Jackard wrote:Last client I used skips the whole thing for single-option flower menus. One click to pick.
loftar wrote:To be fair, I do think there is a bit of a problem that is well illustrated by, for example, the common scenario in which you're picking forageables. In that situation, I commonly find myself opening the flower menu on the "next" herb while my character is picking one, and trying to perfectly time choosing the "Pick" option exactly as the first one finishes, which is a bit annoying. What I've considered as a solution to this problem is the ability to "queue" exactly one action to start exactly when the current action is finished, but I'm not yet sure how to best implement that (not least UI-wise). I do feel that having that would make the action a lot more leisurely, however.
LadyV wrote:If you do so please remember an easy click to cancel of that queue. It would not be fun to be in a situation where I have options preselected and then a raider or wild animal decides to get agressive.
loftar wrote:I would also like to state that I like the current dichotomy that "irreversible" actions never activate by a single right-click, but always require confirmation in the form of a flower menu. Admittedly, picking an herb is a fairly harmless irreversible action, but nonetheless I like the principle.
loftar wrote:I would also like to state that I like the current dichotomy that "irreversible" actions never activate by a single right-click, but always require confirmation in the form of a flower menu. Admittedly, picking an herb is a fairly harmless irreversible action, but nonetheless I like the principle.
loftar wrote:To be fair, I do think there is a bit of a problem that is well illustrated by, for example, the common scenario in which you're picking forageables. In that situation, I commonly find myself opening the flower menu on the "next" herb while my character is picking one, and trying to perfectly time choosing the "Pick" option exactly as the first one finishes, which is a bit annoying. What I've considered as a solution to this problem is the ability to "queue" exactly one action to start exactly when the current action is finished, but I'm not yet sure how to best implement that (not least UI-wise). I do feel that having that would make the action a lot more leisurely, however.
Jesus_Smith_Nandez wrote:Fast travel on dedicated roads only, encouraging everyone to link up and people who are isolated to connet themselves. This way, with a large enough road system, most villages and dedicated hermits could connect themselves to the grid and trade via roads. People who prefer to remain isolated/are afraid a road right to their base would expose them/don't want to give raiders an outlet to travel to their base could always walk to the nearest arterial road and trade from there.
This would of course take travel weariness, meaning noobs can't travel a million miles through roads to trade. This would encourage making meeting points to trade at within the reach of the weaker party. The downside to large roads is,of course, the risk of players camping them and killing you. In addition, roads right next to your base for easy trading might not be wise, as it can be camped and gives raiders easy access right to your front door.
It goes without saying that roads would have to also be a pain in the ass to make. Instant travel also seems a bit ech, but the only work around is the following of milestones that we have now, which would be useless because of how long it would take to travel using the system currently in place anyway.
It also goes without saying: bridges
Roads would also encourage some cool stuff, like blockading a village from trading, highwaymen and bandits who kill travelers, and people (perhaps though spies) could find out about/stumble upon and sour large trades at meeting points, making trading and espionage exiting, rather than nearly 100% safe with trusted traders in a Bwall.
This is just a rough draft so GG haters
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