Anarres

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Everything posted by Anarres

  1. You mean limit of characters for one email? 5 characters can be registered with the same email. Note though, nowadays if you use the syntax myemail+extras@gmail.com, you can continue to use the same email account.
  2. Custom timer: When it expires, it no longer turns green, it seems to remain black. It really would be nice to return some shade of green, it was much more easily recognizable. Black feels like it is or could be during countdown, a simple info status, but once it reaches the end it would be nice to have green. Green is the color of "good" system messages, the color that tells the user "it's okay, your stuff has been done", the "OK" color.
  3. On new UI, choose Valrei Map, then "FIghts" and double click a fight from the list. A window opens, but it's blank. You can hear the fight, but no animation is displayed. I wasn't able to see who won even, which should have been text over the last image in the old UI.
  4. This issue keeps being brought out in CA and GL, as players are not able to click on the toolbelt tool icon to activate the tool, it feels like "the toolbelt just doesn't work on the new UI". What seems to be happening is that the area where you can click to activate the tool is way too small (or the pointer is not where it shows it is), so a lot of the "icon" square is not part of the tool, it's considered an empty space on the toolbelt. To wit, this screenshot shows what happens when I moved my mouse over the file on the toolbelt: https://imgur.com/jEZ0ugK The screenshot doesn't show the mouse pointer, but it really was on the file icon. When clicking "on the file icon" there, the file won't activate. Note: on that toolbelt, with all tools filled in, I wouldn't expect any space to give that message, except perhaps the edges.
  5. Linked screenshot: https://imgur.com/dSN4iz8 This is on 110% scale. It happens at 100% and 90% too, and of course at higher. The window doesn't seem resizable, so the player can't even fix it themselves somehow if their default is broken.
  6. I got today a 96.21 "severe" water wound, from an afk swim, almost drowning. On the new UI, the wound text on hover was "severe, worsening". I was on land though, staying still, and in a few minutes it went away completely, in one tick. I suppose water wounds weren't quite considered separately when displaying the text about healing? It's kinda tough to know what to display in this case, but then maybe just don't display how it's doing? This isn't a biggie, it's just that the message "worsening" is unnecessarily alarming for players, and wasn't quite accurate.
  7. I thought about a second "Repeat" too, it may make sense, it does seem like some actions come in pairs in wurm. The most obvious I experienced it with cut-down / pick-sprout. It was crazy how they kept switching on me and couldn't figure out either when does repeat decide to stick. Talking to an ally the other day, I think we figured the best use case for "repeat": it's those actions you sometimes do a lot of, but it wasn't overall often enough to have a permanent keybinding for, or not a great one. For such cases, some players including me, have 2 "temporary keys", which we bind temporarily for whatever we're doing. Mind you, we have 2 such keys, the second is sometimes needed, so we saved it up, not use that key for something permanent.
  8. Combat window: the directions you can attack to no longer display "greyed out/unavailable" at all, so you have to spam attempts on the blind until you may get a moment when it works. Please bring back the greyed-out for unavailable things, like shield bash or moves. Combat window: I don't think full description of footing and distance in many icons each was a good idea. Sure, explanation/description is good to have, but it doesn't belong where the fight buttons are. That ties into the "combat window is too huge" issue, as it was sometimes brought out here and elsewhere. Footing/distance could have a single icon, and a small arrow to show the full "visual description" and dock it back, or should be elsewhere on the screen. The simplest thing I can think of, is to make the combat window horizontal, instead of vertical, as mentioned before, and when re-arranging icons in it, leave footing/distance on a side, expandable.
  9. Bumpy. This is still happening. The nasty thing here is that the message is wrong, it just made people adjust a deed's permissions to allow lots of stuff, when in reality the player was just a little bit further away from his own cart and getting "not allowed" message instead of some clear message about distance.
  10. I moved a few tabs from the left window to the right window. I find it nice to have the non-interactive tabs on the right, like Deaths tab. But after relogging, it loses the custom position, Deaths is back on the left. I'd expect to save it, or to give some way (visible way) to the user to save a custom position. Edited to add: If you place an interactive tab to the right side, and type in it, then do some actions and press Enter to re-enter the typing field, focus switches to whatever tab is open on the left side, instead of the last you typed in if it's on the right. This is unexpected and can lead to mistakes. Expected behaviour would be: when pressing Enter, default focus goes to the tab you last typed in or selected, no matter if it was on the left or on the right. Alternatively, just don't allow moving interactive tabs on the right I guess.
  11. When I try to click with the mouse, a tool on the toolbelt, half the time it doesn't activate the tool. It can be very frustrating when you want to click for some reason. It seems it's because half of the "square" which is a tool icon is not part of the tool: it only shows generic toolbelt text on hover and doesn't do anything when clicked. But visually it's the tool icon, not some empty space, so it should act like the tool.
