What are the accessibility features for the disabled you would like to have?

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Zombie Man
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What are the accessibility features for the disabled you would like to have?

Izzy mentioned in another thread text to speech (TTS) for the chat logs.

Any others for those with special physical needs?

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color blind toggle

color blind toggle

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This page shows how far text

This page shows how far text to speech has progressed:
http://www.nuance.com/for-business/by-solution/customer-service-solutions/solutions-services/inbound-solutions/loquendo-small-business-bundle/interactive-tts-demo/index.htm

And i like the text syntesiser that NeoSpeech uses, but I didnt see MAC support on the SDK page.

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I'm somewhat hard of hearing,

I'm somewhat hard of hearing, and also have annoyingly over-sensitive senses, to the point where sometimes sounds (and sometimes textures) can make me nauseous.

I tend to run my own music with most games with the sound effects turned down somewhat. It was awhile before I learned that CoH glowies made a "shoom, shoom, shoom" noise to help you find them.

I've also probably lost several days worth of time on my life trying to find that one last glowie or foe in a mission. Having them on some sort of minimap would be rather helpful. It doesn't really feel super to spend 45 minutes trying to play hide and go seek with some guy who may be stuck outside the map geometry.

Also maybe to go along with the color blind toggle, maybe some sort of numeric display for HP/MP/Fury type values? Putting, for example, white numerals with a black outline ought to provide enough contrast, even if the exact bar color scheme needs to be fiddled with?

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Certain sounds and graphics

Certain sounds and graphics can give me and others migraines and cause other medical conditions.

I could turn off or replace the sounds in CoX, with some work... had to search through the sounds in the pigg files to find the offender then put a new sound file that could be empty into the data folder. It could work the same way in CoT, doesn't matter, as long as it's possible I'll be happy.

Colors in animations is harder and I'm not sure you can do it, but the particle count slider in CoX helped a lot on this one. If I was on a team with someone that had effects I knew would bother me I could turn the particle count way down. This one is less important for me, there were only a few color combos on some animations that bothered me but I know that others had more trouble. I don't know what you can do but have a suggestion on a direction to look. I have this pair of glasses, they are like sunglasses but they have a yellow-brownish color. Not sure how they work but they help a great deal in real life. Maybe some way to tint the entire world or something.

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Another vote for the color

Another vote for the color blind tab, or just awareness of color blindness in the design of UI elements.

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I'm also hearing-impaired and

I'm also hearing-impaired and like to run my own music player in the background. I'd like to be able to mute background music and ambient sounds, while keeping special effects and aural indicators, like Glowies and 'enemy near' sounds. CoH gave us control of most of these, but it wasn't very intuitive.

An embedded music player might work.

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zombie, could you clarify

zombie, could you clarify what 'type' of accessibility you are asking us to suggest.

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From Zombie Man: My apologies. I should have been more specific. I meant accessibility issues for those with physical handicaps: visual impairments, hearing impairments, physical issues with keyboards, etc... [/quote.]

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Definitely need options for

Definitely need options for he color blind. Speech to text/subtitle toggle option for everything is a must, just not for those hard of hearing, but I, too, sometimes mis-hear what a particular voice actor has said, or wish to re-read to be sure I heard correctly. There are instances in games that are much too dark for some to see things they need to, like a glowie, if those are too subtle. Turning up the brightness on your monitor is not necessarily an option, as it just tends to wash out things.

I'll second the notion of being able to turn off or change certain sounds. There were some that were so annoying to my ear that I ended up turning the sound off at times. It's definitely something to consider - those with tinnitus or hearing aids or something some times cannot hear certain frequencies and others are very annoying.

I'm sure support for those multi-button MMO mice will be included, as that helps some people who cannot work a keyboard as needed for whatever reason. Game controller or joystick usage may help some of those as well.

(insert pithy comment here)

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The mice are automatically

The mice are automatically supported (razor and logitech versions), because you just need to set the buttons up to press as you want (personally, i tend to have the buttons on the side of the Naga and Logitech G600 set up for 1 through to = .

