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    posted a message on Grid
    I am having considerable issues with Grid tonight in my raid. Debuff icons in the middle of the squares are no longer showing up. Range detection is broken. In general it seems most recent update has jacked up grid...
    Posted in: Grid & Grid2
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    posted a message on StatBlocks v1: Official Thread
    Request:

    StatBlock_Healer: can you add fields for SpellCrit and SpellHaste? Both seem applicable to this role if your a paladin healer.
    StatBlock_Tank: a new mod to match the other roles, this would have avoidance stats like block/dodge/parry and armor.

    Second the requests for auto-resize and for blocks to be stacked easier together, but I know its not planned.
    Posted in: General AddOns
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    posted a message on UI Screenshots - Show us what you use!


    Horrible action shot(i.e no cast bars), but you get the just of it.
    Posted in: General Chat
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    posted a message on Grid Unitframes Modification: Curve
    Thats more or less what I was thinking. I understand as a healer that if my raid members were constantly moving around positions within a grid during combat, i'd be unable to heal them properly in frantic situations. After combat, reordering based on damage meters taken, etc would be ideal.

    Easier to do, however, would simply be to allow you to manipulate the grid frames and position players as you see fit. I'm curious as to why this hasnt been done before, and why we as players are required to edit layouts to make the grid fit our needs. Why can't we do this in game yet? Likewise if this is possibly a feature that could be implemented, you would also need to allow the quantity of columns and rows to be set by the player so that he could have the custom layouts possible by editing the files outside of game.
    Posted in: Addon Ideas
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    posted a message on Grid Unitframes Modification: Curve
    I guess the display itself is not exactly what I was after and that seems to be the focus of everyones dissaproval over what I was really attempting to accomplish.

    The real goal of my suggestion was in fact to provide for a different means of arranging the grid unit frames. The actual physical layout of the health bars doesn't matter as much to me as to the intent of my recommendations for change.

    -Ability to drag and drop players into different tiers/squares of the Grid.
    Can you allow for us to move players around within the Grid frame without actually changing their position in the groups? This would mean the ability to place people wherever we'd want. A custom grid layout that can be changed on the fly in game.

    I was originally thinking of a raid frame that learned from the raids damage taking trends. I.E players that consistently take more damage to be elevated towards the top of the display, and to become more clustered around a center point. This would allow (in essence) you to be able to heal the most-frequently damaged players the most quicker then those who are damaged less (and thus require less focus on your raid frames). Your cursor could hang around a center point with minimal cursor movement.

    The curve was merely the culmination of this idea by allowing for you to keep your cursor in the empty area at the top of tier 1 with minimal movements to the brown layer (the tanks) and those who take the most damage.

    Does this make more sense?

    Posted in: Addon Ideas
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    posted a message on Grid Unitframes Modification: Curve
    Easy answer is the same as in Grid. Slightly darker colors would deplete the section to show health lost. You could have the individual sections disapear from left to right or vice versa or even vertically like Grid.

    The problem I suppose would be consistency, its hard to show it but each section would have different sizes and could make it awkward to determine their actual health situation. Though this picture is a poor draft, the top tier is brown for warriors lets suppose... We wouldn't have 5 tanks up here (although we could). Maybe if you had that many tanks, the top tier would be auto-removed to make for the larger retail space available on the 2nd tier (thus effectively becoming the top tier.


    Edit: created an example of what it would look like with names filled in. Def and Feya have suffered damage and their bar has fallen from right to left like a typical health bar. (except for the natural curve of the grid).
    Posted in: Addon Ideas
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    posted a message on Grid Unitframes Modification: Curve
    This is more a question of "is this possible" then any thought out modification. I've been brainstorming features in mods I'd like to see or possible changes that I'd want and came up with this.

    This is a quick Diagram of the envisioned layout of Curve;

    Feature wise;
    -Layouts CAN be pregenerated by Group/Class/Function similar to Grid

    -Ability to drag and drop players into different tiers of the Curve.
    Players at the top tend to be healed more often while those at the bottom do not. Place your raid members where you believe they should be placed on need, not simply where they are in a group list.

    -Each Tier can hold more then just the party group size of 5. That is, Tier 1 where you'd likely want your Tanks to be placed, could hold 4 players. Tier 5 or players who would be healed less could hold 10. Obviously the lower tiers should be able to properly display more players because of the physical space available on that tier. This could be changed by arguments/variables after testing.

    -Similar functionality of Grid in terms of colors/icons/indicators except "curved".

    -Possible auto-placement feature, where those individuals who take more damage are automatically moved up to the next tier. The top 5% of damage TAKERS are moved to tier 1, top 10% after the tier 1 are move tier 2. This could allow for healers to have to move their cursor less.

