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.