Please don't forget the Quality of Life things! (Suggestions!)
previous tell targets *might* be doable if you know how to make a popmenu, but i dont think it will be possible just yet
i honestly dont remember what happened to the chat channel color changer (i pretty much never used it anyway)
i think there is an option to do sticky channels (i personally hate it), but im fairly sure its there
easy health/menu reference can already be taken care of, and to make it bearable for your suggestion under that, just make a bind to toggle it between normal and show all
keybinds saved across toons, thats easy, just save keybinds then load keybinds on the toons you want it on and its done, not that hard to do a couple mouse clicks
the last thing, cancelable buffs, thats already in the works and will be out with i21
previous tell targets *might* be doable if you know how to make a popmenu, but i dont think it will be possible just yet |
i honestly dont remember what happened to the chat channel color changer (i pretty much never used it anyway) |
i think there is an option to do sticky channels (i personally hate it), but im fairly sure its there |
easy health/menu reference can already be taken care of, and to make it bearable for your suggestion under that, just make a bind to toggle it between normal and show all |
keybinds saved across toons, thats easy, just save keybinds then load keybinds on the toons you want it on and its done, not that hard to do a couple mouse clicks |
the last thing, cancelable buffs, thats already in the works and will be out with i21 |
Changeable Channel Color
Self-explanatory. People like to customize things by color in their life, from highlighters to what they wear. Letting people choose the color of communication in a game can have unexpected upsides. |
This only works for global channels, however. There is currently no option to recolour the server-specific channels like Help, Local, Team, Tell and such.
Sticky Channels
The ability to retain the last typed-in channel as your default would lend great efficiency to the current chat system. For those unfamiliar with the idea of a sticky channel... If you were to type in /sg, your default channel would instantly switch to /sg until you typed elsewhere, like /local. The option to allow this, especially selecting sticky on/off per channel, would be appreciated. |
Target Deselecting
By default, you deselect your target by hitting the ESC key. Clicking in the game world to deselect your target would free up the ESC key for... |
ESC Key Bound to Menu
...the above! While the ESC key can be currently bound to opening the menu, this ties intimately with the above suggestion. |
Movement-Adaptive Strafe Keys
Okay, it sounds complex, so let me explain. The suggestion is: A and D would turn your character in place. When holding RMB (locking your character to the camera's direction), your character now turns in place by mouse movement. This should free up the A and D keys for strafing! LMB for Camera Movement Currently, LMB only selects enemies and interacts with objects. The option to hold down the LMB to rotate the camera in addition would be great. While this can currently be bound, binding it runs into another problem.... |
I'm honestly not a fan of this suggestion since I've never had any use for keyboard rotate (that's what the mouse is for), but if the binds system were powerful enough to support it, I would definitely support the suggestion, as well.
Disabling Keybinds/Binds by Cursor Placement
To tie this into the above, the result from binding LMB to +camrotate is that the camera rotates even when the cursor is not above the game world (such as in a menu, on a slider, etc). When in the menus, keybinds/binds that interact with the game world should be disabled for user ease. |
Wait, when I said "camrotate," I may have been thinking of /cameraturn. My bad.
Either way, I'd suggest simply using Free Camera (that's Menu -> Options -> Controls -> Mouse -> Free Camera Movement) and be done with it. What Free Camera does is it DOES NOT rotate the camera to follow your character model, meaning if you attack an enemy to the side or behind you and your model turns around to attack, your camera does not snap to follow. What it also means is that every time you engage mouse look, your character model snaps to your camera direction.
These two features combined allow you to pan your camera around the battle field using your middle mouse button so as to view your character from a direction other than behind, it means that you can attack enemies in all directions without your brain getting whiplash from violent camera movement, and it means that even if you flip the camera completely around, engaging mouse look will still centre you to where you're looking.
What are you actually trying to achieve with this suggestion, though?