There is nothing special that needs to be done to support those (well, apart from make it fairly easy to see which executable file you need to bind the profile to)

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For the verrrry nearsighted -

For the verrrry nearsighted - like me - it was a boon in CoX to be able to adjust the colors of the UI, but more importantly, to adjust their placement and size. I put the stuff I actually needed to see down at the bottom, where all I had to do was lean in a little bit maybe, and then other stuff that I could track more by color and pattern - like health/etc bar - up at the top. It's maddening in WoW that I can't move my minimap down where I could actually see it in detail without kind of having to half-stand... Chat text size I cranked to 15 or larger, meaning more scrolling, but yanno, actually being able to *read* it was nice. ;D Zooming in on the map, and being able to adjust its window size was a great help, too.

I can still figure out how to play a game with bitty, teensy, immutable UI/windows, but...CoX was just so lovely for that ability to change them. I really appreciated that.

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Hmm, Yes, I have a friend who

Hmm, Yes, I have a friend who constantly complains about not being able to change the UI Font, either in size, or shape, on some of the games we play. I recall that it was possible to modify CoH to utilize a 'poster-bold' type font. It would be worthwhile to include such options in the UI itself, and not just chat-font. Some games I've played have their default fonts, but then Also have access to the 'system fonts' on my computer, so I can swap those in. Sometimes the result is hideous, but I can usually find one that works well.

For myself, being able to adjust the elements of the 'soundscape', ambient sounds, background music, combat music, atmospherics, 'alert' sounds, power-sounds, etc. Would be useful. It might be neat to have the ability to mute/change/swap individual sounds. Perhaps just a spot where certain sounds can be toggled on/off, and then the Devs can move any reported 'problem' sounds into that area, so that the offended player can modify their experience as needed.

I also support having every button-command re-mappable. CoH did a super job of that. Other games (which I don't often play) can't differentiate between regular keyboard key-presses and Number Pad key-presses, much to my annoyance!

A macro-construction language, similar to that in CoH, could be very useful. Yes, I know it opens the chance of 'automated' playing... http://www.gucomics.com/20040202

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Key remapping is a must, as

Key remapping is a must, as is being able to map thumb buttons on a mouse (that's for me personally as I do most of my gaming with one hand).

Screen Resolution needs to be adjustable as does the UI scale and font sizes. Perhaps even the UI colour scheme (as was done in DCUO - though there's was based on a Hero theme).

I like the idea of the macro construction language but I always find more enjoyment in not using them but I cannot deny the ease of use element that they introduce.

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Having the Chat text set at a

Having the Chat text set at a *readable* size (or even adjustable to a larger size when necessary) would be greatly appreciated. That was a major fail with a certain game in a galaxy far, far away as far as I was concerned.

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any chance of.... dual screen

any chance of.... dual screen support where we can drag non essential UI onto it?

Like my 2nd screen can have my text and mini map and mission clutter... That way i can scale it larger and actually be able to read it =P without stopping midaction

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The ability to play with only

The ability to play with only one hand would be greatly appreciated, as there are several who would benefit from it.

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If anyone needs some

If anyone needs some inspiration for what kind of accessibility considerations are possible, there are many listed here: http://www.gameaccessibilityguidelines.com

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Von Krieger wrote:
Von Krieger wrote:

I'm somewhat hard of hearing, and also have annoyingly over-sensitive senses, to the point where sometimes sounds (and sometimes textures) can make me nauseous.

Some options to reduce all the flashy colors would be nice, I hate it when I'm suffering from a hangover the next day and I'm trying to run a BAF or a LAMB.

That and some regulars were clearly drunk while playing. so maybe some disability options for drinkers, like an arrow to help guide them? :P

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Steamtank wrote:
Steamtank wrote:

any chance of.... dual screen support where we can drag non essential UI onto it?
Like my 2nd screen can have my text and mini map and mission clutter... That way i can scale it larger and actually be able to read it =P without stopping midaction

That's quite interesting. It means you'd have the game running over the two monitors which might be a pain. I do like the thought of being able to move the UI out the way.

