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The Must haves we dont have

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Controls and Interface
#1 Target of target. Important for all classes. DPS knows when they have stolen aggro. Tanks know when they have lost aggro. Healers know who has he aggro

#2 MUST! add a way to target your self. Mainly a healer issue but is important to any one who has a targeted friendly spell. Frankly your auto targeting design might have been a good idea on paper but it just dose not work and makes the game less enjoyable.

#3 Add a cast on self modifier. IE; holding ALT will always try to cast the spell on your self if applicable with out loosing the current target. This is an mmo healing staple.

#4 MUST! MUST! MUST! improve the accuracy of your click targeting system. To many times I could not click on the right target when obviously my cursor was over it because of target box issues.

Like others have said before me, you spend more time fighting the interface than your foes at the moment.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    2 isn't a must if they do 3.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Personally, I'd love right click self cast functionality and left click target cast. Also, another must in my opinion: Allow us an inventory that when we add bags, instead of having to click to see them, just have it make the bag bigger. It's a pet peeve of mine, but one that drives me absolutely insane.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I like the mechanic of separate offensive and defensive targets that I've seen in several games. Makes healing and other things in the middle of combat much easier.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I'm with you Llorean, as a player of mainly support type characters I far prefer to have a defensive target and an offensive target makes the whole thing more manageable.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Myrryr wrote:
    Personally, I'd love right click self cast functionality and left click target cast. Also, another must in my opinion: Allow us an inventory that when we add bags, instead of having to click to see them, just have it make the bag bigger. It's a pet peeve of mine, but one that drives me absolutely insane.

    I actually prefer the separate bags. I keep my inventory sorted neatly into the four separate windows, so it's not always cluttered up when I start getting item drops or mission items.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Myrryr wrote:
    Personally, I'd love right click self cast functionality and left click target cast.


    With most skills being charge or maintain click casting isn't a good option.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Self-targeting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I've yet to see it in game, but I could dig an "NPC names always on/off" choice and a mouseover tooltip for anything that can be targeted. If I mouseover it, I want to know what it is without clicking on it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    #3 and #4 are the "MUST"s.

    #1 spoils games. It is not a "MUST", it makes games too easy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I figured out a way to target my self

    /bind target_self [button]

    I set mine to the tilda key

    Still I would love to see a self cast modifier button. Also an option to tun off auto targeting for healing would be nice. FOR GOD SAKE you MUST fix click targeting accuracy and unit frames lag. You guys actually need to fix over all ui responsiveness. I could proly live w/o target of target. AND OMG the auction house is beyond horable.

    Don't let this game fail because of stupid ui setbacks because it would be the most epically lame reason an mmo fails; "the game was great you just couldn't play it because the interface sucked". Its a beautiful game let us play it how it is intended to be played.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    #1, #2, #3 We are working on them, ETA: Soon (TM).

    See here:
    http://forums.champions-online.com/showpost.php?p=1039307&postcount=4

    #4 Can you be more specific?

    We are working very hard to make the User Interface transparent and more efficient for you, please keep the constructive criticism and feedback coming.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Ledmirage, you guys have been awesome so far in response to community feedback on the UI, can't wait to see what you've got in store for us when Soon (TM) comes. The graphics might be beautiful, and my character purty unique, but Im using the UI 100% of the time in some way shape or form, and I can't say that for any other fascet of an MMO.

    Oh one additional request: can we get an "open all bags" keystroke so we can see our entire inventory simultaneously? I get the feeling this requries more tech, since the bags load inside the same frame currently, but it'd be a "Nice to have"

    And for the guy that thinks target of target "spoils" a game...Isn't it time to move on to the next beta in search of that soul crushing experience that will finally fit your entertainment desires? The rest of us are trying to tank, heal, or dps the target least likely to kick our **** and we'd kind of like to have it. thanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:
    #1, #2, #3 We are working on them, ETA: Soon (TM).

    See here:
    http://forums.champions-online.com/showpost.php?p=1039307&postcount=4

    #4 Can you be more specific?

    We are working very hard to make the User Interface transparent and more efficient for you, please keep the constructive criticism and feedback coming.

    The Brainstorming mission in Canada, where you have to save the brain. Try and click the overbrain you need to kill. Damn near impossible.

