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  #11  
Old 06-14-2007, 08:07 PM
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Quote:
Originally Posted by jap88 View Post
Hmmm, i'm kind of interested in knowing what those little buttons in the upper left corner of that screen Darvin posted do...
Those are the units selected and their health. If you will look to the right of the screen, you will see the circles around the selected units. As it is now, the annoying health bars that usually hover over units are represented on the side where they are not distracting from the action.
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  #12  
Old 06-15-2007, 12:24 AM
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There's a big flaw I see with that system, it's VERY difficult to tell which health bar refers to which unit. I think the best way to handle annoying health bars is just to have a button to display them. When the button is depressed, the health bars are all shown. When it isn't, no health bars are shown.
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  #13  
Old 06-15-2007, 12:41 AM
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I would have to agree with you Darvin. I noticed the same flaw. But, like I said, this is how it is ATM. That, like may other things are still a work in progress.
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  #14  
Old 06-15-2007, 02:07 PM
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Yeah, i was about to say... Good idea trying to get them out of the way since they are kind of distracting. Maybe health bars in the UI somewhere? I couldn't know since i haven't seen the UI (obviously) but you never know i guess... i'll just throw stuff out there :P Darvin's idea is quite good i must say, just a hotkey for displaying unit health.
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  #15  
Old 06-17-2007, 09:10 PM
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Quote:
Originally Posted by jap88 View Post
Yeah, i was about to say... Good idea trying to get them out of the way since they are kind of distracting. Maybe health bars in the UI somewhere? I couldn't know since i haven't seen the UI (obviously) but you never know i guess... i'll just throw stuff out there :P Darvin's idea is quite good i must say, just a hotkey for displaying unit health.
Personally I like health bars and very rarely find them irritating.
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  #16  
Old 06-18-2007, 01:19 PM
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Same here, although I don't mind if they aren't shown so long as there's an easy way to view them (such as moving the cursor over the unit in question, or pressing a key like alt)
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  #17  
Old 06-19-2007, 06:48 AM
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Quote:
Originally Posted by Darvin View Post
Same here, although I don't mind if they aren't shown so long as there's an easy way to view them (such as moving the cursor over the unit in question, or pressing a key like alt)
My biggest pet peeve is when I see a building, try to click on it and I can't because the view shows it's blocked behing another building. In other words, only like 1/2 of the building is showing and when you go to click on it, it wont let you.
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  #18  
Old 06-19-2007, 10:21 AM
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Quote:
Originally Posted by The Witch King of Angmar View Post
My biggest pet peeve is when I see a building, try to click on it and I can't because the view shows it's blocked behing another building. In other words, only like 1/2 of the building is showing and when you go to click on it, it wont let you.
Thats when being able to rotate your view comes in handy
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  #19  
Old 06-20-2007, 08:56 AM
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To follow up on the last question. Use can select object/building with 100% precision, even if you 1% of the building is showing, and you click on that dot - you got it selected.

And as Ryan mention, we streamlined camera rotation, as it`s a control we want players to use (at least once in a while).
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  #20  
Old 06-20-2007, 12:39 PM
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One of the things that always ****es me off with camera rotation is when the minimap doesn't rotate with it. I want the alignment on my screen to correspond with my minimap, and as such I almost always revert back to the default facing after a rotation.
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Last edited by Darvin : 06-20-2007 at 12:40 PM. Reason: ambiguity
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