Toolbelt User Interface

Many games use a visual "toolbelt" to hold and represent the equipment that is available to the character. This model is very common in first-person shooters (it's even in U9 -- Ultima Ascension), and would also be appropriate in UO. This is a pretty simple suggestion, but one which has many deep ramifications for the client as a whole.

Essentially, my suggestion is that a visual toolbelt become the primary UI for all macros and shortcuts, but also act as a container for objects that can be used (including pouches as sub-containers). For example, it should be possible to drag a spell icon to a toolbelt slot (and activate the spell by pressing the appropriate key), or to drag a potion to a toolbelt slot (and "use" the potion by pressing the right key), or to create a complex macro that is mapped to a slot, and so forth. Really, it should be the primary UI for every automated action that is under the user's control.

Here is a visual representation of how such a toolbelt might look (this is taken from U9 with some adaptation):

The important parts of the toolbelt are described below. However, keep in mind that the principle idea here is to completely replace the existing "macro" interface with a programmable toolbelt.

Once an item has been placed into a toolbelt slot, a context menu should become available for that slot, allowing for the development of basic macros. Among the actions that should be available for different kinds of slots:

One consideration with this design is that items can be dragged and dropped to new slots, with the macros changng accordingly. This would make macro editing and updates somewhat easier, as spells can be arranged into groups and shuffled around as needed.

Overall, I think it would provide a useful and easy way for beginners to get into the game, and would also make the gamworld a bit more immersive than the current (separate) macro system allows for.