Remove the yes no screen. when buying or selling.
- DiRtYDeViL
- Posts: 1
- Joined: Wed May 31, 2006 1:04 pm
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Remove the yes no screen. when buying or selling.
is there a way to remove the pop-up yes/no when you buy something in the game? Maybe a mod?
- yrthwyndandfyre
- Posts: 786
- Joined: Tue Feb 15, 2005 2:30 am
- Location: 100 Miles up the butt of the world
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[QUOTE=Abuse]Yeah, that dialog is incredibly frustrating.
Game developers need to stop following consistency guidelines set down by idiotic publishers, and use some common sense.[/QUOTE]
There is nothing in particular wrong with consistency guidelines, and myself am heavily in favor of them. Within any single context, make everything work the way people expect it to work - that decreases the learning curve, and allows people to learn to use the program quicker and use it faster.
The problem comes from the lost art of interface design. In it's simplest form, make the common path the simplest, the worst path the most complex. In the case of dropping/picking up items, what is the common path? Select item, and drop all. So the number of items to drop dialog should always be maxed and the OK button should appear at or very near your cursor. Then, if you click on OK, the confirmation dialog should show up with it's OK button right under your cursor, so that you just click again.
Minimise the carpal tunnel, designers!
Oh, and loose the slow-moving mouse in dialog areas. In game play, players should be allowed to set mouse sensitivity to account for their play style and computer type. In dialogs, the mouse should always be travelling at the mouse settings sensitivity - full desktop speed. I can't even count the number of times I've idled away 30 seconds in a dialog box that I could have cleared in 2 seconds if the darn pointer would move briskly to where I want it.
Game developers need to stop following consistency guidelines set down by idiotic publishers, and use some common sense.[/QUOTE]
There is nothing in particular wrong with consistency guidelines, and myself am heavily in favor of them. Within any single context, make everything work the way people expect it to work - that decreases the learning curve, and allows people to learn to use the program quicker and use it faster.
The problem comes from the lost art of interface design. In it's simplest form, make the common path the simplest, the worst path the most complex. In the case of dropping/picking up items, what is the common path? Select item, and drop all. So the number of items to drop dialog should always be maxed and the OK button should appear at or very near your cursor. Then, if you click on OK, the confirmation dialog should show up with it's OK button right under your cursor, so that you just click again.
Minimise the carpal tunnel, designers!
Oh, and loose the slow-moving mouse in dialog areas. In game play, players should be allowed to set mouse sensitivity to account for their play style and computer type. In dialogs, the mouse should always be travelling at the mouse settings sensitivity - full desktop speed. I can't even count the number of times I've idled away 30 seconds in a dialog box that I could have cleared in 2 seconds if the darn pointer would move briskly to where I want it.
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(The Addams family motto: Gladly we feast on those who would subdue us)
Do not meddle in the affairs of Dragons, for you are crunchy, and good with Ketchup.
(The Addams family motto: Gladly we feast on those who would subdue us)
Do not meddle in the affairs of Dragons, for you are crunchy, and good with Ketchup.
- kok_warlock
- Posts: 17
- Joined: Sat May 06, 2006 9:27 am
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This game is great, but the interface has like no 'shortcuts', a guy should be able to press '1-9' to choose which dialogue option they want, use say ctrl+left click to sell something without confirmation, and the same numerical shortcut, '1-2' for 'yes/no' options, like we see in other games, like 'Fallout'.