Sacks

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

Re: Sacks

Postby Chakravanti » Wed Dec 30, 2009 7:54 am

Yeah I really think build UI makes the most sense because with item stacks either QL gets averaged or you have stacks by QL. With build UI not only do you have a separate window that keeps each item separate (even if unable to access directly and there is a bit of realism to that fact).

In addition, if window focusing is fixed then Stuff can be shift clicked out the sack and driecty into your inventory, a container, or a build-able object (i.e. dowel rod to banner).

Which, Imho would be the most convenient form of purchasing and quickly using fuckton of linen.
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Re: Sacks

Postby Jackard » Wed Dec 30, 2009 8:08 am

Neruz wrote:Jackard, if your only reason for not liking sacks and similar ideas is that item stacking is simpler, you seem to be playing a different game from the rest of us. HnH appears to be deliberately obtuse and complicated at times, merely because it can be.

hurf durf lets deliberately suggest things that are unintuitive and overcomplicated just because theres other stuff like that already!!
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 8:26 am

What's unintuitive about a sack? Lets say we get a sack, it's a 2x2 item, it has 10x10 spaces in it (for a total of 100 chunks of dirt). Dropping a chunk of dirt into the sack causes it to become a 'dirt sack' and will now only accept dirt, the first chunk of dirt goes into the first slot in the sack. Mousing over the display calls it A "Sack (Dirt), 1/100, Avg Quality". The Avg Quality number would ovbiously be the mean quality of all the bits of dirt in the sack. Lets further make it a little easier by allowing you to set min\max quality variables for the sack, any dirt that falls within the bounds automatically goes into the sack. We can then make it one step easier again and allow someone to set the item that goes into the sack without actually dropping an item in there.

We now have sacks, they can bet set to accept a given predetermined item of certain quality levels, they display their total level of filledness and the mean quality level of the items within. Shift clicking on the sack causes the lump of dirt at the end of the sack to jump onto the mouse. Dragging the sack onto something and right clicking causes the correct amount of dirt required to exit the sack and enter the object (ex: Treeplanters pot, drag sack onto pot, right click, 4 chunks of dirt at the end of the sack pop out and go into the pot.)


Explain to me how this is unintuitive and overcomplicated, it requires one more step than stacking (making the sack) but is actually more flexible, as stacking runs head-on into the quality issue.
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Re: Sacks

Postby Jackard » Wed Dec 30, 2009 8:35 am

1. Stacking is something you see in nearly every mmo - its what people are already familiar with.
2. Having to build and carry and store several special containers that have special rules for items they interact with is special thinking.

There is no quality issue with stacking.
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 9:57 am

So how do you handle different levels of quality in the same item type?
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Re: Sacks

Postby Jackard » Wed Dec 30, 2009 10:16 am

You are familiar with splitting? Have it remember what goes in, then have options for splitting - "Take Best of Stack" and "Take Worst of Stack".

viewtopic.php?f=5&t=3496
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 10:23 am

But how do you control what goes into what stack? Assuming they don't stack infinitely (which would be silly) you're not actually solving the problem, just distributing it across multiple stacks. And how do i know what Q levels are in the stacks in the first place?
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Re: Sacks

Postby Jackard » Wed Dec 30, 2009 10:26 am

anything yours can do mine can do better
mine can do anything better than you
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 10:29 am

Once you've finished being six we can continue the discussion.
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Re: Sacks

Postby Jackard » Wed Dec 30, 2009 10:37 am

there can be no discussion while you remain willfully obtuse
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