Ayudas

Given that the launch of Horizons is finally upon us, I thought it would be good to sit down and write a brief document describing some of the lesser known, but useful features in the Horizons user interface. Many of you may know some of the tidbits I'm going to explain below, but I'm sure everyone will learn at least a thing or two.

This isn't intended to be a full tutorial for the user interface. There is an excellent in game tutorial system that you access by pressing the "?" button in the upper right corner of every major game window. If you haven't gone through these tutorials, I highly recommend doing so. Instead, I'm going to focus on some of the more obscure pieces of functionality or things that I think most people may not know about. If you have any questions or comments, please feel free to submit them to Esta dirección de correo electrónico está protegida contra spambots. Usted necesita tener Javascript activado para poder verla.">Esta dirección de correo electrónico está protegida contra spambots. Usted necesita tener Javascript activado para poder verla. and I'll do my best to respond.

I'll go over each window that I feel needs some attention in alphabetic order.

CHAT SETTINGS

Popup-clicking on any chat window and choosing "Chat Settings" will access the chat settings window. This window has quite a few features that allow you to modify how the parent chat window will function. The main purpose is to allow you to specify which chat channels the parent chat window is subscribed to (which channels will be printed). Double clicking on one of the color rectangles in a channel row will allow you to customize the color of that channel in the parent chat window. The filters column shows which players you'll hear on the specified channel. For instance, if in the "Tell" row, you have listed just the name "Tango", this means you'll only hear tells from Tango in that parent chat window, not tells from other players. Right now you can't modify these filters yourself, but they are created for you when a new chat window is created for chats with a particular player.

The second tab "Player Channels" allows players to create and join player created chat channels. To create your own channel, change to this tab and then hit the "+" button to make a new chat channel. Give it a name and other players will be able to join it. Player channels are saved between play sessions, so if you log out subscribed to a player channel you'll rejoin it when you log back in. If nobody else is on the channel, it will be recreated.

At the bottom of this window are a few more ways to tweak the parent chat window. You'll notice a checkbox labeled "Default Command Prefix". If you check this box on, you can then type in any text you want in the adjacent text box. Whenever you type something into the parent chat window, this text will be inserted first. For instance, you can enter "/tell Tango " into this box and then just type "Hey, what's up?" in the parent chat window. The command issued will be "/tell Tango Hey, what's up?"

There is also a somewhat hidden checkbox at the bottom of the window labeled "Read Only". Turning this on will remove the chat entry area from the parent chat window. This is useful if you want to designate a chat window to just display combat spam or something similar. It will save you a little bit of screen space.

Planned Enhancements Coming Soon:

  • Allow players to make their own chat filters on any channel they want.

CHAT WINDOW

This is arguably the most important, yet simplest window in the game as all forms of player communication and game feedback come through it. I'll start out with some text entry tips that you might not have known about. All of these only work when the text entry box has the focus.

Shift + DeleteClear the line of any text you have typed so far.
Ctrl + Left Arrow and Ctrl + Right ArrowJump the cursor one word at a time (useful for moving quickly through a long text field)
HomeMove you to the beginning of the text line.
EndMove you to the end of the text line
SHIFT + Up-Arrow Bring up the command history. This is probably one of the most useful, unknown features. You can scroll back through previous commands entered into the chat window and select them to re-enter that command again. The command won't be automatically submitted, it will simply fill the text entry box with it in case you want to modify the command slightly.

When receiving a lot of tells from your friends, it can get annoying typing "/tell Name" every time you want to talk. To help this there is the auto-reply key binding in the options window. Every time a player sends you a tell, his name is appended to an internal queue of recent tell names. When you hit the reply key binding ("R" by default), it will automatically fill the chat text entry with "/tell x", where "x" is the name of the last person to send you a tell. Furthermore, after hitting the reply key, you can continue hitting TAB to cycle through previous tell names.

When a chat window is only subscribed to a single player-created chat channel, it undergoes a bit of a transformation of layout. The scrolling text area is narrowed a bit to make room for a list of players that are currently listening to that player chat channel. You'll notice a set of small buttons underneath this player listing that will allow channel administrators to easily invite, ban, and promote other players. Administrators are listed in a unique color. If you drag a player name from the People Window or from the Group Window, it will automatically invite that player to the chat channel (assuming you are an admin).

If you drag one of your items anywhere into the chat window, it will insert a hyperlink into the text entry field that is a link to the item details of that item. This text can be sent to any channel that you would normally communicate on. Players receiving this message will then be able to click on your hyperlink to see the details of that item. For example, suppose you just got a new item that you're excited about and want to tell your guild about it. You would type "/gu " into the text entry area and then drag the new item from your inventory into the chat window. After the drag, hit enter and the message will be sent to your entire guild.

There is an option called "Send Player Tells to New Window". With this option turned on, every time a new player sends you a tell it will open up a new chat window like most instant messaging applications. This window will only be subscribed to the Tell channel with that player as a filter. If you prefer the traditional method of communication, disable this option and tells will be sent to any existing chat windows that are already subscribed to the Tell channel.

