Author Topic: Some usability issue  (Read 665 times)

AryHann

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Some usability issue
« on: January 20, 2005, 11:38:43 am »
Hi!


I certainly cannot be considered yet an expert on usability, but we can say that my path has been leading considering a lot that subject.


Yesterday, I have finally learnt a bit how to play CB (ok, I had been in game, but never did really something \"intelligent\"), and I was noticing that, on one hand, the system of windows that are trasparent/opaque, can be moved, resized, etc. is very functional (even if, I believe that the command /who is waisted and a bit useless in game: probably, somebody said it already, but when there are a LOT of players, it is impossible of having an idea of who is for real online - maybe it is better to use an homepage for that?), on the other hand I find a couple of things absolutely \"terrible\"!


- the name over the players! A part from the fact that sometimes, instead of the name I get some black block (and yes, I have been reading the thread about it...), they are TOO big, and they cover TOO much of the visual. I remember that I was appreciating so MUCH how instead the name was placed in MB. It was there, visible, but not too much. A discrete presence that could really not distract the player. (If I am saying some stupid thing just consider that this is first impression from a newbie in game - even if eventually these things can be fix in the settings -, and the first impression is important, because can tell to a player if he/she wants to continue to play. )


- when I select a target I get a pink aura. Also that is quite distractive and ok, that should be implemented in an not equivocable way, visible and clear, in order to avoid mistakes. Maybe is matter of getting used to it, but the first impression is : \"wtf is that?\". I have to think about a solution ...


- This is not really usability but: in the fighting system, the number could be substitute by a name of a damage : small (a scratch), big (a big wound?!... I have lack of fantasy now.

- Moving object -> it becomes an NPC. I don\'t understand why there is this \"solution\" when a character drop an object. Why isn\'t the object visualize itself? Is it because there is not a proper model? By the way, I think it is really puzzling!

If I have said some obvious thing, I am sorry. I have run the \"search\" button a couple of time for checking that what I have said was something new and not repeated billion of times. If I did, I am really sorry.

Ary
AryHann

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Moogie

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« Reply #1 on: January 20, 2005, 01:12:09 pm »
Greetings,

1. For a list of online players, visit http://laanx.fragnetics.com/chars.php

2. I agree with this. The MB labels would be much better- they\'re small, neat, and unobstructive. Also a plus when we have idiots like \"Xtreme Skaterboi\" running around ingame.

3. Hmm, the target effect would be my fault. :) If you want to change it, the file is in the art/effects/ folder.

4. This would be a nice little RP thing. I definitely hate the current battlespam system with random useless numbers like \"You hit rat for 12.58 damage!\". To me that just screams \"Hey all you Diablo fans, come and play! Look, we don\'t give a damn about immersion, you\'ll love it!\"

5. Objects dropped on the ground must have some mesh, or it would crash the game. The usual default has always been the Dwarf character.

AryHann

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« Reply #2 on: January 20, 2005, 01:56:56 pm »
Hi again!

1) for the point one, yes I knew about the website, I just meant that the use of /who in game is pretty useless... (sorry, I probably expressed myself badly.. really badly!) or at least, I find it quite uncomfortable!

2-3-4 Ok :-)

5) I think there should be the mesh of the sword... (isn\' t it a mesh the one that is attached to the avatar, or is it a texture?) instead of a dwarf ;-O. I was completely confused when somebody drop.. a dwarf with name \"longsword\" :P
Personally related,  I hope it is possible to change the mesh depending from the object :-)

Thanks for the answer!
Ary
« Last Edit: January 20, 2005, 01:59:06 pm by AryHann »
AryHann

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Engine Dep. - One of Talad's Angels - Aka ww & Ahrijani's Goddess

phervers

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« Reply #3 on: January 20, 2005, 02:31:06 pm »
the solution to mesh problem would be making some bag mesh and use this instead of dwarf, later on objects might get meshes and they will be used instead.

confused

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« Reply #4 on: January 20, 2005, 05:56:56 pm »
2) Yep, the labels are annoyingly huge when a character stands right in front of you, especially in combat when it covers the area where the enemy is standing prevent you from seeing it or allowing you to target it. Also quite often resulting in your death because you just can\'t see what is going on. Maybe have a max vertical size for the font, if the character comes to close, the size of the font is limited to a decent size.

3) Moogie\'s colour target disk, well that is a life saver in the dark sewers. Can keep an eye on a rat, especially when it disappearing constantly. Helps in locating it once it reappears.

4) Hehe, have not notice that. I have the coms window closed to increase mouse targeting area. The health bar of your character is far more usefull than numbers.

5) I was baffled by a dwarf appearing for rotten meat in the sewers one day. A dawrf is huge and can easy hide small items. Could the devs move the bag item to the top (default) of the mesh list please.