You read all of it? Thanks! I'm honored, and very appreciative. Did I miss something? Let me know! And again, please keep comments constructive! It is my understanding that the mention of anything WoW-related incites some fervor in the forums. Like I said, I love both games. Trust me, I've suggested CoH features on the WoW forums too! And with that, tell me what you think!
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This is already an option in the game and has been for about five years. Ever since Global Chat came out, in fact. It hasn't always worked properly, but it has always existed. To use it, chat in any Global channel, then click on the name of the channel in your chat tab and select "Set Color." Done. This only works for global channels, however. There is currently no option to recolour the server-specific channels like Help, Local, Team, Tell and such. |
I've played games where this was the only way to switch channels and honestly hated it. I'm not sure how people manage to chat between channels WITHOUT swapping channels, but I find that the answer to your problem is quite simple - left-click on the channel name in your chat line and you'll get a long drop-down list of all channels you're a member of. Select the one you want and your character will be set to use this channel forever and ever until you manually make the switch. |
If this exists, this has to be an option, because accidentally deselecting my target by mis-clicking on a power is something I do not want to have to deal with. Ever. |
Considering how rarely the main menu has any use in this game - largely for quitting the game or in the very rare instances when you need to adjust options - this would have to be highly optional. What I DO want to see the Esc key do, however, is close full-screen menus and vendor windows. If I'm in my Enhancements Management screen and I hit Esc, I want that screen to close down and return me to the game, instead of having to fish for the Exist button with my mouse. This serves to add more functionality to the key without interfering with existing such. |
I'm pretty sure you can already do this using bind files, but you'd need someone who's better at this to explain. Personally, I would like to see us being able to add different actions to button press and button release. Right now, the only way to do this is to have buttons toggle options with the + sign. Look at any of your movement binds and you'll note they all say things like "A +left." What this means is "On button press of A, do 'left 1'. On button release of A, do 'left 0'." That's because all of our movement directions are toggles that our movement buttons toggle between 1/on and 0/off. I'm honestly not a fan of this suggestion since I've never had any use for keyboard rotate (that's what the mouse is for), but if the binds system were powerful enough to support it, I would definitely support the suggestion, as well. |
Also, keyboard rotating in combination with mouse turning defeats the old 3D tank controls, ala Resident Evil games
I honestly don't know what this would even accomplish, considering the only reason /camrotate and /playerturn exist is to support the Free Camera option they introduced with either I6 or I7, and the only reason they introduced this was to support the ill-fated "click to move" feature that was deemed imperative to the success of the horribly failed City of Hero. Wait, when I said "camrotate," I may have been thinking of /cameraturn. My bad. Either way, I'd suggest simply using Free Camera (that's Menu -> Options -> Controls -> Mouse -> Free Camera Movement) and be done with it. What Free Camera does is it DOES NOT rotate the camera to follow your character model, meaning if you attack an enemy to the side or behind you and your model turns around to attack, your camera does not snap to follow. What it also means is that every time you engage mouse look, your character model snaps to your camera direction. These two features combined allow you to pan your camera around the battle field using your middle mouse button so as to view your character from a direction other than behind, it means that you can attack enemies in all directions without your brain getting whiplash from violent camera movement, and it means that even if you flip the camera completely around, engaging mouse look will still centre you to where you're looking. What are you actually trying to achieve with this suggestion, though? |
I'll address LMB-controlled camera rotation as well, because it's the most prominent example I can think of. Beyond the fact that I know of many MMOs that use this as a standard (I can think of three of the top of my head), the violent rotation you're thinking of would be controlled by a simple slider dictating camera sensitivity. But as I read this, I -think- we're thinking of different mechanics. Might want to check me on that.
I wasn't even aware these suggestions were related to WoW, and would not have noticed had you not said so. Could you explain what the actual functionality you're after is for those of us who've never played WoW? Because some of those suggestions don't really seem like they'd accomplish anything that I can understand. |
Previous Tell Targets - Quick responses to multiple tells, cuts down on clicking
Changeable Channel Color - Customization, player preference
Sticky Channels - Option for faster chat, cuts down on clicking
Target Deselecting - Player preference, frees up the ESC key for...
