Sign in to follow this  
McGarnicle

[Factional Fight] Episode 15: A Year in Review and A Look to the Future

Recommended Posts

A little late on updating this post, but here is Bonus Video 4. Enjoy!

Share this post


Link to post
Share on other sites

Big changes are coming to Wurm Online, and we discuss our thoughts about them in this weeks episode!

  • Like 2

Share this post


Link to post
Share on other sites

Some interesting ideas. If similar versions of those ideas pop up in the future, I totally thought of them myself and give you no credit.

  • Like 3

Share this post


Link to post
Share on other sites

Just watching the video.  As far as the mouse look click on objects interaction you can add a wheel menu and then when you click on an object a menu opens and mouse look stops you then move the mouse to the option on the menu you want then let go of the mouse button and it closes the wheel menu and goes back into mouse look. 

 

 

 

Edited by Kegan
  • Like 2

Share this post


Link to post
Share on other sites

I usually agree with pretty much everything you guys talk about. But on the topic of UI, this time I'm gonna have to disagree, as UI is something I'm very passionate about. Part of my job is doing UI for games, so I'm pretty fussy when it comes to UI. It can literally make or break my game experience. And I ain't even talking about usability and UX, but even the visual look alone can distract me to the point of not being able to play. A good example is LOTRO: I would love to play it, but I cannot stand the UI, just can't bear it. Then again I love the UI of SWTOR and Albion Online, and their UIs are so nice that they seem to almost compensate for some of the down sides of those games. 

 

For some reason though, I've never minded Wurm's UI too much. Sure, it could do with some sweet and tender lovin' in how it's skinned, but I really really REALLY enjoy the size and functionality. To be honest, I'm really nervous if they're going to overhaul the UI, because I'd be devastated if it would then lessen the charm of the game for me. 

 

On the points you guys raised: 

 

Improving - I would not want improving to be restricted to crafting stations. In the real world, people can improve and polish items in various places and wherever they wish to do so, and so it should be in Wurm as well. It's one of the nice things you can do to bide the time when waiting for something at another location. That said, I have nothing against having crafting stations in addition to being able to improve like we do now. As a nice addition to the utilities. I do agree however with Adam that they should modify the crafting interface to support improving as well. Drag the tool in one slot, drag batch of items that are "in turn" to be improved with said tool in the other slot. Sometimes I've even tried to do so, forgetting that the window is for creation only. 

 

Displaying items in boxes/inventory etc - Due to the huge amounts of stuff that we handle in Wurm, I think the solution we have now: lists accompanied by teensy weensy indicator icons - is for sure the way to go. It simply could not work any other way. Second life is in the same predicament, and they also have lists and folders, however they don't have the benefit of the indicator icons. And speaking of those indicator icons, can I just say that I really appreciate the fact that they are tiny pixel icons? I hope they never change that. As soon as you bring antialiased indicator icons, we would lose a lot of usability and readability. That said, some of those icons need to be polished a bit to be clearer. The benefit of lists is also that it's the only way to keep from covering too much of that game area. 

 

Target window - this is actually very important to me and to anyone who is vulnerable to die out in the wild. You guys are such veterans and can kill anything, so you might not remember how important it is to have that window open and to be able to spot when a mob is aggroing you. As normally it's empty and when a mob aggros you it appears in the window. This is much needed when exploring through the wilderness! It also helps make sure that you have the right mob targeted in battle.

 

Select Bar - This is one window I'm not a fan of. I never use it, as I prefer activating my tool, then right clicking something to see all my options. It feels so immersive this way. If actions were done through icons on the screen, it would be less immersive and lose charm. I also hate that there is no option to disable it by right clicking like there are other windows. Not more icons, less!

 

Outline from hovering over items - You know, sometimes I turn this outline off when I want to make an especially pretty video (and for those that don't know, you can turn this off in the settings), but I soon find that when I get back to normal game play, I absolutely must have that outline. If you guys feel that you only need it for terraforming, I challenge you to do an entire video with it turned off. ;-) So yeah, I hope we never lose it. I do agree though, that it's not the prettiest implementation. My guess why we don't have purdy glows or highlights is possibly performance issues. What I do like about the outline though is that it is a godsend for trying to select something that is hidden, for instance by grass. It does a great job of very clearly showing what you're targeting. 

 

What I do agree with however, is that the style of the UI could be pimped up a bit, but I would not heavily change the structure, just take what we have and slightly polish so that it looks more friendly and approachable.

 

I also agree that there are some panels that are not necessary. 

Edited by Malena
  • Like 2

Share this post


Link to post
Share on other sites

On the subject of the UI I thought of something similar to Kegan.

Have a tool active and left clicking something will perform the primary action for that tool and object. To change the action hold left click and pause briefly will open some menu whether it's the old right click menu/ radial menu/ mouse gesture menu, and allow a different action to be chosen. Now just left clicking will perform that action until you change it.

for example activate a sickle and left click a tree would default to Harvesting. To change to Prune left click and hold briefly will open a menu, left clicking "Prune" will perform the Prune action and set Prune as primary action. Now just left clicking a tree will repeat the Pruning.

