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Quicker way to close windows.


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<p>One of the things bothering me with the new game is how much time is spend on closing various screens. I don't know if it's the bigger resolution or the absence of "Close" key at various menus (which used to in the middle of the screen or closer to the center ie. the placement of it). SO: Could you either <strong>add a close function to ESC -key or right mouse button (RMB)?</strong> This would save hours upon hours of time, rather than every single time go to the far right corner of the window to close it.</p><p> </p><p>

Or is there a quick way to close windows that I don't know of yet? <img alt=":o" data-src="//content.invisioncic.com/g322608/emoticons/redface.png.900245280682ef18c5d82399a93c5827.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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If your game is saved already, you can right-click on the taskbar icon and use the Close Window function. However, it's thought that it's a "dirty" way to close out a program, not just TEW. Hell, I've been using it for years without a problem.

 

That only works if you want to close the game completely. It doesn’t help the particular problem of being 3 or 4 pop up windows in, and they are all different sizes so closing them all is fairly annoying.

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close.png

 

I pressed "Skills" button to get this screen. The button is under safety stat in that screen. If I want to close the window in-game, I have to move to the far right in order to close it from the X. Same thing with every window in the game. This adds to the mouse movement, moving your hand/wrist, etc. and it adds up after a while.

 

When you could just keep the cursor a bit more centered, if you had the option to close in-game menu screens with RMB or with a keyboard key (maybe ESC or C).

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I think part of the problem is that these pop-up windows don't have any distinct frames and therefore don't look as "three-dimensional" as they could. It's often hard to figure out which window is on top.

I hope you get what I'm saying, I know nothing about programming and programming language, so bear with me.

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I think part of the problem is that these pop-up windows don't have any distinct frames and therefore don't look as "three-dimensional" as they could. It's often hard to figure out which window is on top.

I hope you get what I'm saying, I know nothing about programming and programming language, so bear with me.

 

This is a big problem for usability because the eyes are naturally drawn top-left (at least in western countries). This means that we naturally scan subconsciously left to right, top to bottom. In the screenshot FINisher shared your eyes have to scan past two X icons before they get to the correct one.

 

As you say, there is no definition between layers/windows. You naturally want to hit the top X. It makes for a slightly jarring gameplay experience.

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