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  #26  
Unread 11-11-2008, 08:38 PM
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Yeah that would work.
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  #27  
Unread 11-11-2008, 09:06 PM
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Quote:
Originally Posted by Drumstix42 View Post
OnHoverIn="PetName.visible=true"

That solves that
I like that idea, I'm going to steal it. Here's what I've got so far.



I like the way this collaboration has turned out. And if anyone doesn't like it I can just blame it on you guys. =P
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Unread 11-11-2008, 09:14 PM
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They will like it...or we'll make them!

I really like how you compacted it more, with smaller 21x21 icons and the voice chat icon moved. Are you going to put the pet page and effects page into a composite to eliminate the dead space in between? Or how is that going to work? I'm sure if anybody is like me, they would rip their eyes out because of the 5 extra pixels of dead space in between.
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Last edited by dragowulf : 11-11-2008 at 09:18 PM.
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Unread 11-11-2008, 09:22 PM
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Originally Posted by dragowulf View Post
They will like it...or we'll make them!

I really like how you compacted it more, with smaller 21x21 icons and the voice chat icon moved. Are you going to put the pet page and effects page into a composite to eliminate the dead space in between? Or how is that going to work? I'm sure if anybody is like me, they would rip their eyes out because of the 5 more pixels of dead space in between.
I played around with using a composite but eventually ripped it out. I think having the detrimental effect icons not line up would bother me more. Of course this only matters with a horizontal setup but that's how I play. =)

The other strange thing about a composite if you had it arranged vertically is that the group members would pop up and down as people cast / dismissed pets.

I think since the detrimental effects are mostly invisible, the extra space wont be that noticable.
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Unread 11-11-2008, 09:25 PM
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Ahh yes, that's true
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  #31  
Unread 11-11-2008, 10:01 PM
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Woot, win win. I like the layout.

Modders can do with what they want, the way they want ,when they want.
Woot, I love confusing sentences. I'll probably take out the frame bubbles next to the pet health, but that's just me
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  #32  
Unread 11-12-2008, 12:29 AM
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Quote:
Originally Posted by Drumstix42 View Post
Woot, win win. I like the layout.

Modders can do with what they want, the way they want ,when they want.
Woot, I love confusing sentences. I'll probably take out the frame bubbles next to the pet health, but that's just me
Remember, Rothgar is all about the aesthetics! God forbid what he'd do if it's a pixel off...

Sounds like you just had an epiphany drums.
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Last edited by dragowulf : 11-12-2008 at 01:29 AM.
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  #33  
Unread 11-12-2008, 01:07 AM
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Quote:
Originally Posted by SOE-Rothgar View Post
I like that idea, I'm going to steal it. Here's what I've got so far.



I like the way this collaboration has turned out. And if anyone doesn't like it I can just blame it on you guys. =P

Looks nice with the pet name on the bar itself, sweeet!
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  #34  
Unread 11-12-2008, 01:27 AM
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Looks nice with the pet name on the bar itself, sweeet!
Yeah, but you're only going to see it when you hover your mouse over it.
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  #35  
Unread 11-12-2008, 03:08 AM
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I like it.
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  #36  
Unread 11-12-2008, 01:01 PM
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Default Pet in group window

Just my two cents. I think it might be a good idea to shift the pet health bar a bit to the right and put the word "Pet" to the left. You know there will be a lot of confusion when this first hits as many people don't read the patch notes. I can just see the thousands of conversations that start with, "Hey why do you have an extra bar on the group window?" Oh, sure I know your going to have a tool tip that pops up, but I have found that it's better to error on the side of the obvious.
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  #37  
Unread 11-12-2008, 01:48 PM
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Well if the bar is only there when there's a pet, I really don't see the confusion.
I think you guys a reading too far into it. It's not like some new full-fledged feature that's gonna cause mass confusion.

It's a pet health bar. "What's this new bar" "Pet health"
End of story
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  #38  
Unread 11-12-2008, 02:38 PM
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Quote:
Originally Posted by RickF7666
but I have found that it's better to error on the side of the obvious.
I was thinking the same thing. I can't count the times I've been asked obvious question.

Quote:
Originally Posted by Drumstix42 View Post
Well if the bar is only there when there's a pet, I really don't see the confusion.
I think you guys a reading too far into it. It's not like some new full-fledged feature that's gonna cause mass confusion.