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Steamtank wrote:
Steamtank wrote:

color blind toggle

Oh goodness, yes. 1 in 23 folks have red/green color blindness. Blue/Purple is another common one.
(Had a friend charge a group of +5's, because "they're just blue")

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I think the Able Gamers

I think the Able Gamers Foundation is a good place to start; they have a website that breaks it down and has suggestions: http://www.includification.com/ (main site: http://www.ablegamers.com/).

I think that the more customizability the better. Whether that's text size, window size, UI color, input methods, whatever.

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1) for those that are hearing

1) for those that are hearing-impaired: captions (or chat window entries) for all audio-based text. If any audio cues give value to stereo directional cues, there should be a ui cue indicating direction.

2) for the visually-impaired,: text to speech for the chat system. Preferrably a multi-voice system so you can assign different channels different voices. Changing the rate-of-readback would also be helpful. If you've never listended to a blind web browser, there are differnet voices for content and navigation and very rapid rates of feedback. For blind users, the ability to keymap controls for "target through x (both allies and enemies, in the case of healing) and auto-follow options.

3) for those with other visual limitations- the ability to add high-contrast UI, the ability to define the font, size, and viewable region of the text. Strong gamma/contrast controls to the main game as well.

4) for those with limited motor control, some option other than the normal "mouse and keyboard" command structure is needed. Ideally, the entire command interface would be navigable and mappable via keyboard alone or mouse alone. Macro extensibility, while often a fear due to 'botting" risks, do give the opportunity for those with limited motor control to participate in games that are otherwise far too "twitchy". If you merely give keyboard mappings, macro support, and the ability to load presets from file, some community volunteers could, during betas, come up with custom presets for "left/right handed keyboards, mouse-based systems, multibutton mice, keyboard only, etc.... Heck, a mouse-only type of control might be a good "touchscreen"interface, even...

5) An "alternate FX/audio" support for those with photosensitive seizures or alternate audio elements to address objections to audio sets (recall the migraine-inducing Sonic powersets?) This again could be just to allow the option to load different soundfiles into folder x to override the default ones.

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Controller Support - This is

Controller Support - This is something that really gets me upset in Marvel Heroes.

I am not a keyboard and mouse user. I won't ask you to spend your dev-time designing the gamepad UI for us. I simply ask that you give us the TYPE of controls that I can map to a gamepad if (WHEN) I choose to..

For many with two hands but less than 14 phalanges on either hand, the ability to play using only thumb and pointer fingers is a great benefit.

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Adding to the colorblind

Adding to the colorblind issue, it'd be nice to have some help with whatever color palette or grid option is presented in the character creator. A mouseover tag with a name or CYMK or RGB values or something of that nature, perhaps? Maybe even break the grid into sections for Greens, Blues, Reds, etc. That might get to be a little complex, but you get the idea.

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Would like to bring up one

Would like to bring up one that occurred in CoH with a SG mate. The ability in PvE to flag some effects to not play at all. We had an epileptic in our group, he couldn't play if anybody was using electric armor or electric control as the flashing triggered his epilepsy. The ability to turn the effect off would have made his life a lot more comfortable.

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Here's a point for the

Here's a point for the hearing impaired.

In Star Trek Online, every PC has a "scan" function that they can do (both on the ground, and in space) to help guide them to a glowie. The scan just spins a beam of light around (actually a lot of thin streaks of light bundled up) and the beam stops to point in the direction of the nearest glowie or mission objective. Thanks to this system, there's no need for glowies to "hum" like they did in City of Heroes, so instead of relying on a persistent audio cue to let you know the glowie is nearby, instead they've got a "gimmie a hint" Clue System rigged into the game that's entirely visual (with a sound effect on the ability, not on the target of the ability).

Quite honestly, this is just a brilliant inversion of how things worked in CoH, where the glowie emitted a "come hither" noise and it was up to the player to find it in all of the clutter of the map. In STO, the player just clicks a keybind to get a "go thataway" clue which has some range to target functionality to it (the light beams spread open wider when you get close) but which is mainly just a bearing indicator so that players "know where to go" in environments where it is extremely common for objectives to either be obscured by terrain or so far away as to not be visible from your current location. That then makes LARGE map environments not only possible, but practical, and they can also use the targets of these scans as a kind of "trail of breadcrumbs" to encourage players to move in the desired direction through the map's content. Win-win-win-win-win.


