Follow-up Comment #2, bug #9502 (project wesnoth):

Ok... I'll crawl through the prefs and make a list.

The sliders that should, preferably, _remain enabled:_
+ Accelerated speed. (For the reason stated.)
+ All four sliders on the sounds tab. (You may want to pre-adjust all the
volumes, even if you're not going to e.g. turn the turn bell on for the
moment, but only plan to use it when you think you need to be reminded of
your turn.)
+ Adjust gamma. (For reasons, see next part, if you disagree.)

Wait, that's all there are...

And yes, I agree with you that it's better that the slider remains _enabled_
also in the UI, i.e. is shown without being greyed out. So yes, this is a
slightly different request from the original one.

--

For me, the slider is conceptually separate from the on-off switch. That is,
you may adjust the value regardless of whether "it" (the option) is on or
not.

I know WINMLR (Wesnoth Is Not My Living Room :-), but think of a conventional
stereo amplifier, for an example. The volume slider (or wheel) can be
adjusted, even if the amp's off. Sure, on some modern (electronic)
amplifiers, without an actual slider or a knob, you can probably set the
volume high, switch the thing off, and what do you know, the next person to
turn the thing on _can't avoid_ getting a nasty surprise. But that's bad
design on the amp, IMO.

Sure, you can think of counter-examples, especially for the gamma slider. A
modern TV or a monitor. You can't adjust the brightness if the darn thing
isn't on. But this isn't a completely parallel case, as your screen is
actually (usually...) on when you run Wesnoth.

Also WINMLR, so we can ignore that example. ;-) But seriously, for
consistency, I'd follow what I said above - that the slider and the switch
are conceptually separate, and also this slider should therefore remain
_enabled._

--

Interesting thing by the way, each time I again pick up the game after a
while, I end up filing at least one bug, since no-one else cared enough to
report it. And often in the "Severity - Normal" classification, not just
minor glitches here and there.

Or sometimes, as in this case, it's a feature request, which you end up
disagreeing with. ;-) But it's alright to disagree sometimes, because I can
at least see that you have actual reasons for why you don't agree, and - from
your point of view - endeavour to apply them consistently.

I've said it before, but it's worth saying again: I value the principle of
for the devs by the devs, because you do the hard work of actually creating
the game. Sure, I prefer if my reasoning is listened to, but as I only
contribute to the project by filing detailed bug reports, I'm not the one who
gets to decide on the general directions the project is headed to.

--

Oh PS, Sapient, I still continue to hope you'll revamp the allied healing to
occur earliest possible, but only up to 8 hp per unit per turn, and also
unify the duration of poison and poison recuperation while you're at it. ;-)

Anyway, thanks for your work on the game. :-)

    _______________________________________________________

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