Feedback talk:User/Volfen/U.I. Context Menu

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Too many functions for the right-click. Too hard to comprehend. Too wordy. Too many undefined words: "Context click" , "Skill Wheel" , "Context Menu" , "Center of Wheel". The mini-map needed more pictures. What's the "Four corners"? you editted it to have rideged edges. Right click on the health/Energy bar? If you click the hole inside the bar, you click the ground. Nobody wants to waste their time having to click the health bar, then to click again. Too much clicking. The original gw format was good enough, if this took in effect, it'd be vastly ruined. this comment was added by Eclipse143

Reminds me of The Sims. Previously Unsigned 20:25, 5 December 2010 (UTC)

My thoughts on it[edit]

Saw the above comment, basically saying "too long did not read." Figured Id try to understand your idea better myself and also explain it as I interpret, as well as comment on possible improvements.

  • The menu idea in general could work, really, though perchance have it an option a player can choose to use. Eclipse143, you said there were too many functions for right click? not really. Its all in how its used. If your just clicking around, then fine, that's what your doing. Its not going to move you thanks to click-to-move being removed. If you click and drag, camera follows the mouse's movements just as it does in GW1 now. if you click and hold still for a second, menu pops up, and your cursor becomes a selector. Still holding the mouse, you just move it to whatever you wish to use and release. That activates the item/skill/whatnot and its done. Menu closes. Open up the menu accidentally or want to close it? Release the mouse button in the center of the menu "wheel" (the disk of icons that will appear when you hold the button down) or move the pointer outside that ring of icons to return to camera mode. There are no rigid edges, the wheel would expand based on what is inside of it. That, or the distance between icons would reduce. Simple.
  • Menus being context-oriented would be prime, as you wouldn't want 8 skills, items, and whatnot popping up when your harvesting a resource. Instead you'd have the actions relative to that object. NPCs would have interact options as well as attack. For yourself, particular actions could be performed with options that pertain to yourself. This is what context clicking is. The game responds with the pop-up menus differently with objects dependent upon how the object relates to the player. The option to lock a menu open is interesting, though if you can simply tab it, I see minimal advantage to it, mostly that fact that its closer to the general mouse area.
  • The minimap was a tidbit large, being there. Even if its see-through, its a but obstructive. Perchance the merge could be that the compass would expand into the minimap depending on a button on the compass, or perchance the scroll wheel when the mouse is hovering over the compass itself? That way, you would effectively pop up or scroll out into the minimap, then scroll out farther to expand your view. Click-and dragging would move your view, as it does now in GW1. Too many "pictures," or icons I'm guessing they meant, would just clutter the thing up. Perhaps toggleable map legend icons? Wana see where the NPC services are in a town? turn on services icons. Now your our fighting? Turn off those resource icons. Simple, and many other games already have features like this in use. The comment about the four corners was that if the mouse was held over any of the corners of the map, the maps' transparency would turn opaque, making the map fully visible and letting you interact with it. I'm assuming that you intended the map to return to transparency once the mouse was removed from the map's area. It follows suit with your menu wheels.
  • The tabs are interesting. Are you intending that they expand, as in hovering the mouse over them will cause the menu to appear/slide out, displaying the icons for actions? If so, that may be a good way to go, even for a suggestion all of its own. Hiding away things that arn't in use is always a bonus, but few places do it for fear that they would be too complex, or too difficult to implement. I see none of that here, honestly.

Its a solid suggestion. Its thought out and described in detail (not just a "this will be cool so you should do it" idea), and your image really helped get the concept through. Id be willing to use it, if it were added, and I think that if they tried it out, they could make it work quite nicely. Great suggestion.--Neithan DiniemUser Talk:Neithan Diniem 05:23, 13 December 2010 (UTC)

I really like this idea. I'm still a little unsure of how it would work in practice (holding down mouse button and waiting for menu to appear might cost valuable time, leading to a slow interface in a fast-paced game), but it's definitely worth being experimented with. It would do wonders to clean up the UI, that's for sure! --Silverdawn 10:46, 29 January 2011 (UTC)

The menu would appear the moment the mouse button was clicked (and thus held) and dragged in some direction. Just clicking wouldn't open the menu. IMO, this would make a good optional UI functionality choice for players.--Neithan DiniemUser Talk:Neithan Diniem 17:29, 29 January 2011 (UTC)