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Terwyn wrote:
Terwyn wrote:

The ability to play with only one hand would be greatly appreciated, as there are several who would benefit from it.

This!! X10!

A keyboard way to pan the camera up and down would be awesome.

Izzy
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Redlynne wrote:
Redlynne wrote:

... point in the direction ...

Is that like Prince of Persia?
example: http://www.youtube.com/watch?v=96S8Y-MpYlE&t=1m45s

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That's sort of the same

That's sort of the same functionality, although the FX used are obviously very different. It's more like this really. But it's the same idea.

Interestingly enough, in the City of Titans sense, this would be an Inherent Power that originates from the hand (a Star Trek Tricorder "device") but there's no reason is couldn't be sourced from any of the other Usual Suspects that City of Titans would be using for its powers customizations ... like from your eyes, from your chest, from a wand/gun/sword, or even from a "pet" of some sort. All you really need is a beam of light (or using Prince of Persia's example, a "will o' the wisp") pointing "go thataway" for it to be useful.

Side note for completeness, in space, the exact same "swing the beam around" animation and visual FX emanates out of the ship's Deflector Dish on the ship model, so STO is "consistent" with how they use this system.


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The thing I'd like is the

The thing I'd like is the macro system (or close to it) that CoH had. I'm handicapped.. my hands are not able to do things at anything approaching a reasonable speed, and I don't use the normal keyboard layout because of this. I use the arrow keys for movement, and click my skills. That being said, there were a few nearby keys that did help.

One was the unfettered Ctrl, Alt and Shift keys. In other words, I could assign the left Shift key to something.. no other key required. It made things like /macro TarG "target_enemy_near$$follow" useable and something that helped tremendously for someone with hands that are bad because of arthritis and fibromyalgia.

No other games did this to my knowledge, then along came CoH. I could follow enemy targets with ease, and it made it somewhat easier for me to participate in group activities without my handicap ruining everything.

For PvP I understand not allowing autofollow of opponents, and that's fine. I'm not asking for that, as I don't participate in PvP. But for PvE, it did help out with my handicap issues. In most games I feel cut off from group activities because I cannot keep up with all the various keystrokes and mouse movements required in the simplest of fights.

My keyboard had a few binds: My RCtrl was Fly.. and that was sooo sweet. My RShift was for combat following and such, and my 1 key on the numeric keypad was my jump key. So.. because that's where my left hand is, those keys were always there easy for me to get to. Because of pain, I cannot 'float' my hand above the keyboard and use the normal number keys and S,W, etc.. just wasn't an option >.<

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Just to add to what Becky

Just to add to what Becky said, please don't do what some inferior MMOs do: reserve Ctrl, Alt, or Shift such that we can't map them.

Spurn all ye kindle.

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Allow the players to adjust

Allow the players to adjust in game sounds to whatever is most comfortable to them. I usually tend to play with headphones and it can get seriously overwhelming when the music AND the sfx AND the npc chatter AND the background noise are all going at full blast all of the time.

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Cinnder wrote:
Cinnder wrote:

Just to add to what Becky said, please don't do what some inferior MMOs do: reserve Ctrl, Alt, or Shift such that we can't map them.

No idea if the engine can do this, but hopefully you could map a particular modifier key, and such a mapping (if present) would have higher priority than a general mapping. E.g. you could bind "RCtrl" to "jump" and still use left control + number keys to access a third power tray, without having to change the binding from "Ctrl+1" etc. to "LCtrl+1" etc.

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I'm saying give the ability

I'm saying give the ability to remap Lctrl, Lshift, etc. For those that CAN play with a normal keyboard layout, they have the option of NOT mapping those keys. For me, I don't use Ctrl+anything, or Shift+anything. I use my mouse to click any and all powers during a fight. My use of the LCtrl and LShift was for binding a macro to them, so I can target a nearby enemy, and then follow that enemy. Was very helpful for melee style toons, and didn't stress my hands too much.

