UI and Quality of Life thoughts after playing for a week

Have some feedback for Life is Feudal? Post it here!

PandaPoope
 
Posts: 2
Joined: 13 Jun 2015, 17:19

UI and Quality of Life thoughts after playing for a week

Post by PandaPoope » 13 Jun 2015, 17:52

Some friends asked me to join them playing LiF:YO. I like the overall premise and feel of LiF:YO, but there are just a handful of usability things about the game that drive me nuts and makes me want to quit and go back to Minecraft. Here’s some suggestions:

1.) Tap Esc to close everything on screen, then Esc again to get the main game menu. Motor reflexes are very difficult to change. The vast majority of games I've played use the Esc key to exit out of all menus and windows and automatically go back to the regular walking around view (instead of mouse view). Having to click back and forth with tab and aim at tiny "x" close buttons really slows down game play. Then when I do tap Esc from habit, I have one more thing to click through. Applies to windows and pop up messages.

By extension, when you close all the windows, automatically go to the view where mouse moves the camera so you can move around. Tab key can still toggle the view version, but always default to the camera moving version when nothing is open.

2.) Inventory management. It's just slow and infuriating.

Would be nice to have a button that automatically stacks all like objects. So if you aren't worried about quality, you can quickly sort a messy inventory. In storage as well as personal windows.

Secondly, it would be nice to have the option to hold shift or something and click on objects to automatically move them from personal storage to a container storage and vice versa.

3.) Time to complete an action. The training experience was ok. When you do something so often that you long exceeded the skill cap, it would be nice for the action completion time was shorter. Worst offenders are terraforming and gathering. I would suggest that between skill level 90-100, you shorten the time it takes to do actions. That way you aren't rushing through the game at lower skill levels, but when you have to do something over and over again, it doesn't have to feel like you hardly did anything in 2 hours.

4.) Short cut keys for actions. When you do a sequence of actions very frequently, it’s tedious to constantly switch between default actions in the menu. Again, terraforming is a big offender. If I can designate one of the number key as raise level, one for lower level, one for flatten, and another for observe, that would significantly ease how tedious it is to terraform, like flattening out a hill. Pick up dirt at the top, drop at the bottom, and extra keys to keep track and flatten as you go. Right clicking, or Q, and searching in a menu over and over again is slow.

5.) Mouse over detection on specific items. When you have to aim at an item to activate it, it’s very tedious when you need to aim at a very tiny area. Biggest issues I’ve had were clicking and stacking small things or thin things like bones and sprouts, drying rack for leather, the grassy plant for herbs, etc. I don’t play shooters because my fine motor control isn’t great. Please don’t make me struggle to aim in a sandbox game.

The game has a very repetitive game play. I’m not suggesting you change the mechanics, but make it smoother to do these mechanics. Otherwise people who would otherwise like the game get fed up and quit the game. After a week, about half our group feels about the same way.

User avatar
Khan-
Zealous Believer
 
Posts: 1261
Joined: 18 Apr 2015, 15:12
Location: France

Re: UI and Quality of Life thoughts after playing for a week

Post by Khan- » 13 Jun 2015, 18:50

UI will change soon, as they proposed to the vote 2 UI...
we also can see a lot of informations will disapear or will change... i guess inventory and bag management will also change...

this is an alpha, and i believe they understood really early inventory was very frustrating..


Would be nice to have a button that automatically stacks all like objects. So if you aren't worried about quality, you can quickly sort a messy inventory. In storage as well as personal windows.


er... stack all in one or stack per quality... because, yes, we (you don't maybe...) do care about quality do improve more and more average quality of our community... quality = power...
100% French speaking alliance of Royaume Franc : http://lifeisfeudal-fr.com/
Image
Les Témoins de Mérovée Site - Forum - Me contacter


PandaPoope
 
Posts: 2
Joined: 13 Jun 2015, 17:19

Re: UI and Quality of Life thoughts after playing for a week

Post by PandaPoope » 14 Jun 2015, 07:08

Khan-Bjornsen wrote:er... stack all in one or stack per quality... because, yes, we (you don't maybe...) do care about quality do improve more and more average quality of our community... quality = power...


All in one stack regardless of quality. Getting started in the beginning, the only place so far that quality has mattered is in food. I'm referring to QoL features to keep simple stuff smooth. The reason I suggested a button was to avoid accidentally combine everything. Early on, I haven't cared about quality, I just want to get on with the game. Later on, I can see a need to keep good quality items separate.

User avatar
Khan-
Zealous Believer
 
Posts: 1261
Joined: 18 Apr 2015, 15:12
Location: France

Re: UI and Quality of Life thoughts after playing for a week

Post by Khan- » 14 Jun 2015, 10:49

let have a fight, you with quality 10, against a quality 100, you'll understand... armors and weapons need to be high quality... food... craft buildings (blacksmith etc..)

so for now, you are doing it wrong...
100% French speaking alliance of Royaume Franc : http://lifeisfeudal-fr.com/
Image
Les Témoins de Mérovée Site - Forum - Me contacter


Falsewall
 
Posts: 31
Joined: 23 Sep 2014, 15:47

Re: UI and Quality of Life thoughts after playing for a week

Post by Falsewall » 19 Jun 2015, 16:34

Khan-Bjornsen wrote:
so for now, you are doing it wrong...


Think he knows that. What he meant is things that people carry a ton of on hand that are light weight. Herbs herbs herbs

Return to Feedback Section

cron