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Re: 5 Steps forward, 2 steps back

Posted: Wed Nov 16, 2005 6:47 am
by blaah
yahangir wrote:Many of these windows should be combined into one, like system information (how much damage you do etc.) should be combined within the chat menu, and the map should be behind the compass.
activate user tab (detach if you like), right click on chat window title (just right from episonde2 tab), tick "system info". you can close "system info" if you like

enjoy chat hell

Re: 5 Steps forward, 2 steps back

Posted: Wed Nov 16, 2005 8:38 am
by sipanek
It is hard to find the ingame tutorials. Actually i think the whole noob experience should get a total overhaul with decent tutorials and more NPC help during your first few hours.

When it comes to the interface my major gripe is with NPC interaction. Take how you hand in materials from the old lands for example.
1. Make sure you take the mission.
2. Dig like crazy.
3. Go back to the agent in another land.
4. Talk to the agent and tell him/her you want to deliver some mats.
5. Say what kind of mat.
6. Say what quality.
7. Say how many.
8. Target NPC.
9. Initiate exchange.
10. Find the stuff in your inventory.
11. Make sure you give the exact amount of mats that you told your agent in step 7.
12. Go back to step 4 until you have given away all your mats.

The fact that it all comes up in a white bubble with clickable links makes it even more annoying.

In my opinion the way you talk with NPC's should be totally overhauled. Combine this with some quick fixes for the most annoying interface things (copying stanzas between hands, autouse magic instead of melee etc) and the whole game would feel a lot more polished.

Add a mentor quest to the above suggestions (mission to let people go to noob island to help people out in the beginning) and i think your first few weeks in ryzom would be a lot easier.

Re: 5 Steps forward, 2 steps back

Posted: Wed Nov 16, 2005 10:45 am
by rushin
yeah the npc interaction is rubbish! It has been improving, but could do with being ripped out and replaced with something a lot more frienly.

as to the rest of the UI i actually love it, it's very easy to customise and gives you a lot of control over how it looks. As with a lot of things in the game is not immediately obvious what you can do with it, but the help system (not the welcomer missions) explains it all pretty well.

and why arent guild names and symbols turned on by default, and the user tab selected? ;)

Re: 5 Steps forward, 2 steps back

Posted: Wed Nov 16, 2005 11:08 am
by alibasil
rushin wrote:and why arent guild names and symbols turned on by default, and the user tab selected? ;)
The amount of new players i have told to switch these on - Jees! It really does make sense for Nevrax to make these auto-on when starting a new char!

Re: 5 Steps forward, 2 steps back

Posted: Wed Nov 16, 2005 11:20 am
by aylwyne
sipanek wrote:The fact that it all comes up in a white bubble with clickable links makes it even more annoying.
I agree that the NPC interaction is really aggrevating. I especially hate the white talk bubbles. They get hidden behind animals (and the kipee are all over the FH Karavan area). They also bounce up and down as the NPC goes through their various idle animations such as coughing. I've frequently clicked the wrong option because the talk bubble moved just as I clicked. Then you have to cancel the mission and start from the beginning.

Re: 5 Steps forward, 2 steps back

Posted: Wed Nov 16, 2005 5:26 pm
by sidusar
aylwyne wrote:I've frequently clicked the wrong option because the talk bubble moved just as I clicked. Then you have to cancel the mission and start from the beginning.
As long as the talk balloon is still up after you clicked the wrong option, you can also walk away about 10 meters from the NPC and the conversation will reset, allowing you to start over with "I have some raw materials to give you" or "Give me the raw materials to craft". It's quicker than abandoning the mission and taking it again. Doesn't work anymore after you've selected a quantity though.