Thanks for the comments/answers.
Quote:
DRG said:
The suggestion WAS forwarded to us on July 21 and DID go on to the to-do list and the change WAS discussed.
|
I am glad to hear my message was forwarded to the developers.
Quote:
You are the one and only person to ever request this. Personally,
|
I am very surprised! Most of my winspmbt-friends strongly agree with me on this one, but I guess they think issue is not important enough to tell the developers about it. :-)
Quote:
I always play with the message delay to zero and I can still read any of the messages I may be interested in and it does not slow down the overall gameplay.
|
I am generally _very_ fast reader, but still, I don't have enough time to really READ and UNDERSTAND all the messages on low message delays.
On small battles with not so many troops, it's not a problem to keep message delay low (or high if you are not in a hurry;-), but when you are playing very large battle with maaaaany troops, if you set message delay high, the battle lasts *forever*, and on the other hand, if you set it to low, when view changes from unit to another (on enemys turn) quickly, you get easily mixed up "what exactly happened and what unit shot what unit now?"
Maybe the highest setting of message delay could be "Until key pressed"?
This really is annoyance on its current form, as you either don't have time to see everything (at least I want to know details!:-) or you need to watch EVERY message (the unimportant ones about men shooting tanks with pistol too!) for very long.
Now that I think of it, message delay should be dynamically adjusted by game engine according to the importance and length of the message. (just kidding:-)
Thanks,
Petri Simolin