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CoryKolek

BioWare
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  1. One feature I pretty consistently see requested is the ability to copy your keybindings from one character to another, so I'm happy to say with the release of 4.0 you'll be able to do just that. When 4.0 launches you'll notice a new tab in the preference window labeled "Keybinding Import/Export" from there you'll be able to save out your current keybindings to a file which you can then load on another character. When you save the keybinding they'll show up in a list which you can then select to preview and load those saved bindings. The list of keybindings you can import is shared across all your characters and saved locally on your computer. The keybindings are saved out to an XML format much like the UI Profiles are, so you'll be able to share them with friends and such.
  2. I just wanted to chime in here and mention that we're *always* looking at the performance of the game, including the UI. It's never something we push to the side. One thing to keep in mind though when you turn off the UI with control+U you're not just turning off the UI, you're turning off any logic that has to deal with displaying it, so there will always be some frame gain by doing that. We have some ideas we're looking into for UI performance improvements now; nothing definite yet. It is something we're always keeping in mind and looking at ways to improve it.
  3. I don't have much else to say on the topic than what was already said in that thread. I can get a bit more technical on the topic though. As it was said before chat bubbles were a huge performance hit on the game when we had initially implemented them in beta. We're talking upwards of 400Mbs of video memory used on chat bubbles alone. Nameplates had the same issue. We fixed nameplates but have not had time to do the same with chat bubbles. If you played in beta and saw our initial implementation of them they weren't very pretty or as fully featured as we'd like them to be. So, yes, we would like to implement them again, but when we do we want to do it right.
  4. Both of those changes aren't as simple as they might seem. With that said though, they're definitely on our list of improvements to be made eventually. No ETA at the moment though.
  5. Hello, I'm Cory Kolek, also a UI programmer here at Bioware Austin. I originally implemented the UI Customization feature, and I'm always looking for ways to improve it. I just finished adding the option to change the scale of your buffs and debuffs within the operation, party, player, and target frames. This change has recently entered testing, so look forward to it in a future Game Update!
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