It's a pet health bar. "What's this new bar" "Pet health"
End of story
You obviously haven't dealt with the general public long.
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  #39  
Unread 11-12-2008, 02:48 PM
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I agree, I think putting the word "Pet" beside the health bar would be great. It would also let people know what it is.

One more suggestion, not sure if it can be done but I think it can be, but when you have a pet and when the name of it is on the health bar make the name Italic this way it will stand out a bit better. Just a thought.

Also will you be able to target the pet like this? Like when adventuring would the healer or anyone else in the group be able to click on the pets name to target it?
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  #40  
Unread 11-12-2008, 04:57 PM
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Quote:
Originally Posted by SOE-Rothgar View Post

I like the way this collaboration has turned out. And if anyone doesn't like it I can just blame it on you guys. =P
I hate it.
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  #41  
Unread 11-12-2008, 07:06 PM
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I hate it.
That's because you weren't part of it!
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Last edited by dragowulf : 11-12-2008 at 07:12 PM.
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  #42  
Unread 11-13-2008, 02:57 AM
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Originally Posted by dragowulf View Post
That's because you weren't part of it!
Or maybe because he plays a Shadowknight and doesn't get a cool pet.

As far as adding the "Pet" label I'll take a look at it tomorrow and see what it looks like. Keep in mind it will have to have enough space to be translated into all of the locales we run in. I just really like how clean it looks now and not sure if that label will look nice. Lots of confusion can be solved by tooltips, and once people know what it is, the label becomes pretty redundant.
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  #43  
Unread 11-13-2008, 02:59 AM
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Quote:
Originally Posted by SOE-Rothgar View Post
Lots of confusion can be solved by tooltips, and once people know what it is, the label becomes pretty redundant.
I can tell you from experience that sadly people tend to ignore tooltips. But I do agree on the second part of your statement. And stupid questions will be asked anyway.
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  #44  
Unread 11-16-2008, 04:37 PM
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While we're on the subject, any chance of adding Pet Detrimental icons to the Pet Window itself? As a Conjuror it's a real pain in the butt trying to guess if my pet has a detrimental or not.

Should just do it like EQ1 does it for the pet HPs. Between the player's HP and player's Power pool would rest the pet's HP in a smaller more compact HP bar. It's conserving space that way.
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  #45  
Unread 11-22-2008, 04:06 AM
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Default Salivating...

Is this a reality now? Can we finally have pet health in our group windows? I am a returning player (have not played for a year and my system is on the final stages of a 3 hour patch) and I just want to know if this is possible?

I usually play a necro or a conj and I found that when I grouped with a healer my pet was always an afterthought to my groupmate (well, maybe I needed better ones ). I believe this will be a fantastic idea and all pet owners will rejoice everywhere! YAY!
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  #46  
Unread 11-22-2008, 08:44 PM
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Yes, this will become a reality in the next Game Update. I'm also hoping to have the raid window detriment icons added by that time as well. We have a little longer of a dev cycle for this GU since the holidays fall during it. I would expect it sometime in January but not sure exactly when.
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  #47  
Unread 11-23-2008, 03:45 PM
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Thanks for the update. We hope to see as many new elements included as you can throw at us!
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  #48  
Unread 11-24-2008, 05:20 PM
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I recommend avoiding the over use of labels on persistent windows. This is one of those "Learn once" scenarios. Anyone that cares will know what the bar does less than 5min into a group and never ask again. They'll be glad there's less screen clutter pointing out stuff they already know.

Now a ToolTip that makes it obvious this is a pet... prbly a good idea.
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  #49  
Unread 11-24-2008, 09:44 PM
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It looks like I'm going to have to make a change to the group window that will require a slight update for custom UI's.

Currently the client looks for mousedown messages to the entire group member block to cause you to target that person. In order for me to make it so that clicking the pet health bar targets the pet I really need to modify the structure of the group window a bit.

The pet controls are in a PetInfo page just like the Effect icons. I've decided to move all of the Member Info controls down into their own page as well. This way I can isolate just the licks to the member info for targeting. This might also let you go back and cleanup and click-to-cure features that currently require that you put addition controls on top of the group window.

The downside is that the code now looks for the controls in a child page. So until the group windows are updated, they probably won't work when the new game update is released.
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  #50  
Unread 11-24-2008, 09:50 PM
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When I need to get around window clicks on inside elements for the Player/Group window I just use a OnHoverIn that set AbsorbsInput to false on the main window.

I know that's quite a "hack" on functionality, but it worked for added buttons to these windows.
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