But it would be nice if they gave you the option of, say: If you haven't mapped Rctrl, then Rctrl+1 is what Ctrl+1 is, by default.. assuming it's not mapped >.>

Shazam!

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Cinnder wrote:
Just to add to what Becky said, please don't do what some inferior MMOs do: reserve Ctrl, Alt, or Shift such that we can't map them.

No idea if the engine can do this, but hopefully you could map a particular modifier key, and such a mapping (if present) would have higher priority than a general mapping. E.g. you could bind "RCtrl" to "jump" and still use left control + number keys to access a third power tray, without having to change the binding from "Ctrl+1" etc. to "LCtrl+1" etc.

And the CoH engine did it fine ^.^ Hopefully this new engine is.. umm.. better? >.>

Shazam!

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Becky Thunder wrote:
Becky Thunder wrote:

I'm saying give the ability to remap Lctrl, Lshift, etc. For those that CAN play with a normal keyboard layout, they have the option of NOT mapping those keys. For me, I don't use Ctrl+anything, or Shift+anything. I use my mouse to click any and all powers during a fight. My use of the LCtrl and LShift was for binding a macro to them, so I can target a nearby enemy, and then follow that enemy. Was very helpful for melee style toons, and didn't stress my hands too much.
But it would be nice if they gave you the option of, say: If you haven't mapped Rctrl, then Rctrl+1 is what Ctrl+1 is, by default.. assuming it's not mapped >.>

As far as I am aware, most engines will treat left and right control as the same OR seperate, not "if x isnt mapped as such". There is a way around it (I would imagine), but it might cause a few problems down the line...

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Redlynne wrote:
Redlynne wrote:

That's sort of the same functionality, although the FX used are obviously very different. It's more like this really. But it's the same idea.
Interestingly enough, in the City of Titans sense, this would be an Inherent Power that originates from the hand (a Star Trek Tricorder "device") but there's no reason is couldn't be sourced from any of the other Usual Suspects that City of Titans would be using for its powers customizations ... like from your eyes, from your chest, from a wand/gun/sword, or even from a "pet" of some sort. All you really need is a beam of light (or using Prince of Persia's example, a "will o' the wisp") pointing "go thataway" for it to be useful.
Side note for completeness, in space, the exact same "swing the beam around" animation and visual FX emanates out of the ship's Deflector Dish on the ship model, so STO is "consistent" with how they use this system.

I like the idea of how customizable this could be. Psychic detection, X-ray vision, heightened sense of smell or hearing, various types of equipment from magical to technological, pets doing all these same things for you...

I've played both Star Trek Online and Neverwinter, and Neverwinter instead implements this as a magical "trail" to follow. Sometimes I think that's a bit much, as it can feel like you're just following a line instead of going somewhere of your own volition. And of course there's occasionally a mission in Neverwinter where you have to track down glowies and the trail only leads you to a particular area. I certainly find myself wishing for a tricorder or a pulsing sound in those cases.

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Accessibility for the

Accessibility for the movement impaired; so allow the game to played entirely with one hand either through advanced, mapping features, or by making everything mouse-lcickable; the old CoH queueing system would work well for that.

I've seen most other things covered above already. I would suggest having distinct sounds for all powers, the visually impaired among us may struggle to differentiate power use of enemies or pvp opponents otherwise. Also, captions would affect dyslexic players, so really important dialogue or cues should be audio and not visual; as in cues to do certain actions on a 'raid boss' for example should not only appear as a caption on-screen or in chat.

Finally, consider epilepsy; being able to tone down all colours will be impactful here, but I think this has been touched on by others for different reasons.

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kdx7214
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The big thing for me would be

The big thing for me would be to continue the CoH tradition of having everything remappable (including mouse controls) and have a keyboard control for everything done on the mouse. I have severe carpal tunnel and cannot use a normal mouse - instead I have a trackball which does not have a mouse wheel or button (just L/R buttons).

