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Author Topic: Lifetank Interface Ideas [Locked]
Crelic_MT  2 stars
Title: Poppy's Plaything
Posts: 454
Registered: 2003-5-4 14:17:39
I've heard from a good many people the "look" of Lifetank is a bit overwhelming with all the tabs and controls, and maybe somewhat "unfriendly".

I've wanted to rearrange this to make it easier to use, but I've been using it for so long everything looks normal to me and I'm lost as to what to try =)


So, give me some ideas of what you would like to see (or not see) on the LT interface. Keep in mind this is just the interface, not the actual functionality of the plugin right now. Though if you'd like to make feature requests (or request removal) you can @ our website


Please keep this civil and to the point too, not looking to start a fight but just input from LT users on how they'd like to see this part improved.


Ideas anyone?


-C

 

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Monolith_WE  1 star
Posts: 75
Registered: 2004-11-24 06:18:54
I like it as is, but then again I have been using it forever as well..
Lord_Anton  2 stars
Title: Wu Fez 4 Life!
Posts: 340
Registered: 2004-8-27 23:55:24
eh


I dont like how EL Tank was set up

yet, those ppl find it easy to them


I say leave it like it is

 

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Rebega_In_WE
Posts: 2
Registered:
Life Tank is fine. Its interface takes some getting used to, but once one does it is the best.


The only feature I hope for are multiple weapon buffing and a way for it to imperil those ninjas on sight and switch to acid.


after that its perfect


thx
Crelic_MT  2 stars
Title: Poppy's Plaything
Posts: 454
Registered: 2003-5-4 14:17:39
Well, it does that perfect for mages already =) Now the switching weapons on queue is another story for melees. But the multiple weapon buffing isn't a big deal... hopefully we'll be able to start tinkering on that next.


But I'm still thinking about this. There are still a few things I'd like to remove since they aren't being used anymore or obsolete. All 3 of us have started back school again, but I'm hoping that won't slow us down too much.


Maybe I need to be asking the potential Lifetank users instead of veteran users what they'd like to see interface wise =P Like you guys have pointed out, unfriendly is vague.. it's a familiar face to us since we've used it for so long, it's hard to see what COULD change.


I have a few ideas I'll tinker with.


-C

 

-----signature-----
Don't blink, Don't even blink
Blink and you're dead
They are fast, faster than you can believe
Don't turn your back, don't look away
and don't blink.
Digero  3 stars
Posts: 580
Registered: 2002-10-21 23:55:01
I'll pick a few aspects of the interface to complain about (not in any particular order)


1) Moving the HUDs around.

- (a) Get rid of all the chat spam when doing it.

- (b) Actually move the HUDs as they're being dragged, so you can see where they're going.. and don't jump the top-left corner to the mouse's coords when you start dragging them.

- (c) Make them only draggable by the title, and dont eat the mouse messages (not sure if you actually do that currently).


2) The interface for setting up which salvages to loot is pretty hard/annoying to use. Have the list show all of the salvage types (don't make you add them 1-by-1) and maybe even make clicking the name show a description of what it does (ala ElTank). Then you can set the min workmanship by clicking on the number in the list (again like ElTank).


3) Move Loot to a top-level tab and move the "Filters" tabs directly under the Loot tab (getting rid of the "Filters" tab). You can get rid of the "Magicals" tab and add wands to the "Weapons" tab. It also seems like Exceptions should be on the same tab as Salvage, but I'm not sure if it'd fit.


4) Most people I've talked to didn't know what Y, I, V, and P meant on the Macro > Mobs tab. Even a [?] button next to them that will print out a description when you click it would work: " = yield, I = imperil, V = vuln, P = priority (higher priority number means attack first)".


5) Put the route editor directly in the Nav tab instead of a second window (not really a big problem).


Also a few non-UI aspects:

1) Share loot profiles between characters.

2) Seriously improve the buffing logic - it's rather brain-dead right now.

- (a) Number one priority should be that the character is actually buffed when LTx thinks he is. That means checking the buffs on the player and manually keeping track of item buffs.

- (b) Changes to the buff cycle length or continuous buffing shouldn't require you to restart the macro, and thus have to do a complete rebuff to make sure LTx doesn't let any of your buffs drop.

 

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[LotRO] Digero (Guardian), Digrim (Burglar), Dignite (LM), Azrea (Hunter) - Landroval
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[CoH] Devil's Zealot, Scinta, Izzard - Guardian (Retired)
Digero's AC Decal Plugins: http://decal.acasylum.com
Brutal-Force
Posts: 38
Registered: 2005-4-10 19:26:27
Crelic, could you add a Component HUD that I can add stuff too, similar to Eltank's, its one of the only options I use from eltank, other than to buff.


Another great function is a Route Finder, Eltank's is severly outdated.


A HUD for listing killed creatures like in BS/2


A quest timer list.

 

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Brutal-Force Jr (275) Thistledown
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azraelthelost  1 star
Posts: 74
Registered: 2004-5-22 19:35:39
Make the loot profile more detailed. Like, ignore major banes, unless its a double major, Ignore major spear, staff, IGNORE MAJOR TRADE AND TINKING items!


Pickup double minor wards only.


I know this isnt user interface related, my opinion on that topic? Dont change it, you are listening to the people who lack the patience to learn the interface, dont ruin it for everyone based on a couple of whiners.


Well hell, go ahead, maybe you will get a job at turbine...

 

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None of us know everything, therefore we are all ignorant.
Maddy_ACEDL  3 stars
Posts: 785
Registered: 2000-2-23 15:06:37
I'll second Digero's comments on the non-UI improvements needed around buffing. That was the area that really struck me when I tried out LT. I can tell you how we track item buffs in Castaway, which there is probably a better way, we just use the first spell in the self buff array as our "timer", when it is time to buff that spell then we buff any item spells needed. It would probably be better to track the GUID of armor and weapons and when they were last buffed. Then during a timer cycle check to see if it is time to buff those again.


On the UI changes, I really don't have a comment as I never played it enough. I'll only say that simple is better. I kind of like Joel Spolsky's ideas on GUI design: http://www.joelonsoftware.com/uibook/fog0000000249.html

 

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ElgarL  2 stars
Posts: 332
Registered:
Brutal-Force, Press update in ELNav to get an upto date locations database.

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