More Intuitive System Text & Clues (with pics)


Aura_Familia

 

Posted

Keeping it as simple as possible...

In my opinion: This aspect really, really needs improved for teams to help with the immersion.
I keep wondering: If this is an MMO, why are System Messages and Clues so restricted to solo notifications when they should be...

Team-Friendly!
Suggestion:
1) Ditch the system message (those restricted to glowie grabber, baddie beater, etc.).
2) Ditch the "Clue Found" notice.
3) Create a Nav Text Box to display what the system message would on events & Clues (not including standard enemy defeats)


(every eligible team member would receive the notification)

Elements of this suggested Nav Text Box:
1) Default colors are your speech bubble colors.
2) Depending on where you place Nav, could be under or over or detatched(?).
3) Where the newer "NPC Dialogue" can be presented for your character. (You know, the "I heard that" on earpiece text.)
*Note that special NPC dialogue can override the colors in those situations and will pause any present timer.
4) System and Clue Notices will appear for 15 seconds.
*If you do not click on More, the window closes unless options set otherwise (see below).
*If you click on More, it resets the timer and goes to next page.

What happens when you click MORE?

(note the numbers 1 and 2 are for presentation reasons only, not suggesting they actually be present)

Paragraph 1 of Clues will be presented for 15 seconds.
1) If there are two breaks in the code: <br><br>
*Another MORE button is presented for paragraph 2 and this process repeats itself until MORE cannot be presented.
2) If there are no more breaks in the code:
*Stop displaying Nav Text Box until new event or Clue arises.

  • "Details" Timer could be adjusted in Options -> General
  • Auto-Accept "Details" can be turned on when timer expires in Options -> General
  • Could be turned off for Clues and System Messages, but not for NPC Dialogue.
  • Expands downward similar to Nav and mission requirements.
  • Clues Tab will still remain for you to read the details if you missed it or care.
Problem that has been bugging me with the current new NPC Dialogue (Issue 17?):
It is often placed in an area where I have something else and I cannot alter it's location.

So, how's about this? Good? Bad? Too difficult? Make sense? Need to be done? Need to be ignored?

Quality of Life, baby... Quality of Life...

PEACE! (and Happy Gaming)


 

Posted

I like it a lot. I hate that on TFs and such if you aren't the team leader you have no idea what the story is. Some of the mission text can be found under the mission tab, but not all of it.
This would be a wonderful addition.




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Posted

Quote:
Originally Posted by Draugadan View Post
I like it a lot. I hate that on TFs and such if you aren't the team leader you have no idea what the story is. Some of the mission text can be found under the mission tab, but not all of it.
This would be a wonderful addition.
Same, but I'm more annoyed about the same thing happening in AE missions.

Yes, I like this, I like it a lot.


 

Posted

Quote:
I like it, except for the floating text. It already has its own tab (cutscene captions)...
Whoa, help me out here... you mean I can choose where those pop-up "talk" boxes appear? If there's a way, I wanna know!


 

Posted

Quote:
Originally Posted by SupaFreak View Post
Whoa, help me out here... you mean I can choose where those pop-up "talk" boxes appear? If there's a way, I wanna know!
No you can't. Which is what you want. And I agree should be done. Shouldn't have to look into my chat box all the time if I can control where the floating text goes.

What Eva was referring to is being able to put that SAME EXACT TEXT in your chat box. There is an option to add cutscene text (the floating text) into any chat box you want.


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Posted

Yep, that's what I meant. I dislike UI clutter, so I wouldn't want the floating text, which is often very long-winded *cough* iTrials *cough* being any more prominent than it is. I like your idea to make things that are easily missed more prominent, and I think cluttering up the shiny new box with more stuff would reduce its utility.

Actually, ideally the UI element you're proposing would have settings you could change under "Options," so you could decide what goes there. For people who don't bother to read anything, or if you're running a TF for the tenth time and already know what's going on, you can set it to "nothing" and not get the pop up box at all. But barring that, I'd rather not include the floating text, since it's already easily accessible.


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