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I have a computer with a

I have a computer with a touchscreen, with my cerebral palsy there is still some things that are harder for me to do; one of which being multitasking doing things which should be easy. With a regular keyboard, I have to constantly move my hands to keep up with the fighting. With the touchscreen I can just triple touch and lock onto a enemy and from there set my attack on said enemy. Not only that but I could talk to NPCs faster, move quicker and not have to worry so much if my hands are in the right place. Please allow the use of a touchscreen if people have one.( Maybe have it as a setting, like around the area where it may ask if you use a mouse/keyboard/ in-computer keypad or voice to text?).

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Ability to use controller (ie

Ability to use controller (ie microsoft xbox controller). I personally have limited capability with my right arm. Controller use really helps in that manner if it is possible,

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This was mentioned already,

This was mentioned already, the fontsize. Make all text( Chat, power descriptions, Questtext, Tooltip, handrawn notice with the password of the villains quantum computer, etc ) sizeable.
With the comming of 4k HD Screens I fully plan to have such a TV as my main gaming screen connected to my PC. At a resolution of 3840 × 2160 i would need to stand up, get my reading glasses and go near the screen to read a size 8 font tooltip.

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A keybind system as robust or

A keybind system as robust or moreso than CoH is the linchpin for me, because I just can't do the keyboard & mouse thing that is the gamer standard. I run everything through a joystick (everything but chat. If we'd ever gotten reliable drivers for that little keyboard addon to the 360 controller, I'd have upgraded to it in a heartbeat).

I would also really appreciate an option to suppress extraneous power effects. At least 3 settings: None, All, and Only effects for powers activated by me, my target, or something targeting me. I really don't need to have my field of view constantly obscured by a bunch of teammates running visually intensive toggles and blasting cloud and lightning and fire aoes all over the place. In a similar vein, it would be kind of nice to have a slider to limit how many other characters/NPCs are visually rendered on screen. When fighting the event giant monster, I don't really need to see all 93 of the other players pounding on it alongside me. Prioritize hostiles, friends/guildies, then anyone who buffs me, maybe anyone needing healing.

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when you say Joystick, are

when you say Joystick, are you talking about something like Thrustmaster T-Flight Hotas X Joystick or what you normally play console games with?

I am only asking because you refer to the keyboard addon for the 360 controller, and that controller is not a joystick in my mind.

I do agree with better gamepad support though. Depending on what model you are using, some of them have good driver support to keybind them as you want. The microsoft controller is the worst for this (or any generic "plug and play" device to be honest) because they are *fixed* to what they do, unless you use some 3rd party software...

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Yeah, sorry. I grew up on the

Yeah, sorry. I grew up on the Atari, so they're all joysticks to me for the most part.

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I found it helpful to be able

I found it helpful to be able to Auto follow a supergroup mate, attack what he attacks, as long as I had line of sight tot he target. If we had 3 bosses, all with the same name on a map because of 3 mob groups together, I can target my leader and attack what he is attacking.

Also being able to target what is targeting my friend. He is a anchor in the boss fight and with all the mobs, something specific really starts to pound on him. Because I'm in the back and not taking that much damage, I will be able to neutralize a threat that could knock out our anchor.

Being able to adjust the Gamma on colors would be a plus. There is a Black Ops 2 map called Magma. It has a lot of red on it, so we don't play the map because it gives my buddy Vertigo.

I had a low end PC at the time of COX, so It was helpful to turn the electric brawler lighting animation off. I knew it was running by looking at my power bar.

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usmchayward wrote:
usmchayward wrote:

Also being able to target what is targeting my friend. He is a anchor in the boss fight and with all the mobs, something specific really starts to pound on him. Because I'm in the back and not taking that much damage, I will be able to neutralize a threat that could knock out our anchor.

+1.

I've also wanted a way to target an Ally and press a keyboard key (or whatever) and have the Foes Highlighted* in a different color outline. :P

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There will be an update

There will be an update specifically dedicated to this topic coming up in a little over a month. Stay tuned!