ESC bound to Menu - ESC for menu is standard in most games, cuts down on clicking
Easy Enemy Health/End - Easier in-combat decisions, cuts down on clicking
Villain Reclass./Nameplate Range - Needed for above to work.
Slider Position Retention - Cuts down on clicking, less annoying
Strafe Keys - Allows use of keyboard and RMB turns for more control
LMB for camera movement - Player preference, common mmo feature
Keybind Disabling by Cursor Placement - Common mmo feature, less annoying
I'll make sure to clarify that this means all chat channels. Thanks!
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If implemented correctly, it would only deselect a target by clicking in the game world, not the UI.
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1. Clicking on the game world takes you out of the chat like if you're typing, but does not discard what you're typing and does not chat it. I type in combat all the time, usually four-word sentences while a slow attack is animating with the next one queued up. Sometimes I'll need to stop typing FAST but not want to lose what I've typed.
2. "Mouse chord" movement, that is to say holding down both left and right button, is convenient, but usually causes you to hit one button before the other if you're not very precise.
3. I'm a sloppy clicker. Sometimes my finger slips, sometimes my hand misses the mark, and a lot of times I can't even see my mouse cursor and end up clicking where I'm not supposed to. Either way, my mouse pointer aim is bad, and I hate things deselecting themselves for me on a misclick.
I'd disagree in saying the main menu is "rarely" used. However, I agree with you in believing the ESC key should be a multifunction key for closing windows, opening up the menu, and deselecting the target. This is on the same level of frustration as Firefox's Bookmarks menu which closes itself every time your pointer goes even slightly out of bounds for a fraction of the second when you're trying to move a bookmark around. It's very annoying when the menu self-closes when I'm three levels in.
This HAS to be an option because forcing this functionality in me will not be appreciated in the slightest regardless of what I can click without deselecting my target. As far as I'm concerned, there is no situation at all in the game where deselecting your target is actually important enough to warrant the random chance that I might click the wrong button and lose my priority target in a crowd.
As an option, I can support this. As a basic functionality change, I don't want it.
LMB-controlled camera rotation was merely an example to shed light on the issue of binds meant for the player to interact with the game world also being used on the interface. I know a great many popular games with support this, and it would be a nice addition to CoH.
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I mean, I can support left-mouse-button camera control, but there's something you need to remember about City of Heroes - the way the game is rigged, left mouse button is permanently rigged to clicking, so no matter what else you rebind it to do, it will always also click. There's also the lack of functionality for the game to tell what your mouse is over short of clicking it. I'm not sure what the technical side of this might be, but I suspect you'll be seeing some mechanical and programming challenges there. I'd support it, obviously, as it's a positive change, but it's one of those... Iffy things that I'm not sure we'll be able to convince the development team to mess with. It's like trying to get content added to the Shadow Shard.
I'll address LMB-controlled camera rotation as well, because it's the most prominent example I can think of. Beyond the fact that I know of many MMOs that use this as a standard (I can think of three of the top of my head), the violent rotation you're thinking of would be controlled by a simple slider dictating camera sensitivity. But as I read this, I -think- we're thinking of different mechanics. Might want to check me on that.
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Again, I didn't quite understand what you were trying to achieve with this kind of camera control scheme because I haven't played WoW and I genuinely don't understand how things work there. I may be speaking of something completely different than what you had in mind, but I simply lack the context you're working in. The thing is... I don't know what "common MMO features" even are since this really is the only MMO I've played for more than a day, and it was also the first MMO I ever played.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You can already re-bind the Esc key to anything you like.
That's it's default function, sure, but if you want to make it the menu key all you have to do is type something like: /bind esc menu
I'm not sure of the exact command, and it may even let you re-bind it in your keybinding feature in Menu-->Options--->Keybinding.
