I have prepared this list while playing, so to catch the many little things. I post this here for your notice. This is just part I. More parts will be added in the following days.

The big list of refinements for the UI
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This is a very long post. It is the collection of refinements that would make Xsyon better. Very little things of the UI will be listed, not actual gameplay ideas.

1 Modifiers
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Modifiers influence the current state of the player much like "blinded" or "death penalty". Modifiers have a timeout, an icon, an effect and a description.

When you sprint a "Sprinting" modifier is shown with a "2x speed" description or similar. After that a "tired" modifier shows that you cannot sprint for a certain amount of time.

There are positive modifiers you can cancel (by right-clicking them) and negative modifiers inflicted by the environment (falling from high ground breaks leg, green cloud poisons, etc), animals (rend, bleed, blind) and other players (various attacks). Positive modifiers can be applied by environment too (e.g. drink from fresh water gives "refreshed" and similar things). Modifiers should always be visible and last across logoffs and much more considerations may be made... very good example of implementation: WoW.

On screen text readability
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shade background to enhance readability, especially when black grass is on snowy ground, black/white contrast interferes with chat text.

Same for event text like "You can't find anything useful here"...

All messages of that kind should also go to the chat window, maybe with a different color. This is important because messages that dissappear may be missed. It is a good thing to be able to review older messages by scrolling back.

Toolbar
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Diplay a digit (0-9) on the items in the toolbar and bind those keys (0-9) to the boxes so that they may be activated by keyboard.

Item descriptions
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It seems items are very simple things. They exist or they don't. This is sad. Maybe it is not so and they have qualities (durability, weight, value or whatever). If so, be more descriptive in tooltips and show these values to players with enough skill to examine the items.

Camera movement
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Currently, you may hold middle button to rotate camera. This is okay. The problem is that as soon as you release the button the camera snaps back. It would be nice to have it stay the way it was panned. To reposition the camera back a "chase camera" behaviour could be used: as you move the camera slowly turns back to the default "behind" position.

Also, try this: start scavenging. During the process rotate the camera with right mouse button. as soon as the process terminates the camera snaps back. It would be better to snap the player to the camera or rotate it even during the process. not sure which is better.

Inventory
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make background of empty slots darker. it is sometimes difficult to tell if there is an item or if it's the empty background.

Also, hands are weird in respect to those in the toolbar. make them look identical, on toolbar and inventory.

Timer bar
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The timer bar is okay, but it should tell what you are doing. A text above it like "Scavenging..." would suffice.

Scavenging animation
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How can you scavenge in mid-air in front of you? The animation should be so that the player kneels or bows or whatever to the ground. Arm movement and sound are ok.

Atmospheric effects
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Start and stop should not be so abrupt. They also could be more immersive with "deeper" sound and better effects (color fading, haze/fog). Just the raindrops or snowflakes don't cut it.

Coordinates
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Orientation is important. The coordinates are useful, but they actually can be used as a compass (moving in circles can tell you where north is). It would be better to have a button to click. Once clicked, the zone is displayed and approximate time, but precise coordinates are not available.