    The VIPER base in the Desert; those tanks that patrol around. They're huge but a pain to click-target for some reason.

    The huge boss in the Lemurian crisis, sometimes impossible to target even though he's literally the only thing on your screen. But that specific crisis has some serious other issues.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Oh and since you seem to be the UI Guy™; can you comment on the issues with windows opening breaking chat?

    I'll be typing, one of those obnoxious npc's shoves his random mission in my face and suddenly I'm jumping and firing of powers randomly. I have to hit enter again to continue typing.

    Typing while someone opens a trade window. Same thing.

    That stuff happening should never break chat like that.

    -edit-
    Noticed in the PTR notes it's been fixed for queue messages. Can you PLEASE fix it for everything else?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:
    #1, #2, #3 We are working on them, ETA: Soon (TM).

    See here:
    http://forums.champions-online.com/showpost.php?p=1039307&postcount=4

    #4 Can you be more specific?

    We are working very hard to make the User Interface transparent and more efficient for you, please keep the constructive criticism and feedback coming.

    Their are a few huge enemies that are very hard to target. Such as the big hardened constructs in lemuria. And some things that are not targetable such as the 1 very very notorious zombie that sometimes spawns near the public mission in canada. (near the burial pit) This zombie is by no means killable and he'll continue to attack/damage you until you fly away.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I have four requests:

    #1: Expand on the 'get info' for other players -- currently, I don't see a way to see their powersets, what they have 'equipped,' and other details that might be pertinent (maybe a way to see completed perks? A way to show off what you've done?)

    #2: Allow for all bags to be open at once so you can move stuff around in them while seeing them all open.

    #3: Make the auction house interface better -- allow the ability to show how much stuff has been selling for -- this is very important when setting a price or even buying. In WoW, and to a lesser extent, CoH, the Auction House is almost a game in and of itself -- but in order to achieve this, the interface has to be redone in a way that shows more information about items being sold.

    #4: Show how items in the Auction House or your inventory might break down when you do Research on them in your various crafts -- like 'this item' will break down into 'this needed element' that you can use for crafting -- this will help in the decision making for selling/buying items without having to run to a crafting table to get more information...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Concerning the clicking on hit box thing... take two people standing very close to one another. Many times you will be prevented from clicking on the one that is further away due to interference from the hit box on the one who is closer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    #4 is very simple - clicking on a target does not necessarily select that target, frequently it targets something else, particularly if you fight in close melee range - eg. you engage a group of 4 henchmen, 3 surround you and 1 backs off to range - you try to select the ranged guy but it selects one of the mobs to the side of you instead.

    Theres also the separate issue of special mobs where the hit box bears no relation to the 3d model - eg. shoals of fish and Viper Anaconda tanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:
    #4 Can you be more specific? [/COLOR]

    Step 1, Visit Lemuria
    Step 2, Swim North to the Sub docks.
    Step 3, Re-swim North to the Sub docks because you just rubber banded back to the Aegir.
    Step 4, Try clicking on a sub from anywhere above it's Y axis. It's difficult unless you've spent some time hunting subs. The same is true for multiple "non human" mobs (especially flying), such as the Teleios Brains in Canada/Teleios Tower and in some cases Gadroon drones. Have to actually click below the avatar. Subs are worse because there is so much more Avatar that isn't the hit/target box.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:
    #4 Can you be more specific?

    I've filed bugs about a lot of these, and continue doing so as I spot them. The problem is that the 'physics' box of some critters (like the floating brains) - the box which determines the space you can't walk through, and where you have to click to target - is not in the same location in the game world as where the artwork is drawn (same example: floating brains draw their artwork several feet above their physics box; in order to target them, you must click on the ground below where they are floating).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    On the subject of targetting, have you noticed that some major mobs - E.g. Mega Destroid, Mega Terak etc. do not get selected via Select Nearest Enemy key?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Noyjitat wrote:
    Their are a few huge enemies that are very hard to target. Such as the big hardened constructs in lemuria. And some things that are not targetable such as the 1 very very notorious zombie that sometimes spawns near the public mission in canada. (near the burial pit) This zombie is by no means killable and he'll continue to attack/damage you until you fly away.