Planned Enhancements Coming Soon:

  • Tabbed chat windows. Drag one chat window onto another and they will merge into a multi-tabbed chat window. (Very soon on my list)
  • Subtle flashing tabs when a new message comes in on a chat tab that is inactive.
  • Allowing for better control of the default chat entry box when multiple chat windows are opened at once.
  • Switching or "tabbing" between chat windows with a key binding.

DECONSTRUCT WINDOW

When deconstructing an item or items, you can modify the list before actually doing the deconstruction by dragging items out of the box or dragging new items into it. This is a minor point, but one that many probably don't know about.

EFFECTS WINDOW

The effects window displays any effects or augmentations that are currently on your character, both positive and negative. The contents of this window will auto-tile based on the size of your window. You can align your effects wide and horizontal, tall and vertical, or in a rectangular pattern of some sort. Just size the window as you like. Popup-clicking on beneficial effects will give you the option to remove them. Hovering your mouse over them to get a tool tip will show you the time remaining.

Planned Enhancements Coming Soon:

  • Begin flashing the icons 10 seconds before they are going to fade.

EQUIPMENT WINDOW

The equipment window should be pretty self-explanatory. Double clicking on an item will unequip it automatically. If you drag an equippable item into the equipment window without dropping onto the correct slot, the simulation will pick an appropriate slot if one is available.

Planned Enhancements Coming Soon:

  • Improve the interface for attaching and detaching your cargo disc. Make it hotkeyable.
  • Flip equipment icons for right/left body parts so that they look like they belong (this is mostly for shoulder pieces currently)

GROUP WINDOW

Like the Effects window, the Group window can be sized as you like. Most people are used to having the group window display the group members in a vertical stack, but some have taken to aligning them horizontally. You can change the order in which group members are displayed simply by dragging them to the desired spot.

The group window also has two modes: Simple and Extended. Extended mode will show a bit more detail for each group member as well as show the action buttons. Simple mode will streamline things a bit more to save space.

Group members can be directly added to one of your contact lists in the People window by simply dragging them there. Conversely, players will be sent a group invite if you drag them into your group window from one of your contact lists. Group members can also be invited to a player created chat channel by dragging them into the Chat window for a player channel that you are an admin for.

HOTKEY WINDOW

Due to popular demand, late in beta I added the ability to open many hotkey windows at once. With this comes the concept of your "Primary" hotkey window. A primary hotkey window is one that is bound to your hotkey keyboard bindings in your options window. Hotkeys in non-primary hotkey windows can only be executed by clicking with the mouse. You can specify which hotkey window is your primary through the popup window.

Hotkey windows also support an Extended and Simple mode toggle. The only difference here is that Extended mode shows the current hotkey bank as well as the buttons to change banks with the mouse.

If you make a hotkey for an item or ability which you no longer have, the hotkey will be permanently disabled until you get this item/ability back. However, if you delete an item that is hooked up to a hotkey then the hotkey will be forcefully cleared for you since you obviously won't be getting the item back.

The hotkey window can be aligned horizontally or vertically through the popup window.

HOTKEY EDITOR WINDOW

If you haven't discovered the hotkey editor yet, I recommend doing so. It can be accessed only through popup-clicking on a hotkey and choosing "Edit Hotkey…". The hotkey editor allows you to completely customize the actions and order of what the hotkey will do. The Hotkey Actions section shows all of the actions that will be performed and their order. You can change the order of these actions by simply dragging and dropping them. Hotkey actions can be deleted by clicking the small "-" button at the end of each row.

Hopefully most of the editor is easy to understand. I want to stress here that I'm always looking to support whatever actions people may desire, as long as it doesn't promote unattended game play. I realize with this editor that people can potentially make scripts that will continually kill monsters for them and gain XP. This isn't the intent of the editor and I definitely don't condone this sort of play. If you have any questions or recommendations at ALL for improving the editor, please send them to Esta dirección de correo electrónico está protegida contra spambots. Usted necesita tener Javascript activado para poder verla. and I'll do my best to add them in.

INVENTORY WINDOW

Not much explanation should be necessary here I think. Most people should realize that there are two modes of viewing your inventory: Grid mode and List mode. Both have their uses, but most people prefer one method to the other all the time.

Containers in Horizons are often misunderstood. Every container has a limited capacity for what it can hold. Some containers however, like cargo discs, are not only limited by bulk, but also by the maximum number of distinct stacks they can hold. For instance the Standard Slate Cargo Disc can only hold 10 different item stacks. On the left side of the Inventory window is a capacity bar that shows how much room is left in the container. If you see a blue bar sticking above the normal yellow/bronze bar, that means the container is currently more limited by max items than it is by bulk.

There is a lot of contextual functionality in the popup menu for an item. This includes equipping, scribing, adding to dragon hoard, deconstructing, deleting, splitting, showing details, using, and configuring crystals. Many of these actions also have buttons along the top of the window.