 

I'd also like to say how much I hope that keybinding actions remains part of the interface that would be a big loss should it go.

  • Like 2

Share this post


Link to post
Share on other sites

Trellises. Brian you asked whether we were aware of the whole trellis ordeal. Nope! I was just like you, just thought of trellises as pretty wall decorations. I had absolutely no idea about the whole growing and harvesting / almanac thing. But so great that you guys made this video as I'm pretty sure there are a lot of us who didn't know either - and well now we do! 

 

PS: I really love it when you guys ponder these types of things out aloud, as I think for a lot of us, we are "alone" in our wurm fandom and can never chit chat with any of our MMO friends about these things, so watching you guys talk about it is almost like being able to be part of that conversation. 

  • Like 3

Share this post


Link to post
Share on other sites
On 8/16/2017 at 5:34 PM, Explora said:

On the subject of the UI I thought of something similar to Kegan.

Have a tool active and left clicking something will perform the primary action for that tool and object. To change the action hold left click and pause briefly will open some menu whether it's the old right click menu/ radial menu/ mouse gesture menu, and allow a different action to be chosen. Now just left clicking will perform that action until you change it.

for example activate a sickle and left click a tree would default to Harvesting. To change to Prune left click and hold briefly will open a menu, left clicking "Prune" will perform the Prune action and set Prune as primary action. Now just left clicking a tree will repeat the Pruning.

 

I'd also like to say how much I hope that keybinding actions remains part of the interface that would be a big loss should it go.

 

I do like this idea. Would anything be stopping us players from just making it so, instead of having to hold a left click, you would simply scroll the mouse wheel, and the menu appears on the screen while it changes the action. Then you can just keep scrolling through the menu. Then after a short time the menu disappears from the screen.

Share this post


Link to post
Share on other sites

We just had to release a video today to let you know our thoughts about the new update! 

  • Like 1

Share this post


Link to post
Share on other sites

Ohhhhhhhhhhh!!! The new outline system is beauuuutiful! Just goes to show that the wurm team can come up with solutions that cater to everyone's needs. 

 

By the way, I remember seeing people complain about those highway thingies being too distracting and breaking immersion. Now I can see what they mean! They look way too modern for the game. 

 

Favorite thing for me about the update is the fences for sure!

  • Like 1

Share this post


Link to post
Share on other sites

Was watching "Episode 5: UI, Highways and Animal Cages! Big Changes are Coming to Wurm Online!" and some thoughts to expand on what you guys where talking about for the default action.

 

Middle mouse click an icon from the select bar and that makes it the default action.  Make F or some other hotkey the "Default Button" so depending on what tool you have it always does that default you have selected for it.  Can show a Yellow square around the default action that is selected for that tool on the select bar.

 

So for mining it can default to mine forward and you can middle click "mine up" to make F button on keyboard switch to that default.

 

Right now I have my select bar 1, 2, 3, 4, 5, 6, 7 and try to remember what button I use per tool per tool.  Like 3 is mine forward when I click on a rock tile with a pickaxe.

Edited by nicedreams
  • Like 1

Share this post


Link to post
Share on other sites

Specialties would be cool.

 

Make it like a Priest or a Meditation path.  Can specialize in one at a time and start from 0 if want to switch.

 

Maybe introduce a new oar that only a specialist and make or imp using that material.

 

Not for PvP though.  That would make it unbalanced.

Edited by nicedreams
  • Like 1

Share this post


Link to post
Share on other sites

Only viable new progression in wurm to take it to the next level would be steam.  If we were to evolve.

Edited by nicedreams
  • Like 1

Share this post


Link to post
Share on other sites
Quote

instead of having to hold a left click, you would simply scroll the mouse wheel, and the menu appears on the screen while it changes the action. Then you can just keep scrolling through the menu.

 

Mouse wheel to select is another option I had not thought of. I tried to think of a way to choose the action without needing a menu of any kind appearing to break immersion but I couldn't think of another way to provide feedback to the player on what they had selected.

  • Like 1

Share this post


Link to post
Share on other sites

We just had to get this video out there. We found a hidden teaser in the Weekly News!!!

  • Like 1

Share this post


Link to post
Share on other sites

I noticed it also and asked him about it, at the time wasn't aware of the new skill being developed. I guess archaeology confirmed?

  • Like 1

Share this post


Link to post
Share on other sites

Wow-ah-wee-wah! You guys! I never ever noticed the hidden teasers! Gonna have to start paying more attention from now on! 

 

Retro you smart cookie! 

 

 

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, McGarnicle said:

Episode 6 is released!

 

This is almost like GoT! :P

 

  • Like 1

Share this post


Link to post
Share on other sites

I have been slacking on this thread. Posted last week and this weeks video!

 

Share this post


Link to post
Share on other sites

Tons of conditioned animals on Deli still, no colors though. Even the "greenish" animals don't look any different.

  • Like 1

Share this post


Link to post
Share on other sites

When I started playing Wurm the most incredible sight I found was a field of multi-coloured unicorns and I decided right there that one day I would have my own pastel unicorn herd.

Sadly that's no longer possible and Wurm is a less vibrant place.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this