This game objectively needs mouse customization

Anyway, don’t touch current cursor, it’s fine for me at least :grin:

Actually that could probably be done if EHG swaps the mouse asset, yeah.

The problem would be which asset you use. Because whatever the choice is, some will like it and some will complain about it.

Ultimately, I think EHG won’t do anything with the cursor until Unity adds this feature (which seems unlikely).
You can already increase the cursor size using windows settings. And if you really want to change the cursor colour, or even the whole render, then you can use Yolomouse, which is pretty cheap and even has a free version (if it was just a paid version it might be questionable).

There is no need to actually spend any effort on this, given the limitations (outside of EHG control), the available options for players and the fact that there would never be any agreement as to what a good cursor option would be.

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Yeah, everyone who has issues with current in-game cursor should just use YoloMouse, especially because Devs themselves confirmed this is the only 3rd party software they explicitly allow.

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Not to sound rude to those people, but, no one cares if they “like it” or not. The current one causes an actual game play issue (it isn’t visible a lot of the time). Having a visible one that everyone hates is literally an improvement.

I personally don’t have an issue with it. Nor do I think everyone does either. So having one cursor that everyone hates isn’t an improvement because there are plenty of people that currently don’t hate it.

But anyway, what is “visible” to everyone? What about colorblind people? If you place a red cursor, some people will have issues seeing it. If you place a green cursor, likewise.

They shouldn’t change the size (since that can be changed with windows settings for everyone’s preference - I’d personally hate a huge cursor in the game), so all that’s left is the colour, basically.
And I very much doubt you’ll get any consensus on a colour that is visible in-game for everyone.

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I am a professional UX designer, which is why I said to add an outline around the existing cursor in a bright color. Color blind people can still see contrast (differences between light and dark) and adding a bright outline to the game’s very dark-colored cursor would make it pop out among ground effects, aoes, hordes of monsters, etc. while letting the cursor mostly remain the same as it looks now.

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That would actually be a good temporary solution. And I don’t think it would take that long to implement.

I would suggest you open a suggestion thread about it (since this one is, for some reason, just in general) to call attention to the devs for it (not sure if Mike is still reading this, even though the devs do tend to be aware of what goes on in the forum). And even though I don’t actually mind the current cursor, I’ll even go there and vote too.

Exactly! I am color blind myself, and with Yolomouse, I just made a very basic white mouse, with a thick black outline, and THEN another thick white outline. Game feels SO much better, never losing track of my mouse anymore. The contrast is exactly right, with black & white being the obvious most extreme case. But I could be more “flavorful” and do like, light yellows and greens, and dark blues and purples or something. But yeah, the two drastic contrasts make it work the same, whether the in-game scene is dark, light, or anything else.

https://i.imgur.com/XQgOgOL.jpeg

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Guys, just get Yolomouse it’s like $2 on steam and free on github. It’s a great program that works with ANY program on your computer - you will end up using it for a lot of games.

Ok but how come we have a different cursor when we hover stash ? :slight_smile:

I don’t see why a cursor can be changed on certain event (hover) but not as a game option. Or is Unity really that weird…

It’s pretty much the same thing. You don’t have just one cursor render. You can have several. You define the “regular” cursor, the “hover” cursor, the “let me destroy something cursor”, etc. You can define however many you want. And each is assigned to an action or trigger.
However, when it gets built, all of them are converted to embedded assets.

What Unity doesn’t allow is having a different cursor for the same thing. Meaning, you can’t have one cursor for hovering the chest and I get another. Hovering chests, for everyone, is always the defined hover cursor.

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Now I wonder…
What would be more difficult? Adding different cursor options for us to choose, or adding a row to the bottom of stash for better stash management?
I suppose the cursor, since it’s an engine-limited factor, opposed to the stash, which seems to simply require more work, but still doable with current engine?

But hey, that’s just a joke :smiley:

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Adding a stash row is harder. Because it takes some work to do it. Whereas the cursor thing doesn’t require any effort from EHG at all. It’s Unity that has to provide the feature.
So definitely stash row.

(Yes, I know that if Unity finally adds it, then EHG will have to still code it in, but hey, that’s just a joke :laughing:)

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We must find a little money for devs and switch game engine from unity into ue and you can have all cursors you want :joy: after few years of development of course

Well, wouldn’t it be the earlier the better?

He meant that changing the game engine would require a few years working on that exclusively.

UE would probably be even worse than Unity given that Epic is a massive sinking ship.