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umbralwarrior wrote:
umbralwarrior wrote:

Steamtank wrote: any chance of.... dual screen support where we can drag non essential UI onto it?
Like my 2nd screen can have my text and mini map and mission clutter... That way i can scale it larger and actually be able to read it =P without stopping midactionThat's quite interesting. It means you'd have the game running over the two monitors which might be a pain. I do like the thought of being able to move the UI out the way.

Hmm.. do you mean running the game in Borderless (no way to move or resize) Windowed mode, and just span it across the 2nd monitor? Even if the 2nd monitors height isnt the same? but it will still work, you just cant see the lower portion on the 2nd smaller monitor?

Hmm, maybe even adjust the Width of the Borderless Window so you can at least watch YouTube on the smaller 2nd screen.. or whatever else you have to check on. ;)

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Either a large type font for

Either a large type font for in-game/NPC dialogue/messages/chats or a built-in magnifier to increase font sizes without making the game screen so big that part of the area gets cut off and I get 1-shotted by a kid with a slingshot who's "off-camera".

Thanks!

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Please make text sizes and

Please make text sizes and colours, as well as other UI elements, configurable so those of us with low vision have some chance of playing as comfortably as possible. When my vision started to go I had been playing LotRO for a few months, and I enjoyed reading the quest text. Unfortunately, that font wasn't resizable at the time (without magnifying the whole UI, anyway), and simply ignoring the story just isn't how I played. My particular form of low vision is optic nerve damage caused by MS, and 'dark mode' (inverse contrast, light text on black background) elements require much less magnification to become legible. Thanks!

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+1 for eminently sensible

+1 for eminently sensible suggestion for UI controls.


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I wish I would have seen this

I wish I would have seen this thread before I posted this request elsewhere, but this does seem like the better place for it. Sorry for the "shotgun" posting.

I am stone deaf in my right ear. It's annoying, but not generally debilitating. However, it does become an issue on some games when part of the action/story is a sound cue that is a "tell" as to which way to go, where the civilian is calling for help or where a bad guy is about to pop out from.

So, in addition to being able to put the game sounds (All of them, not just the music, please.) in "Mono" so I can hear everything, I was wondering if we could have a "flash aura" option available that would briefly illuminate the edge of the screen in the direction of something makes a noise out of the viewing area. Perhaps the closer/louder the noise, the wider/brighter the flash. The location on the screen edge could be the point between the screen center and the origin on the noise or just one of the basic 9 directions.

There would have to be a way to dampen it in combat, obviously, or else your screen would look like a disco every time you fought a mob.

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Interesting notion. Of

Interesting notion. Of course, that's presuming that there's going to be a passive "glowie noise" intended to provide directional cues in stereo sound (which isn't a bad assumption, given City of Heroes). After playing Star Trek Online, I've come to appreciate far more the "scan on demand" setup where you tap a hotkey and a beam of light shoots out from your avatar pointing in the direction of the nearest interactive. If you've never seen it before, it looks like this ...

In my opinion, this system works MUCH BETTER than the old glow pulse/glowie noise signaling did in City of Heroes. It's a system that makes SEARCHING for stuff actually feel like a Search, while also providing the necessary information to be able "find" stuff in extremely large map volumes that can be quite cluttered. I'd even go so far as to recommend such a system for "finding" Mission Doors, instead of the old "triangle pointer at the door" method that we saw in City of Heroes.


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Redlynn, I've played STO in

Redlynn, I've played STO in the past and agree that the scanning mechanic is pretty good and a variation on it would certainly be a welcome addition to the game for everyone, not just the hearing impaired.

Though I was thinking not necessarily of static objects, like glowies or mission doors, but dynamic content like mob ambushes, accosted victims (Something I hope we would find on patrol in a "next-gen" hero game) and possibly wandering enemies inside door missions. Pretty much anything that could "get the drop on you" and that few seconds spinning around looking for the source could put you at a disadvantage.

We carry on, we fight the fight for those who no longer can...

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I've seen a few mentions of

I've seen a few mentions of fonts in regards to visual limitations. But I would like to point out that we should also get a dyslexia-friendly font option. I honestly don't even know if there have ever been game releases with that in mind.