Put all of a item's "class types" in the tooltip.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Put all of a item's "class types" in the tooltip.

Postby Tenosyn » Thu Dec 26, 2024 3:56 pm

I'm a "new" player in that W16 has been my first world and I now have 300 hours played. I like needlessly complicated spreadsheet games, so I took to water on this. I have the unique perspective of a new player that mostly figured out the game.

One of the biggest hurdles I had while learning the game was just figuring out what each item was. I couldn't intuit anything. Sometimes a green leaf was a leaf, sometimes it wasn't. A root is a string but a bough isn't. It took me 2 weeks to find out nettle and taproots were string. I was using bark cordage exclusively for string for days because that was the only "obvious" string to me.

End result, I wiki every item I find. The second the discovery xp comes up, I look it up. This works for me, but very few players have the patience I do.
Simple solution, put the generic categories on the tool tips. This won't fix the learning curve, but you can at least look at something you found and know what you can use it for immediately.

Examples:

Stinging Nettle
Quality:X
String
Salad Green
Flower
Herb

Branch
Quality:x
Wicker
Fuel

Arkose
Quality:X
Stone

Wine Glance
Quality:X
Ore
Stone

Laurel Leaf
Quality:X
Leaf
Spice
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Re: Put all of a item's "class types" in the tooltip.

Postby Valgar » Thu Dec 26, 2024 4:14 pm

Nice idea.

you can notice when you try to craft something the needed items will be highlighted in your inventory. Can be helpful sometimes to notice if this or that is a string/leaf, or else.
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Re: Put all of a item's "class types" in the tooltip.

Postby Mr_Bober » Thu Dec 26, 2024 10:43 pm

+1
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Re: Put all of a item's "class types" in the tooltip.

Postby animary » Sun Dec 29, 2024 5:37 am

Good point. There are numerous inconsistencies in this game - some berries are food, some aren't; some fiber can make string, some can't; some bones are "fine" bones, some aren't; some fruit can make juice, some cannot. (And why can't a lump of coal be used as ammo in a sling?)

I would also like to have all menu icons available from the start, but any recipes you cannot yet use are greyed out, hovering your cursor over one would give a popup list of the requirements for that, so you would know what skill you needed to purchase or what item you needed to discover to access that.
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Re: Put all of a item's "class types" in the tooltip.

Postby Reiber » Sun Dec 29, 2024 2:44 pm

while generally i agree with the post, that would be incredibly nice.

i love that this thread grows flowers like "this game is full of inconsistencys, some berrys you can eat, others you cant"


damn, i hate how inconsistant real life is. i eat blueberrys, they taste nice. i eat belladonna trip out and die. wtf god?! get your shit together!

most rocks you cant eat. but you can eat salt? wtf?

people that never left their house do come up with wild takes once in a while.
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Re: Put all of a item's "class types" in the tooltip.

Postby Sephiron » Sun Dec 29, 2024 5:23 pm

Reiber wrote:while generally i agree with the post, that would be incredibly nice.

i love that this thread grows flowers like "this game is full of inconsistencys, some berrys you can eat, others you cant"


damn, i hate how inconsistant real life is. i eat blueberrys, they taste nice. i eat belladonna trip out and die. wtf god?! get your shit together!

most rocks you cant eat. but you can eat salt? wtf?

people that never left their house do come up with wild takes once in a while.

You can eat anything you want, never let anyone stand between you and your dreams Reiber
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Re: Put all of a item's "class types" in the tooltip.

Postby animary » Mon Dec 30, 2024 1:26 am

"...i hate how inconsistant real life is..."

I'm just looking to simplify life in haven; hovering your cursor over a berry and getting a popup "edible" is easier than clicking on the berry to see if you get an option to "eat". A minor point, but when repeated numerous times during a session can make a difference.

Why can't you go through a door if you have a bone in one hand? (your other hand is free)

Add leather straps to travelers' bags so you can sling them over your shoulders and free your hands rather than having to empty the bag and put it and its contents in inventory (where you usually do not have room) to use any tools/weapons; or be able to drop the bag, with its contents, and pick it up later (you can do this with a chest or crate so the scripting can't be that difficult).
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Re: Put all of a item's "class types" in the tooltip.

Postby ErdTod » Mon Dec 30, 2024 7:15 am

I'd suggest to move such an addition to be a boon of the forager credo instead of running speed bonus. Or into a cheap learnable skill
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Re: Put all of a item's "class types" in the tooltip.

Postby vatas » Mon Dec 30, 2024 9:16 am

Main concern is a tooltip bloat.

Obvious solution: add some sensible way to toggle simple/extended item tooltips.
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Re: Put all of a item's "class types" in the tooltip.

Postby animary » Mon Dec 30, 2024 10:19 am

vatas wrote:Main concern is a tooltip bloat.

Obvious solution: add some sensible way to toggle simple/extended item tooltips.


Something like the map icon menu, where you select what to see. Shuffling inventory can be irritating as it is with so many popups obscuring what you're trying to do.
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