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A couple of daunting things when you start

Posted: Thu Apr 28, 2016 2:20 pm
by fuselex
a


RE: A couple of daunting things when you start

Posted: Fri Apr 29, 2016 12:46 pm
by kylania
There is nothing "very comfortable" about forced Ctrl-Click as the only form of unit selection. Play a John Tiller game to feel how insanely uncomfortable and non intuitive having to Ctrl-Click on things is. The UI in general is a mess. Having to click a button to advance through every phase is also painful (though slightly improved in an upcoming patch I believe).

The ROF thing is as the board game is. Most MGs had a 1-2 rate of fire (so 16% or 33% chance to retain) while Mortars had 3 (a 50% chance). This is off set by the mortar's lower damage potential though.

RE: A couple of daunting things when you start

Posted: Fri Apr 29, 2016 2:24 pm
by fuselex
a



RE: A couple of daunting things when you start

Posted: Fri Apr 29, 2016 8:12 pm
by E
ORIGINAL: kylania
There is nothing "very comfortable" about forced Ctrl-Click as the only form of unit selection. Play a John Tiller game to feel how insanely uncomfortable and non intuitive having to Ctrl-Click on things is. The UI in general is a mess. Having to click a button to advance through every phase is also painful (though slightly improved in an upcoming patch I believe).
Ctrl-Click-Selection of multiple (non-sequential) items has been a standard operating procedure of windoze since the end of DOS.

RE: A couple of daunting things when you start

Posted: Fri Apr 29, 2016 11:21 pm
by Gerry4321
The problem is when you select a hex with one squad only your still have to click the actual unit text to select teh squad. This should be auto. Even if you don't want to do anything with that squad there is no loss to the system to auto select it.

Also when you fire it takes focus away from the units so you have to select them again. That is really annoying.

RE: A couple of daunting things when you start

Posted: Fri Apr 29, 2016 11:44 pm
by E
My preference would be to select all units in a hex with a double-click. But that is just my personal preference, and would still entail standard windoze selection methods for deselecting units.

RE: A couple of daunting things when you start

Posted: Sat Apr 30, 2016 12:42 am
by Gerry4321
That would be good.

RE: A couple of daunting things when you start

Posted: Tue May 03, 2016 8:24 am
by DoubleDeuce
One thing I would add is "take your time" clicking on the AI Continue and End Phase buttons. Let the game fully process the last command so you do not accidentally skip phases. When I first started playing, I found myself doing that a lot, especially during the Fire Phase where it was skipping over the to the Movement Phase and going right to the Defensive Fire Phase because I clicked too soon or one to many times. [:(]

RE: A couple of daunting things when you start

Posted: Sun May 15, 2016 1:47 pm
by kosmoface
ORIGINAL: fuselex
The UI - different . but after a short period it becomes very comfortable

I have to say I never played ASL. Maybe I should have then I would be in love enough to overlook several shortcomings of this game.

What I have to say - I like the concept. Simple enough to understand, the scale is right an so on. The AI really is okay (as I understand it it is the very reason this game exists, kudos for it), but the UI? The graphics?

What is it with wargames, that we have to look so often at graphics straight out of 1990? I don't expect art, but something nice to look at. It is easy enough to mod this game, but why do I pay 50 bucks and have to put up with mods? Just sell it for 15 or 20 and I will never mention this, but for 50 I am unforgiving, sorry.

The UI also suffers from this. I mean CTRL-Clicking is not the best idea anway when I have to do this countless times per turn. It is infuriating being shot at while moving, not because my men get killed, no, because I have to repeat this tedious process again to move forward. Rrrraaahhh.
Furthermore... at least give me big buttons to click on and not small lines of text. With a resolution of 2560x1480 it is really, really fiddly, since the game itself can't be put in another screen resolution.

Since the game doesn't give me zoom, I have to zoom in with the windows-key and +-key. Not cool.

I look at Matrix as the publisher, too. Just give this man money so he can hire an UI expert and an Illustrator. This has nothing to do with programming, which is far harder and time consuming (I am a graphic designer and illustrator myself). Investing in pros for this is cheap, because it would enhance the game for a lot of us customers for an awful lot.

Instead *I* have to pay 50 bucks (with a no refund poilicy) and put up with this, which makes the game expensive in my eyes. Again: Not cool.

I really believe here are good intentions at work and I realise there is only mimited funding, but then be fair to your customers and lower the price.


RE: A couple of daunting things when you start

Posted: Sun May 15, 2016 2:06 pm
by rico21
[:D]


Image

RE: A couple of daunting things when you start

Posted: Sun May 15, 2016 2:41 pm
by fuselex
a