Planned Enhancements Coming Soon:

  • A row of buttons which you can customize by placing your own containers (packs, cargo discs, etc) onto. These buttons would then act as quick references to those containers so you wouldn't have to open up so many inventory windows to move items around. You could simply drag an item from your inventory window to the customized container button in the same window to move that item. Pressing the button would change the contents of the current window to that of the button. This may be hard to visualize or I may be describing it poorly, but you'll see it soon hopefully. :-)

ITEM CUSTOMIZE WINDOW

Probably one of the most hidden windows in the game, the Item Customization window allows you to do just that. Items have certain properties associated with them that players can customize. This window is opened by selecting "Customize…" from any item popup menu.

You can rename your items purely for fun. If you have a favorite sword, you can rename it "Tango's Slicer and Dicer" if you so choose. When you trade this item to another player, he will see the real name however.

The "Contents for Sale" checkbox allows you to set one of your containers as a public viewable mini-store. When another player targets you and hits the Trade button, he will immediately begin browsing the contents of any containers that you have marked as "Contents for sale". This is an excellent way for you to act as your own full time merchant without being hassled for prices all day long.

Setting the asking price for an item is how you let other players know how much you're looking for in a trade with this item. It's used in conjunction with the previously mentioned "Contents for Sale" checkbox.

The "Contents Protected" checkbox is another container only setting. When the simulation looks for resources in your inventory (during item creation, finishing quests, etc) it will NOT consider items in a container that is protected. This allows you to set aside resources or items that you don't want to be altered in any way without you knowing it.

Items can be inscribed one time only with any text you want. This is a permanent modification to the item and other players will be able to see it. This is just a fun way for you to put your mark on an item forever.

Planned Enhancements Coming Soon:

  • Allowing players to set asking price for all items of the same type. Right now it's very tedious.

PRODUCT SELECTION WINDOW

I'm going to start right out by saying that at the time of this writing, this is the window I am most unhappy with. The list is obviously far too huge once you are an established craftsmen. With this in mind I'm just going to list the planned enhancements.

One mostly unknown feature is the ability to drag a product from this list directly to a hotkey. This way with a single press of a button you can go directly to the item creation window.

Planned Enhancements Coming Soon:

  • Many filters will be added allowing you to refine the product list
  • A list of most recently made products will be at the top of the page making it easy to create repeated items.

RENDER WINDOW

While this is just the view into the main game world, it is still its own window. In your options window you'll find an option called "Movable 3D Window" in the Options tab. Enabling this will allow you to bring up a popup property window for the Render window. If you unlock the Render window and turn on its borders you can resize your main game view just like any other window. Some people prefer to make the game view a bit smaller and put some interface windows off to the side so that they don't obstruct their game view.

SELF STATUS WINDOW

This window also supports an Extended and Simple mode that is changeable via the popup menu. If you size the window to be taller than it is wide it will switch to a vertical alignment. Tool tips show the exact percentage of all status bars.

SYSTEM LIST WINDOW

Without a doubt this is the most hidden window in the interface (something I probably need to fix). You can get to this window through the People Window. There is a button whose tool tip is "Visibility / System Lists."

This window allows you to set a variety of server side options that determine how players see and interact with you. Players who want to be a bit more private can set their visible status to one of four states: Visible to All, Invisible to All, Hidden to Few, and Hidden to Most. A brief description of each of these states is in each box.

This is also where you can add someone to your Ignore list. Any players on your ignore list won't be able to communicate or trade with you. They also won't be able to invite you into a group. It basically shuts them out of your game except for visually in the game view.

Players can also set themselves as "Looking for Group" (commonly referred to as LFG). When using the Player Search window, you can specify that you are looking for players that are looking for a group. This can be toggled with the "/lfg" command also.

Finally, you can set yourself as "Away from Keyboard" (commonly referred to as AFK). With this check on, anyone sending you a tell will automatically receive a reply from you saying "I'm not at my keyboard right now." This is useful if you need to step away from your computer for a bit.

EXTRA TEXT COMMANDS

I'm going to list some text commands now that people may or may not know. Take from this list what you will.

/aliasMake your own text commands
Ex: /alias tt tell ted (makes 'tt' a command for 'tell ted')
/tt Hi Ted!
/groupinviteInvite someone to your group
/grouppromotePromote someone to group leader
/groupleaveLeave your current group
/groupbanBan someone from your group
/chatinviteInvite someone to a player chat channel
/chatpromotePromote someone to administrator of a player chat channel
/chatbanBan someone from a player chat channel
/chatleaveLeave a player chat channel
/bindBinds you to your currently selected shrine.
/whoBring up the player search window
/who Execute a specific search in the player search window
/ignore Adds to your ignore list
/follow Follow the specified player
/lfgLets other players know you are seeking an adventure group
/afkPlayers sending you tells will be told that you are not near your computer at the moment