Author Topic: Further improving in-game chat  (Read 809 times)

tomreyn

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Further improving in-game chat
« on: 8 October 2012, 10:32:41 »
In 3.6.0.3, in-game chat was working this way:
You press enter to start chat mode, then type a message, then press enter again to send and, at the same time, end chat mode.
This can be annoying when you need to type more than just a single line of text. On the other hand, it is good in that you are immediately able to use keyboard shortcut commands as soon as you have finished chatting.

In 3.7.0 beta1, in-game chat is working this way:
You press enter to start chat mode, then type a message, then press enter again to send. Until you press escape, or you press enter again on an empty line of text, you remain in chat mode
This can be annoying when you forget to keep chat active and forget to disable it and start using keyboard shortcuts which are then not carried out but written into chat. On the other hand, it is good in that you are able to quickly type multiple lines of text without having to press enter again every time, and without having to reassure yourself whether you are currently in chat or shortcut key mode.

Having used both versions for a while, and mostly the last one lately, it turns out that neither variant is perfect. I'd like your ideas and opinions on how this interaction of chat and shortcut keys can be best solved. It do think it is crucial that you have played at least two network games on 3.7.0 beta1 and used chat there before you voice your opinion, since only then will you have started to become used to the new way of chatting, and will not just blame the new way for being different than what you're used to, but are able to discuss its specific nature.

Here's a compromise style approach I can think of to have the best from the two approaches discussed above:
  • Make chat expire after 10 seconds (could be configurable, with 10 seconds being the default value). During the past 3 seconds, indicate the upcoming expiry by repeatedly switching the chat prompt color (just like it is done for controlling user indicator  on a headless server). Cancel expiry (and restart the countdown) if the user inputs more text.
There can be better (and possibly easier to implement) approaches, so I'm looking forward to your opinions.
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treba

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Re: Further improving in-game chat
« Reply #1 on: 8 October 2012, 12:01:07 »
well i did not yet play two network games, but still i think i can add how this is handled in most other games (since warcraft2/aoe1)

i those games you enter the chat immediatly after joining the game, being only able to use shortcuts like alt+s, alt+a (start and abort game in wc3)

i personally prefer it anyway to make shortcuts that are ui or options related, key-combos. thereby the plain keys are free to be used as skill shortcuts

EDIT: ok sorry, i was refering to the game lobby before the game starts
« Last Edit: 8 October 2012, 15:46:54 by treba »

Coldfusionstorm

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Re: Further improving in-game chat
« Reply #2 on: 8 October 2012, 12:24:11 »
Played two games with titi the other day and the old way is much better, by not being able to use commands, even for the shortest of times, you can risk losing a game. Why just dont have a "endless" chat, where you can write the entire message if a attack comes, just enter, sure you message will be halved, but who cares, you have instant acess to units/commands again.
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TotalNoob

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Re: Further improving in-game chat
« Reply #3 on: 13 October 2012, 09:08:01 »
For me left mouse click closing the chat would also be a good solution. In addition the last message written but not sent could be kept in memory so that when player press Enter again it comes up and it doesn't need to be written again.