I just target something else to deselect my current target. Unless there isn't anything else to target, in which case I don't really care what I'm targeting. *shrug*
And deselecting a target by clicking in the game world would be problematic. What if you need to click open a door while keeping something targeted? (in one of the several chase missions) As soon as you click on the door to open it, you just deselected your target at the same time. If it's one of those missions that fail if your target escapes, well the implementation of you idea is going to piss a LOT of people off: "WHAT, you mean I can't click on a door without losing my target!?"
And if you don't think it will be an issue, think about this: How many times have you had to click on a door several times in order to get it to open, because you weren't at the right angle and the game didn't register it? I've had that happen hundereds, if not thousands of times. If my target got deselected every time that happened, it would be incredibly frustrating.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
As an option, I can support this. As a basic functionality change, I don't want it. |
The thing here is that you're speaking as though I'm supposed to know what you're talking about and I honestly don't. I don't know what "this" is and apparently I don't play a great many popular games, because I genuinely don't understand what this suggestion is trying to achieve, aside from left-mouse-button camera control. |
I'm thinking what I'm trying to explain here is a bit nebulous, and very isolated, so I think I'll probably pull it out of the suggestions list.
I mean, I can support left-mouse-button camera control, but there's something you need to remember about City of Heroes - the way the game is rigged, left mouse button is permanently rigged to clicking, so no matter what else you rebind it to do, it will always also click. There's also the lack of functionality for the game to tell what your mouse is over short of clicking it. I'm not sure what the technical side of this might be, but I suspect you'll be seeing some mechanical and programming challenges there. I'd support it, obviously, as it's a positive change, but it's one of those... Iffy things that I'm not sure we'll be able to convince the development team to mess with. It's like trying to get content added to the Shadow Shard. |
You misunderstood. With Free Camera Movement disabled, your camera will always rotate to follow your model's orientation. If there is an enemy to your right and you attack it, your character will rotate to the right very quickly and attack. Once your character rotates, your camera will whip around to follow, and it can be quite disorientating, to say nothing of ugly. Enabling Free Camera Movement means that you control the camera directly and your model can move independently of your camera orientation as long as you don't call up mouse look or initiate any movement. You can, for instance, start running and rotate your camera 180 degrees back and your character's direction of movement will be unaffected. Pressing a movement button or the Mouse Look key thereafter, however, would reset your character's orientation to that of your camera. |
Again, I didn't quite understand what you were trying to achieve with this kind of camera control scheme because I haven't played WoW and I genuinely don't understand how things work there. I may be speaking of something completely different than what you had in mind, but I simply lack the context you're working in. The thing is... I don't know what "common MMO features" even are since this really is the only MMO I've played for more than a day, and it was also the first MMO I ever played. |
You can already re-bind the Esc key to anything you like. That's it's default function, sure, but if you want to make it the menu key all you have to do is type something like: /bind esc menu I'm not sure of the exact command, and it may even let you re-bind it in your keybinding feature in Menu-->Options--->Keybinding. I just target something else to deselect my current target. Unless there isn't anything else to target, in which case I don't really care what I'm targeting. *shrug* |
And deselecting a target by clicking in the game world would be problematic. What if you need to click open a door while keeping something targeted? (in one of the several chase missions) As soon as you click on the door to open it, you just deselected your target at the same time. If it's one of those missions that fail if your target escapes, well the implementation of you idea is going to piss a LOT of people off: "WHAT, you mean I can't click on a door without losing my target!?" And if you don't think it will be an issue, think about this: How many times have you had to click on a door several times in order to get it to open, because you weren't at the right angle and the game didn't register it? I've had that happen hundereds, if not thousands of times. If my target got deselected every time that happened, it would be incredibly frustrating. |
As for the scenarios in question, I'm going to take the easy and more dickish way out. I love CoH, but... I really can't think of a single game that doesn't use the ESC key for the menu. There's no reason it shouldn't be, and like I said, I respect the developers, but I have the sneaking suspicion this was a leftover, if not lazy, design choice.
The only game I own that doesn't use ESC for the menu is Grim Fandango. Every character in that game is dead. Think about it.
