Indeed sometimes hard to read on some maps. But never so hard that it annoys me. Usually the only thing I read from tooltip is the red/green metal/energy numbers anyway. Sometimes XP of units but that is not really "criticial."- info at the bottom on the screen without background is hard to read (even in the screenshot can you read easily the information?
True, but spring has many hidden keys. One good thing is that it is easy & quick to explain in chat.+/- is "hidden" [for volume]
Player A: How to change volume?
Player B: Press +/- keys.
In zK games players still ask how to change volume and the answers are longer. ("press esc, a menu comes, use the slider") But maybe the menu was already up and now pressing esc hides it etc. Watching friends new to spring play, none of them actually found the volume-slider. I guess it is because there are so many things trying to make it easier to use, that is just too much and cramped.
For (replay) speed next version will have clickable buttons.
True, but imo that is just minor aesthetical issues.- different size text in the icons. It could be icon + tool-tip.
-same position for same actions
Also "click the attack-button" is easier to understand if there is a button with "attack" text. "Click the red button with the targeting cross" is more confusing. It simply is not possible to make icons that can not be misunderstood, text is more clear.
Of course text is also uglier, but think the idea is that after a while players just press the A-key to attack and hide the button anyway.
Just checked, almost everything in my GUI has tooltips like this:tool-tips for new players.

Only the metalmaker control thing has no tooltip. But imo new players do not need it and after a while it will be obvious what it does.
There are tooltips:Not sure how you can "hint" there are hotkeys, that is also important.

But how often do you read chat like this:
Press D!!! Click ground!! omg! D!!! D!! click! commander! d! click!

Think not many players read those tips during their first games. Making them bigger/more noticeable would not help it, just make it more confusing if all those tips/hints are fighting for attention.
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Partly. F11 menu does not look nice and feels a bit "too techy" but it works. When asked it is quite easy to give answers such as "press F11, click [name] so that it turns green."I think we still need an option panel which shows the relevant option for XTA and not all the widgets. I really do not like the F11 menu from usability point of view.
With the proposed grouping of widgets: http://springrts.com/phpbb/viewtopic.ph ... =0#p547767
F11 would be even easier to use. Would also be easier to see which widgets can be toggled on/off for customisation and which ones should always stay on.
Think almost everybody has had this situation where after years of playing you suddendly learn about something new. But putting all this (sometimes obscure) things into the game (as helptexts etc) does not work, imo such things are better in out-of-game manuals.I am not that new, and still I wonder sometimes about one thing or another.
Even something basic like "placing buildings" is serious business in spring: http://springrts.com/wiki/Balanced_Anni ... _Buildings
Just not possible to put such information into the game.