    Heck in the tutorial you get cars targeted all the time instead of the stones people are trapped under.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Meelee toons are so gimped in pvp as to be almost useless. In cox I could turn on auto follow and concentrate on my attacks and watching my back instead of having to clumsily move around trying toclose range on my target. Following in rl is very much an intuitive concept.. we dont have to 'navigate' while we do so. If you've ever played football (US style), you know that a linebacker is deciding where to hit the ball carrierand how to tacle him, not thinking,"2 staeps then left... SLOW DOWN!!>.. 2 steps straight....." etc. Ranged players ALWAYS win the match. I,m no slouch at pvp but im gonna nhave to make a blaster type toon just to be competitive as it stands.......
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:

    #4 Can you be more specific?

    #4 regarding clicking on targets. Several people have now provided examples.

    An even easier to do example is in the tutorial area. You must help people that are trapped beneath rubble. If try to help anyone near a vehicle you will almost always click on the vehicle. I can stand on the person's head with no ambulance on the screen and *still* end up clicking the darn thing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I always though the sometimes tricky mouse targeting comes because you select on mouse button release instead of mouse button down. And during the delay of releasing the target moves away. Warhammer had the same problem. But I also agree that the targeting window of some objects is unexpected to say the least.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    TheSoprano wrote:
    #2 MUST! add a way to target your self. Mainly a healer issue but is important to any one who has a targeted friendly spell. Frankly your auto targeting design might have been a good idea on paper but it just dose not work and makes the game less enjoyable.


    /bind <choose a key here> /targetself
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:
    #1, #2, #3 We are working on them, ETA: Soon (TM).

    That's why I feel really good about this game. These are things I really want to see and you all are trying to make the game better in ways that your users care about. It's also just really, really, really pretty. I love that in a game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:
    #1, #2, #3 We are working on them, ETA: Soon (TM).

    See here:
    http://forums.champions-online.com/showpost.php?p=1039307&postcount=4

    #4 Can you be more specific?

    We are working very hard to make the User Interface transparent and more efficient for you, please keep the constructive criticism and feedback coming.

    I missed the boat in offering congratulations when it was announced that you're getting paid for what I've seen you doing for free. I played AoC and sorted through many mods. Some of them I liked better aesthetically, but yours was the only mod that allowed me to actually enjoy the game.

    What I liked about other mods were their invisibility. I know what game I'm playing and don't need the screen cluttered up with stylistic decoration that adds "atmosphere". I absolutely love CoH's UI for this reason and still consider it the best UI I've seen to date, along with the best chat window and chat logging system ever. What I liked about your mod in AoC was that it was simply the best one out there for utility purposes.

    Getting to the point, now that I'm seeing some of the changes being made to CO's interface, I'm not only pleased to see you reaching some point of your dream job, but I'm pleased to see you doing that on CO. When I logged on yesterday and saw the map changes, I was blown away. First off, it was filling my whole screen again. But once I got past that, moved and resized it back into a nice compact little view beneath my quests, I was all woohoo! and stuff!

    And on-topic, I agree with many here. I'd absolutely love to have dual-targeting functionality. An independent target for ally- and enemy-affecting powers, as long as the target of target still works if you haven't selected a specific ally.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    2. Bind "Deselect Target" to F1, BAM you now have a magical target self button.

    4. /agree, try targetting one of the floating brains in eastern Canada.

    And while we are at it please get rid of invincible mobs. Too many times in Canada I find level 26 zombies that are untargetable and unkillable even with PBAoE who just follow you everywhere bashing your face in.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Too many times in Canada I find level 26 zombies that are untargetable and unkillable even with PBAoE who just follow you everywhere bashing your face in.

    Broken zombies are one of the highest reported bugs, if you look. The exact cause of them remains a mystery though, which is going to make it hard to fix.

    It is just zombies though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    LedMirage wrote:

    #4 Can you be more specific?




    It really as simple as it says i go to click on something and it wont select. Mostly happening when there are a lot of targets on the screen close to each other. I don't know what you guy are using as a hook to target but it seems to large in size.

