> Scrollwheel zoom is asymmetric.
I've noticed this but never made a big deal about it. I suppose it could set off some UI-OCD.
> Right click opening the build menu is a bad default. If people want to use it, great, but it interferes with other commands.
Agreed. We have the build box at the bottom now, we don't need this anymore.
> I am unhappy with having to deal with mouse navigation (I cannot navigate the build menu while moving the mouse, I must stop the mouse while I tap the keys), but it is a necessary sacrifice at the moment.
Disagree. I like having both mouse and keyboard navigation in the gesture menu. Currently we're moving towards two keys to invoke the gesture menu, one with mouse and one without... that seems unnecessary. Provide
one that supports both and give an option in the options menu to remove mouse nav. Buttons that aren't buttons are counterintuitive. But the options menu is pretty fiercely cluttered. Tough call.
> The smoothscroll widget that is on by default is a horrible default
Agree. It's a nice attempt, but I'd rather see improvements made to the core Spring engine scrolling than using this widget.
> Along with that: holy shit the mouse toggle mode has GOT to go.
AGREE. This absolutely
murdered me when I was a newbie many moons ago. Middle-HOLD should be the only way to get into scrollmode... the middle-CLICK "OMGWHATHAPPENEDTOMYMOUSEHOWDOITURNTHISOFF" thing is brutal. But there are a few players who use the middle-toggle-mode and they'll rage.
I disagree about tablet-style panning vs. mouselook-style panning. My browser, my FPS games, my Word documents all move
towards the direction you move the mouse when you hold middle-click, not
away from it. But many things are changing, Apple and Ubuntu are forging ahead with bringing this convention to the desktop... so who knows?
> Chat bubbles. Turned them off immediately. Ugly, pointless, taking up real-estate, seeing the same messages in two places is confusing.
Yes. Prettify the chatbox more, ditch the chat bubbles.
> Setting movestates for nanos. Add this to "things that bothered me" as well, since teammates building things near my nanos, or vice versa, and losing resources to helping them build their stuff was very undesirable and aggravating till I learned how to fix it. Nanos should default to repair ally only.
> Shared mexes.
This could be improved with a the tooltip breaking down how much it's paying out to
you and how much is going to *team*. Especially with the new overdrive breakdown change.
> Energy grid, obviously.
Yeah, I've seen a lot of newbies miss this, but I don't know how it could be fixed without focusing on the tutorial mission. The GUI for it is perfect, imho. Maybe a hint tooltip when placing energy buildings? A similar hint box on mexes might be good too - I sometimes see newbies not realize you have to build mexes on metal patches.
> Priority buttons. I'd have found these on my own (hadn't yet explored the UI fully when I read about it), but I don't know if it would have been clear exactly what it was for and what the effects were.
In general, all the state toggles take some getting used to... but they're not part of the basic newbie gameplay really, so maybe leaving them to exploration and just making sure they have good tooltips is best. I'm still confused about how Retreat works now that my UI no longer has the ambulance button though.
> LOS view. Let us turn this on by defualt (or tell me how to do it). Echo messages to console to explain what is happening when we push the buttons. I was familiar with the LOS toggle from spring, but the radar toggle mode is enigmatic to anyone who doesn't already know what to expect. Also, the radar jamming coverage is very hard to see.
Agree. I'd really love to see the core, default mode be the LOS-only view with some non-highlighting based hints for radar/sonar/jammer coverage instead of the mishmash of colours we've got now... and make the BlobShadow widget auto-enable when you've got this view on.
> Things that need adding, besides above:
> The very bottom row of factory buttons (the build-queue) needs to be tooltip-enabled so people can identify what's in the queue when they're trying to delete stuff.
Agreed.
> Minimap clicking strays from the standard. Why is this? Why do I have to middle-click the minimap to do what left-click has done for decades? It's fancy that the minimap is basically a second viewport with being able to select units and all, but it's not practical and breaks the standard expected behavior of a minimap. Current functionality can be made an option, as well as whether or not you can give right-click orders via the minimap (off by default).
> I would like to be able to hear the actual game start (commanders dropped) while alt tabbed.
Yeah, I a couple of starts this way. In general, more lobby support for getting notifications of game start status would be awesome. I'd ultimately like e-mail support so I can forward the various "game launched" and "game starting" notifications to my phone.
> Fix the noise associated with clicking a starting position on the map.
Agree
> Preview post button.
Disagree
> Confirmation for unlocking tech.
Disagree
> Actual information in the unlock page tooltips, especially commander upgrades. The ones now are close to useless.
OMG AGREE.
> Some type of feedback explaining to new players what is happening when they press the commander select button in-game when they don't have any commanders. Right now it just says "requesting baseline comm" which explains nothing if you don't already know, plus it somewhat implies that something should actually be happening afterwards.
I actually think adding the "show comm selector" button was solving the wrong problem. Imho, it would be better to shrink and move the "comm selector" window so you can select your comm in parallel with picking your map start point, instead of making it an either-or thing. Then you don't have to show or hide it, just keep it visible with a box around the selected comm until the player readies.
> Some way to identify friendly/enemy units on the main screen when the blips (these are called unit icons in the options, I believe) are on-screen.
Personally I think we've got this covered now that the teams are consistently color-grouped, but I can see where you're coming from.
> Also, blips should be displayed or hidden all at once, currently they are height-enabled on a unit-by-unit basis and this leads to strange camera-zoom limbo areas where only half of the icons are on screen, forcing you to zoom in or out to escape the awkwardness.
This is by design in the case of the crawling bomb units that are too small to see and
vitally important to keep away from your main force.