List of high-value recommends for D:OS accssbility - 11/07/14 07:08 AM
I've just got a copy of the game, traded my brother a SSD hard-drive to have him purchase it for me. While I look forward to playing it, there are some big hurdles I'm experiencing immediately upon playing. These are my requests for the purpose of resolving them:
1.
HUD down-scaling I sense that the current HUD-scale made to be one-size-fits-all, using impaired-sight needs as its target-model. Thatï½´s good as being a provided option for those needing it, but it's really non-conducive to enjoyment when a person does not need it, by being over-the-top, excessively-large.
Itï½´s way too large and taking up too much visual real-estate. That includes the character portraits, the spell-bar, map, search-container images with its contents, game menus, chat-box, pop-ups. Itï½´s all way too big. Way too big. Itï½´s like I'm playing with duplo instead of leggo and I mean the old-school, good leggo, not the awful already-made-for-you neo-leggo. My eyes and coordination work, and I'd genuinely benefit from the HUD allowing acknowledgment of that.
2.
Increase the distance which the camera can be zoomed out to. Itï½´s too close a perspective to the characters. Not enjoyable, for my tastes, and it requires a more cumbersome and meticulous management of camera-movement - and thatï½´s a part of the stuff that should not be thought about while playing the game, but work as inconspicuous.
3.
Decrease the mouse-pointer distance-from-player-character which triggers the player-character to walk, rather than run or provide a menu option to decrease it. Itï½´s too far right now, requiring excessive mouse movements to keep the characters running along a desired trajectory.
4.
Allow extra mouse-buttons to be mapped to menial tasks that otherwise require one hand on the keyboard while playing: 5+ buttons should be able to handle closing searched-containers, taking all items from search-containers and auto-closing them, and whatever else. Searching containers and having to use keyboard, or move the mouse long distances across the screen to close them, or collect what's inside, is aggravating because thereï½´s a 0% need for it, and itï½´s a repetitious action, which requires energy exertion, however little it is (easily multiplied hundreds of times per game session = aggravating).
5.
Allow assignment of perpetual tasks to action-based objectives that are engaged outside of combat: pounding a locked chest until it breaks shouldn't require a new command to be given in order to have the player-character keep attacking it, re-doing the command 50 times over. Just repeat the same action indefinitely until either the neutral interactive-target breaks, or a new command is given. Anything else is just unwarranted, and enjoyment-frustrating.
6.
Allow for turning off subtitles to the player-characters' dynamic interactions. I don't need to be seeing appear on the screen the same words I'm hearing them say. It hurts immersion, and it honestly makes me pay less attention to what discussion occurs because the visual text distracts my mind from listening, and because it's being said I don't really bother reading the visual text. The gratuitous subtitles are a distracting noise to the mind.
The option to disable subtitles in the game settings menu does not stop this but it should, and I don't know what it's referring to if not these.
7.
Provide a toggle to have player-characters continuously head towards the mouse pointer, without needing a mouse button clicked, or held down. With 5 - 7 total mouse buttons I fully have the potential to just press one button and have the player-characters run wherever I point, until I either press the same button again to toggle the auto-movement off, or click-assign another action. There's no need to have me keep holding a button down, or to have me keep clicking a pathway. On what are known to be longer travels across already-known areas, it will be extremely appreciating to have this functionality.
I think the inclusion of all items on this list will make for a much relaxed and more naturally-immersing experience for a wide cross-section of players. Some may use only one of these, maybe some none, but I bet many will make use of all 7 of them. I definitely would, and would feel a much higher value from my play-experience for it.
Thanks.
1.
HUD down-scaling I sense that the current HUD-scale made to be one-size-fits-all, using impaired-sight needs as its target-model. Thatï½´s good as being a provided option for those needing it, but it's really non-conducive to enjoyment when a person does not need it, by being over-the-top, excessively-large.
Itï½´s way too large and taking up too much visual real-estate. That includes the character portraits, the spell-bar, map, search-container images with its contents, game menus, chat-box, pop-ups. Itï½´s all way too big. Way too big. Itï½´s like I'm playing with duplo instead of leggo and I mean the old-school, good leggo, not the awful already-made-for-you neo-leggo. My eyes and coordination work, and I'd genuinely benefit from the HUD allowing acknowledgment of that.
2.
Increase the distance which the camera can be zoomed out to. Itï½´s too close a perspective to the characters. Not enjoyable, for my tastes, and it requires a more cumbersome and meticulous management of camera-movement - and thatï½´s a part of the stuff that should not be thought about while playing the game, but work as inconspicuous.
3.
Decrease the mouse-pointer distance-from-player-character which triggers the player-character to walk, rather than run or provide a menu option to decrease it. Itï½´s too far right now, requiring excessive mouse movements to keep the characters running along a desired trajectory.
4.
Allow extra mouse-buttons to be mapped to menial tasks that otherwise require one hand on the keyboard while playing: 5+ buttons should be able to handle closing searched-containers, taking all items from search-containers and auto-closing them, and whatever else. Searching containers and having to use keyboard, or move the mouse long distances across the screen to close them, or collect what's inside, is aggravating because thereï½´s a 0% need for it, and itï½´s a repetitious action, which requires energy exertion, however little it is (easily multiplied hundreds of times per game session = aggravating).
5.
Allow assignment of perpetual tasks to action-based objectives that are engaged outside of combat: pounding a locked chest until it breaks shouldn't require a new command to be given in order to have the player-character keep attacking it, re-doing the command 50 times over. Just repeat the same action indefinitely until either the neutral interactive-target breaks, or a new command is given. Anything else is just unwarranted, and enjoyment-frustrating.
6.
Allow for turning off subtitles to the player-characters' dynamic interactions. I don't need to be seeing appear on the screen the same words I'm hearing them say. It hurts immersion, and it honestly makes me pay less attention to what discussion occurs because the visual text distracts my mind from listening, and because it's being said I don't really bother reading the visual text. The gratuitous subtitles are a distracting noise to the mind.
The option to disable subtitles in the game settings menu does not stop this but it should, and I don't know what it's referring to if not these.
7.
Provide a toggle to have player-characters continuously head towards the mouse pointer, without needing a mouse button clicked, or held down. With 5 - 7 total mouse buttons I fully have the potential to just press one button and have the player-characters run wherever I point, until I either press the same button again to toggle the auto-movement off, or click-assign another action. There's no need to have me keep holding a button down, or to have me keep clicking a pathway. On what are known to be longer travels across already-known areas, it will be extremely appreciating to have this functionality.
I think the inclusion of all items on this list will make for a much relaxed and more naturally-immersing experience for a wide cross-section of players. Some may use only one of these, maybe some none, but I bet many will make use of all 7 of them. I definitely would, and would feel a much higher value from my play-experience for it.
Thanks.