    IE: 3 targets are in front of me staggered left to right each one slightly further away than the first. I cant target the targets that are behind the first one although a portion of them should be accessible to me from my current prospective. When seconds count, having to get the camera angle to such a specific perspective to target the right target sucks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I really don't want any "Target of target" in this game. In my opinion it is a matter of skill to recognize who got aggro and who does not. It really should not be made too easy.

    In general that whole UI thing was one of the "features" that killed WoW for me, when encounters were designed based on the possibilities players had by using special Interface Mods. And if there were no Mods to clear the encounter players worked hard to create one ... and that wheel kept turning until today.

    So don't make CO a "Battle of UI-Mods". Keep it clear and simple - and challenging.

    Totally agree on the self-targeting-issue btw. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    splen wrote:

    So don't make CO a "Battle of UI-Mods". Keep it clear and simple - and challenging.

    I think they have stated a few times the game will not incorporate mods.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    TheSoprano wrote:
    I think they have stated a few times the game will not incorporate mods.

    Actually they expressed a general intent to support client-side scripting, and one or two of the CO developers are also authors of notable WoW UI addons.

    Which is a perfectly sensible and correct decision. Anything else is akin to "Oh no, somebody is hammering next door and it's annoying. I demand that the government bans all hammers!" - it's responding to the wrong issue with a demand for them to accomplish the impossible, which would still not solve the perceived problem. If you dislike enhanced UIs then don't use them; the whole point of client-side scripting is that you can pick the UI you prefer. In no way are you harmed by other players using them, and in no way are the game developers capable of preventing them from being used (look at the joke of Blizzard's "warden" system; they spend huge amounts of time and effort on it, and it still doesn't actually stop people from using glider).

    Or in even simpler terms: skill does not mean overcoming the UI deficiencies of the game. Fighting your UI is not the game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Miiru wrote:
    Actually they expressed a general intent to support client-side scripting, and one or two of the CO developers are also authors of notable WoW UI addons.

    Which is a perfectly sensible and correct decision. Anything else is akin to "Oh no, somebody is hammering next door and it's annoying. I demand that the government bans all hammers!" - it's responding to the wrong issue with a demand for them to accomplish the impossible, which would still not solve the perceived problem. If you dislike enhanced UIs then don't use them; the whole point of client-side scripting is that you can pick the UI you prefer. In no way are you harmed by other players using them, and in no way are the game developers capable of preventing them from being used (look at the joke of Blizzard's "warden" system; they spend huge amounts of time and effort on it, and it still doesn't actually stop people from using glider).

    Or in even simpler terms: skill does not mean overcoming the UI deficiencies of the game. Fighting your UI is not the game.

    Very well said, Miiru! I neither condone or abhor UI mods. I'm sure that developers do not tailor their encounters for the advantage or diadvantage of having one installed. IMO, UI mods should not give a definitve advantage over another user that does not have one installed. The UI mods mission statement should be "To enhance their gameplay" and can be thought of in simple terms such as theme skinning, or mail box and auction house enhancements, team and super group management etc...

    For us to judge how CO is going to implement client side scripting and villify their use when we still have not seen it yet is terribly unfair. We don't know how restrictive or liberal the allowance that is given towards client side scripting. My only suggestion is that UI mods should not enable functions that SHOULD already be in the game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    TheSoprano wrote:
    With most skills being charge or maintain click casting isn't a good option.

    with you there, the better idea would be like hold ` to cast on self
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Personally I'm not against mods or add on's to the ui. I loved that feature about wow on how customizable the ui was by the community. There was a point when some add ons did trivialize the game (eg. decursive pre 2.0). I think there is a point where you can strike a balance between no modding (our situation) and being able to mod so much that you start to bend the system a bit (world of warcraft).
    with you there, the better idea would be like hold ` to cast on self

    OYY click hold for a cast. I know every ones play style is different but I'm always using the mouse to turn camera angle and move during combat. Click hold to cast would make me fell like i was stuck in the mud. Often I am adjusting while casting click hold cast with the mouse would not be a good solution for me. This is sort of the feel the first person shooter control set gave me when I tried it. I was locking me in to a situation i knew i could improve with a better camera angle or physical position.


    Speaking of camera angles I would like to see an option to turn of the auto center of the camera while your moving. If there is one I haven't figured it out.
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