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Cancel button location is not the same as Star Trek Online

ghostmatterghostmatter Member Posts: 136 Arc User
edited June 2014 in General Discussion (PC)
As the title says, ever since the start, Neverwinter's Cancel button on prompts has been on the left while Star Trek Online is on the right. It's nothing huge but can lead to mistakes if you're not careful.

Could this be changed? Through a setting (since it might confuse people used to Neverwinter's way) ?
Post edited by ghostmatter on

Comments

  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2014
    I complained about this a long time ago.

    It's not just compared to STO, it's compared to basically everything else.

    Okay/Confirm/Yes is always on the left, Cancel/No is always on the right. Neverwinter does it backwards and it cost me at least one moderate ticket item in the past.
  • damnataanimusdamnataanimus Member Posts: 446 Arc User
    edited June 2014
    If you change it now though, my muscle memory will need to relearn what its been trained to do for the last 7 or 8 months and that will cause mistakes too! :p
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  • drowbynightdrowbynight Member Posts: 5
    edited June 2014
    I will also like to point out that the response required for some loot chests are different e.g. the end boss chest and the gauntlet chest of the Dread Ring lair quests. The end boss chest is "1-Accept, 2- Decline" while the gauntlet chest is "T- Take, F-Take all". I think players are always in a hurry and they don't like it when they mistakenly hit 1 when they should have hit F or vice versa hit F and they should have hit 1. Some players may even find that they have missed out on the loot after they hit the wrong key and exited the dungeon before realizing coz they didn't check.
  • cloud990plcloud990pl Member Posts: 16 Arc User
    edited June 2014
    Never had problem with that (perhaps because IT teacher told me long time ago to read every prompt on the screen after asking what alert prompted and I did not know the answer becasue I clicked "OK" too fast to read what was it).

    edit: Think bigger here: many people got used to existing way of "clicking" and changing it would confuse people. I would like STO to have HUD and interface similar to NWO but its just me, newcomer that came to STO from NWO ;)
  • metaplexusmetaplexus Member Posts: 123 Arc User
    edited June 2014
    Noticed myself when multiboxed NW and WoW. Agh, those mistakes made.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2014
    cloud990pl wrote: »
    Never had problem with that (perhaps because IT teacher told me long time ago to read every prompt on the screen after asking what alert prompted and I did not know the answer becasue I clicked "OK" too fast to read what was it).

    I would understand this if it wasn't an industry standard. When it happens to small ticket items it's actually easier to take my time but when sometime worth 20-50K AD is actually dragged to be discarded my "Oh crud, no, no, no, no, NO!" mode is turned on and I tend to just click the no button as fast as possible.

    Which unfortunately is the yes button.

    Think of it like a car manufacturer putting the gas pedal on the left and the brake peddle on the right. It is a worldwide industry standard to have the gas pedal on the right. Switching it around is bound to cause accidents because our brains are programmed to press on the left pedal when we are in peril.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2014
    It bothers me that this is basically the same layout used in sketchy popups that ask the user if they're really sure they want to navigate away from the page they're on, and have the options reversed to the way Windows has trained your brain to parse them, so that basically to get the thing to go away, you have to do the thing that actually feels like you're telling it to stay open. If that makes sense.

    It's like a system that is purposely designed to trick you into making (potentially expensive) mistakes.
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  • ghostmatterghostmatter Member Posts: 136 Arc User
    edited June 2014
    I know that it's not the same as other UIs (I mentioned it my ticket to recover a lost companion) but I find it more egregious that it's not the same as another Cryptic game that uses the same engine.
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