    Advantages to this; Easier access to more pertinent information (whose taking the most damage), individual raid member customization in terms of their layout in your raid frames, easy to read display of health, less cursor movement (aka quicker heals).

    The picture above is rather poor because it simply cuts each tier into equal pieces. You obviously wouldn't want 5 people on tier 1 as it would be hard to distinguish them from each other. Its just a rough draft so you get an idea of my intended idea.

    Comments/Ideas/Is this possible at all?
    Posted in: Addon Ideas
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    posted a message on *Revised* Raid-Oriented Playerbar/Target Frames
    Thought editing the post would bring more emphasis on the updated requests. I didn't want to start a new thread based on a similar request.
    Posted in: Addon Ideas
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    posted a message on *Revised* Raid-Oriented Playerbar/Target Frames
    I've been using StellarUF's player and target frames, mostly because of the simplicity of it. Most of the bigger unit frame mods are bloated to the point of 90% of the features being turned off by me.

    What I'm looking for/like to see, is a player/target unit frame setup thats vertical in nature as opposed to horizontal like traditional mods. Some mods allow you to shrink width and increase height, but the display is forced and looks inconsistent. A mod with a vertical orientation may find a lot of fans in those whom use wide screen monitors and have a lot of horizontal space to move things around in.

    One of the other things I've been looking around at all of the community UI sites and have not found is the idea of minimalist approaches to interfaces. I've seen some attempts at this by individuals, but it usually involves hiding all relevant information and going off of your own personal memory as to key binding's and such. Subsequently the idea of minimalist unit frames has simply been reduced to scale mod to 50% and proceed with unreadable text.

    Despite running a larger monitor then the industry average, it would seem that a lot of people could use smaller amounts of information on their target frames/personal frames. Heres things classic target/player frames include I believe could be eliminated;

    -Character Details (Name/Class/Race/Level); as a raider, this information isn't something I'm about to forget mid boss fight.
    -Bloated amounts of buff/debuff information. Sometimes you simply don't need the buff/debuff bar for your targets, especially as a healer whose simply targeting the boss to see who it's target is. This can go for DPS classes. Your own castable debuffs/buffs should show up, but you don't need every other classes if your raids doing its job.
    -Mana Bars for bosses; I can't think of any boss when writing this, except perhaps the Shade of Aran, where a bosses mana-pool is pertinent information for you to have (at least up to BT/MH).
    -Character Portraits (unnessecesary in a minimalist approach).

    What I would like to see is purely a % of the targets health, and the ability to click on my target's-target to switch my primary target. This approach if done properly will likely yield a very popular raid target/player frame mod.
    Posted in: Addon Ideas
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    posted a message on Assessment - Official Thread
    Seems the old thread disappeared with this new threads appearance. Reposting in general from what I typed out yesterday:

    You already have Big Wigs replacing "Fight #xxxxx" with "Bossname - Date killed - Time Killed".
    Can you go one step further and have Big Wigs replace Boss ATTEMPTS with a similar string? I know Big Wigs releases information to other mods when a Boss is engaged (due to the nature of that mod its essential it knows for itself). Seems like one step further and you could have this feature easily made.

    Then when this feature is enabled, would it then be possible for Assessment to only keep track of Boss kills/attempts and erase/ignore all trash fights? This could be a very useful feature in keeping memory consumption down. Few guilds really need trash damage meters for anything other then s%#% and giggles.

    Also noticed a lot of increased memory usage lately in addition to incredibly long load times. Is this a result of using so many different modules for the different tracking of information? Is it possible to disable the gathering of this information by simply removing those modules (and thus decreasing my games load time) ?
    Posted in: General AddOns
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    posted a message on VisualHeal - Official Thread
    I'm glad you finally got this moved over to Wow Ace. Its in solid shape still.

    I have been noticing a few minor issues lately, and it may or may not be caused by my click heal interface. Right now im using Grid/Clique combo and i've been noticing that occasionally my heals aren't queue'ing up the VisualHeal mod. That is it say, that when I begin a heal (and sometimes its a quick rapid mouse click), the visual heal bar isn't being displayed. Instead, only the normal cast bar shows up (instead of when both normally show up).

    not quite sure how to narrow down that error but it seems as if the mod isn't detecting all instances of spells being cast.
    Posted in: General AddOns
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    posted a message on Violation
    Couple things that would be nice to see, and to be honest I didn't read through all 15 pages of replies to see if theyd been suggested... so forgive me on that.

    1.) Stats for a specific target. I.E Healing done on the Main Tank, Damage Done to the Boss (and not his adds)

    2.) Is it possible to include "Seal of Light" on a boss, and attribute the heals from that to the Paladin that judged the Seal of Light on the target (as opposed to how it shows up in the combat log as the melee dps'er healing himself)?
    Posted in: General AddOns
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