Imagine looking at your screen. You've got the game world, which is most of the screen, and then the UI elements hovering above it. If you click on your power bar and an enemy happens to be standing behind it from your viewpoint, it doesn't select the enemy; it selects the power, or whatever you clicked.
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The reason I keep bringing this up is that you're speaking about some very core systems that I've never gotten the impression are tweakable in the slightest. Anything is possible, of course, and you're welcome to suggest this, just keep in mind that of all the things you've suggested, this is probably the most sinister to actually programme.
I subscribe to the school of thought that believes people either stick with or drop games based on accessibility; more specifically how easy it is to pick up the game and play, in terms of control, interactions, etc. I approached CoH from a background in WoW, Champions Online, and LotRO, and while I was impressed by many of CoH's features and still am to this day, I found the controls and interface a bit disappointing.
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At the same time, though, a lot of these suggestions you're offering strike me as less about making controls better or more convenient and more about making controls like what other games have set up. I don't have any real problem with having out controls be consistent with other games, but at the same time I DO have a problem with the significant, dangerous levels of stagnation that plague the MMO world these days. Almost every other MMO I try, I have to ask my WoW-playing friend to explain the interface to me because, even though he hasn't played the game in question, he's played WoW and therefore knows the interface of 9 out of 10 MMOs made since 2005. In essence, I don't have a problem with more customizability and accessibility, but I'm not sure we really should make City of Heroes "like" anything that isn't City of Heroes.
I don't actually disagree with any of your ideas, though. Just wanted to point that out
I believe binding ESC to anything removes it's ability to deselect targets.
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As for the scenarios in question, I'm going to take the easy and more dickish way out. I love CoH, but... I really can't think of a single game that doesn't use the ESC key for the menu. There's no reason it shouldn't be, and like I said, I respect the developers, but I have the sneaking suspicion this was a leftover, if not lazy, design choice.
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Also, just because other games do it does not make it a good idea. Game designers have a bad tendency to repeat the mistakes of the past just because people are used to expecting things to be done the wrong way, and City of Heroes has suffered and suffered greatly by trying to emulate other MMOs. Within the context of interfaces, most RPGs I've seen tend to want me to open my map with the M key, which sucks and is a terrible inconvenience for someone like me who likes to toggle his map on and off all the time, which is a habit I picked up in the original Diablo where the map was bound to Tab. I rebind my map to Q every time.
Furthermore, not all MMOs have to work the same. Hellgate: London, for instance, doesn't even show you a mouse cursor unless you hold down the Alt key and instead has mouse-look enabled constantly without ever giving you an option to change that. I hear DC Universe Online does the same thing.
Accessibility, comfort and customizability are important, I agree, but just because something is tradition and convention doesn't mean we should repeat it. Just because people are accustomed to making a particular mistake doesn't mean it's a good idea to make it all over again. Evolution of game design does not happen by always recreating the ways of the past. Sometimes, you just have to ask your players meet you half-way and actually try to learn your controls, rather than demanding you make them like what they're used to.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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At the same time, though, a lot of these suggestions you're offering strike me as less about making controls better or more convenient and more about making controls like what other games have set up. I don't have any real problem with having out controls be consistent with other games, but at the same time I DO have a problem with the significant, dangerous levels of stagnation that plague the MMO world these days. Almost every other MMO I try, I have to ask my WoW-playing friend to explain the interface to me because, even though he hasn't played the game in question, he's played WoW and therefore knows the interface of 9 out of 10 MMOs made since 2005. In essence, I don't have a problem with more customizability and accessibility, but I'm not sure we really should make City of Heroes "like" anything that isn't City of Heroes. I don't actually disagree with any of your ideas, though. Just wanted to point that out |
On the point of making City of Heroes anything unlike City of Heroes... I don't think giving players the option to make minor changes in interface or controls will really take away what makes CoH the game it is, but what it WILL do is allow people coming to the game from other MMOs (and let's be honest, with the subscription rate of CoH at what it is, I bet a lot of new players will be other MMO players), or new players in general, to adapt to a system of focus-tested-to-be-efficient-and-fun controls... or at the very least be introduced to it.
