5. I find the enchanting menu very different from the inventory and have a suggestion to re-design it.
This can probably only work if an item has constant enchantment slots and if enchantments only occupy one slot
I'm not sure there is a "disabled"-state for action buttons (like "enchant"). If not: the visual difference of having greyed out text might be enough. Also, the "information button-like element ("Stats required to use the enchanted item ...") could use a visual difference since it's non-interactive but active (greyscale bg?).
#5 might be more work than it's worth to implement. I'm not sure it's much more intuitive. It would be an advantage to know how many slots are available before assigning them all and knowing what spells are available in total without having to try out each of the target types (self, far, touch) but this can be achieved differently.
EDIT: current ui:
6. It'd be nice to see an item's enchantements, for example [EDIT] as an info 'button' at the end of the item-interaction menu (end of all items menu might be too far down?[/EDIT]
I noticed a few issues:
0. Disabling nudity does not work. I would like to request that character textures by default have underwear as part of the body texture and that the nudity texture is only loaded when nudity is turned on. It's likely that a "you can't take off underwear" feature fails, be it simply because of delays in 3d model loading or an inventory management bug.
1. Pressing W and then pressing E to open a chest will lead to movement continuing while interacting without the ability to stop moving. I see not trivial solution (except maybe stop movement when interaction starts) if WASD are to be used for in-game movement and in-menu movement.
2. Depending on unknown factors I am sometimes able and sometimes unable to move the mouse out of the game window. Sometimes when I want, sometimes when I don't. What I would expect is mouse-lock to be enabled in-game but not when a menu is open.
3. mouse-hovering a menu item destroys the ability to use key movement. Yet, the selection jumps and then back. What would feel more natural: either only use the mouse position if it has just been moved or the menu has been just created or prevent any key-movement in the menu while the mouse hovers any item.
4. A "burdened" icon (no time or infinite) might be helpful next to the blessing etc. icons.
5. I find the enchanting menu very different from the inventory and have a suggestion to re-design it.
This can probably only work if an item has constant enchantment slots and if enchantments only occupy one slot
I'm not sure there is a "disabled"-state for action buttons (like "enchant"). If not: the visual difference of having greyed out text might be enough. Also, the "information button-like element ("Stats required to use the enchanted item ...") could use a visual difference since it's non-interactive but active (greyscale bg?).
#5 might be more work than it's worth to implement. I'm not sure it's much more intuitive. It would be an advantage to know how many slots are available before assigning them all and knowing what spells are available in total without having to try out each of the target types (self, far, touch) but this can be achieved differently.
EDIT: current ui:
6. It'd be nice to see an item's enchantements, for example [EDIT] as an info 'button' at the end of the item-interaction menu (end of all items menu might be too far down?[/EDIT]