Screw the visuals. I want reload bars on my glaives. XD
(it'll tell me which glaive out of a group is actually shooting)
The option proliferation is only a problem because the menus are not logically arranged and far too deep.
Anyone who has tried to set options before will recall the "hunt which menu that option was in" problem. It can take > 10 mins to find an obscure option.
If the options menus were grouped together in player logical ways (and not game logical ways), that would solve alot of the problems with the options. There are currently too many sub menus and the division between the "gamepad" and the "spanner" seems arbitrary to the player.
I understand that Icon distance is an engine thing and thus is under the red spanner. But both Icon distance and Range circles are about presenting informaton to the player.
Options should be grouped by player usage, not engine/mod usage.
Even if you still can't remember where that particular little thing you vaguely remember was, you can at least guess which group it is in and hunt it. With a more logical and unified grouping, you'll only have to look through at most 2 groups.
>Graphics & Sound
>>eg. Text to Speech control
>>eg. Shadow and Water quality
>>eg. Camera
>GUI & Presentation
>>eg. LOS view ground colour
>>eg. Menu skins
>Icons & Information
>>eg. Icon view distance
>>eg. Range circles / unit states
>Unit AI
>>eg. Initial States
>>eg. Idle Nanos
>Hotkeys