  12. Opened Crafting recipes window, wanted to search for "floor board". Started to write FLO and couldn't see the letters typed. It seems the font in that search box has the same color as the dark grey background. To see what I was typing, I had to select the text in the search box, to highlight the letters. The highlighted background is white and the letters black/grey so it can be read. I have not changed colors or something on my end, and the text I type in other boxes, including inventory search, is readable. Screenshot linked, inside that box is "floo". Really https://imgur.com/R7fkfpG
  13. I logged back to game, and picked a dozen sprouts. Now I go, hover on grass, with sprout activated, and I see: R: Pick sprout (repeat action). I have no F default action. I plant the sprout and activate another, same, rinse and repeat, it doesn't change the repeat action, even though "pick sprout" is impossible with a sprout, and is impossible on grass. (no, they weren't flowers tiles, they were plain grass) Earlier: it's worth trying to use F and R during a session of pick sprout, cut tree, to see why it acts surprisingly a lot of the time. It acts oddly, and part of the reason is that it seems to insist in 1) showing you impossible actions, and 2) showing you 2 different actions for F and R. Like, if I have hatchet active, cutting trees several times before, then hover over an overaged tree, it says "F-cut down, R-pick sprout". But the R is wrong, can't pick with a hatchet, can't pick on overaged, didn't pick last several times. So it feels like there's no much reason why it's even in "repeat action". If in this case F and last action were cut down, why not just display F, R: cut down? That what I can do on this item, with this tool, and last did. On the other hand, also after several cutting down actions, I hover over a tree with sprout, with hatchet, R-pick sprout attracts my attention, so I switch tool and press R to do it. Oops, it starts cutting the tree with the sickle. This is not user-friendly behavior. Lets say F changed with tool since okay, it's supposed to be entirely context dependent, but R: pick sprout is possible only if I change tool! Can't do it with the hatchet. So taking it away right when I do what I have to do is weird and not friendly. It is bound to cause more mistakes than mine (and Fo knows I have my share of cutting with the sickle without needing the game to switch actions under my feet ) TL;DR: I'm fascinated by default action / repeat action. But they don't work right, and so far I can't seem to detect a pattern in how R works. When does it changed repeated action? Surely not after each action, nor five. To be clear, I don't need to know the answer in theory, I want to see if/how a player can understand R to use it normally without calculating complex pattern math.
  14. I checked mail and cannot click the checkboxes to Receive nor Return mail. Screenshot linked below, though it's nothing special, exactly a copy of the mailbox item window as in the old interface, except you can't click the boxes. Another user in GL also experienced it and had to go back the old UI to be able to get mail. https://imgur.com/XWjI683 Perhaps it's time to replace those checkboxes with a proper button?
  15. TBH it looked mostly as a bad thing to me. On larder it may be okay, but for any containers with subcontainers it opens the single subcontainers. That's not okay for my knarrs, for example, with lots of things and some lonely subcontainers, many times I dump things in a subcontainer exactly to hide it from view, and now it keeps showing up every re-open of the larger container. e.g. I have several large crates and one small crate, several satchels and one backpack, it always opens the small crate and the backpack. Why would I want that? It is easier to find things if I look a smaller list of subcontainers, and choose the subcontainer I need to open. There's no reason why I'd want more likely the small crate than a large crate, it's all up to what I actually intend to do, so the game would be better to not guess for the user here.
  16. I mean, on this square on the right, not exactly border, under the arrow, the area I circled with red here: https://imgur.com/gyro5u5 Edit: right click, not left click
  17. /openchat freedom [22:19:30] Unknown chat channel. Use k, g or t as parameter. /openchat k Nothing happens, Freedom doesn't reopen.
  18. OK, so the combat window is huge. It kinda looks cool, but there has to be some solution for usability, apart from just making a small version. It's a tall rectangle now, what if you make it a long rectangle and position it by default down, bottom, of the screen? I mean, re-arrange stuff in it so it fits more horizontally, not vertically, and by default place it somewhere where the player from other games expects it: at the bottom of the screen.
  19. [20:17:29] You plant the sprout. As you see the plant bow you hear the voice in your head of hundreds of plants thanking you. With sprout activated, I see default action R plant. I planted a dozen trees that way, it was handy and I got used to it. Then moved around a bit more, and the game forgot immediately it seems: activated a sickle by mistake(why is it even at 9 I dunno), and pressed R, then suddenly [20:19:04] You start to gather tall grass. But why, I didn't do (intently) any other gather action, so I'm not sure what it's repeating. Next several actions it keeps saying R - gather. Even with sprout active, even though I'm planting one after the other. Worth trying to do it, so you see it's not quite right.. at least, keep the R action for more time, like this forgot in 2 mins, of embarking and disembarking, and add R action sooner maybe, that is, if it fooled me once with gather, okay, but since I'm planting tree after tree, just change to R plant now. Edited to add: after two dozen trees planted, it STILL says R gather, with sprout activated. It really wants me to rebind plant... eh.
  20. Another (?) missing feature: on the main menu in old UI, you could bind F2-F12 to different things, and you got the respective button for those things. That is, you had something to click, doing what you chose. I'm not sure I see how that could be back... so maybe it won't be back, but anyway mentioning it to be taken into account. Personally, for example I had /weather bound to F12 (I can quit in other ways) and I used often the click-on-button on top, not as much the key, for seeing weather easily no matter what I do. I didn't even need to remember the key, since the button was there.
  21. It used to be possible to repair with the repair keybind, a tool on toolbelt. Now I bound Y to repair (so it doesn't interfere with repeat), but it doesn't work on toolbelt tools. I don't seem to repair the tools on toolbelt by right click or any other way (on the toolbelt tool icon, not search them in inventory). This is a missing feature that used to work, and it was handy at times.
  22. Confirmed, it toggles missions details at left click, and it applies in no time, even if you keep pressing. Very unexpected effect. I think it used to toggle at double click? Perhaps it still should.
  23. Right click on the right part of it, which seems to be deeper black on my screen than the rest?
  24. I undocked Freedom tab, then closed it. It vanished, and I don't seem to get it back in any way in the same game session. Tried /shout message, nothing happened. Asked an ally to say something, nothing happened for me. It seems to be back after relogging, but that's probably not what the player expects to happen, there should be some way to get it back.