That sounds a little dramatic, and maybe so, but like I said, I really enjoy CoH. It's got a dynamic like none other, and the possibilities it opens for social RPGing it up are unique to the game. I want to help that, I suppose.
Hey there! I understand developing an MMO is a colossal feat worthy of a lot of respect! And while an excellent team, they're only human and things occasionally go unnoticed. That's why this forum is here, and that's why I'm here: To suggest small features that improve the quality of life for players. I love City of Heroes a lot, and want to see it grow and improve!
DISCLAIMER: Some of these features come from other games I've played, including that "other MMO". Don't fret, I don't want to see another WoW clone either! Also, I'm aware of some workarounds/binds for these suggestions. Remember, these are default feature/option suggestions! Read on!
Previous Tell Targets
Allowing players to add a keybind that scrolls through recent targets that have telled you when the "Reply" option is initiated through chat would be a very welcome change. Currently, if you're having a conversation with a player and another player tells you, you have to manually click their name and re-open chat every time, essentially disabling the Reply function towards that target until they tell you again.
Changeable Channel Colors (All Channels)
Self-explanatory. People like to customize things by color in their life, from highlighters to what they wear. Letting people choose the color of communication in a game can have unexpected upsides.
Sticky Channels
The ability to retain the last typed-in channel as your default would lend great efficiency to the current chat system. For those unfamiliar with the idea of a sticky channel... If you were to type in /sg, your default channel would instantly switch to /sg until you typed elsewhere, like /local. The option to allow this, especially selecting sticky on/off per channel, would be appreciated.
Target Deselecting
By default, you deselect your target by hitting the ESC key. Clicking in the game world to deselect your target would free up the ESC key for...
ESC Key Bound to Menu
...the above! While the ESC key can be currently bound to opening the menu, this ties intimately with the above suggestion.
Easy Enemy Health/End Reference
Quick! You're fighting three thugs! Which should you attack first? Currently, you have to click each enemy to check on his/her health and endurance. Making on-the-fly decisions is either delayed by heavy clicking-and-checking, or is a memory game from that point out. Having some kind of health/enemy bars constantly float about a villain's head would be very nice, which ties into...
Villain Reclassification/Nameplate Range Reduction
As of current, the above issue can be fixed by a "hidden option" which shows villain health and names through a optionset command. However, this also reveals the health and names of all guards, objects, patrols, and more, and the range is bum-blisteringly big! Enabling the option will flood your screen with text and colored lines in crowded areas. Reclassifying what is and isn't a villain, in addition to reducing visible name/healthbar range, would keep things in check.
Slider Position Retention
Many of the sliders in the game (such as the minimap zoom slider) do not retain their position on a zone change or login/logout. Having a slider remember it's position per zone/situation/setting would be a small but significant change.
Movement-Adaptive Strafe Keys
Okay, it sounds complex, so let me explain. The suggestion is: A and D would turn your character in place. When holding RMB (locking your character to the camera's direction), your character now turns in place by mouse movement. This should free up the A and D keys for strafing!
LMB for Camera Movement
Currently, LMB only selects enemies and interacts with objects. The option to hold down the LMB to rotate the camera in addition would be great. While this can currently be bound, binding it runs into another problem....
Disabling Keybinds/Binds by Cursor Placement
To tie this into the above, the result from binding LMB to +camrotate is that the camera rotates even when the cursor is not above the game world (such as in a menu, on a slider, etc). When in the menus, keybinds/binds that interact with the game world should be disabled for user ease.
You read all of it? Thanks! I'm honored, and very appreciative. Did I miss something? Let me know! And again, please keep comments constructive! It is my understanding that the mention of anything WoW-related incites some fervor in the forums. Like I said, I love both games. Trust me, I've suggested CoH features on the WoW forums too! And with that, tell me what you think!