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Jackard
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Re: Suggestions for Hafen (Haven and Hearth 2)
Last client I used skips the whole thing for single-option flower menus. One click to pick.
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loftar
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Re: Suggestions for Hafen (Haven and Hearth 2)
Even that doesn't actually fix the timing problem I described, though.Jackard wrote:Last client I used skips the whole thing for single-option flower menus. One click to pick.
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.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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LadyV
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Re: Suggestions for Hafen (Haven and Hearth 2)
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: 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.
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loftar
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Re: Suggestions for Hafen (Haven and Hearth 2)
Well, the idea from the outset was that it would only activate if the current action finishes successfully, so yeah. :)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.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: Suggestions for Hafen (Haven and Hearth 2)
Your 'irreversible' actions are additionally protected from user error by having a tiny clickable area, the time taken walking to the object and then an hourglass to perform the action. The user can cancel the action at any point.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.
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Xcom
- Posts: 1105
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Re: Suggestions for Hafen (Haven and Hearth 2)
Maybe you should add this guy on top of the flower menu showing up to ask you if your sure that you want to pick that "irreversible" option.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.

But trolling aside. Why not let the user make that choice instead of forcing it.
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warrri
- Posts: 1033
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Re: Suggestions for Hafen (Haven and Hearth 2)
I completely fail to see how this is more reversible than just completely skipping the flower menu, still have the queue ability and still have the cancel ability during the hourglass. What kind of purpose does this serve other than making simple things unnecessarily complex?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.
I prefer a context driven input method like Don't starve. Pushing the space bar let's your character do the closest thing available to him, depending on which tool you have equipped. If you stand next to a foragable and have a shovel equipped, instead of just picking it up you will use the shovel instead. No flower menu necessary and the long animation still let's you cancel your action. If you stand in a field of flowers you can just keep space pressed and you will pick up everything until you let it go.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Sarila
- Posts: 14
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Re: Suggestions for Hafen (Haven and Hearth 2)
I would love something like a village oracle.
The sami people had a shaman called Noaidi, they were traditionally the healers and protectors. Noaidis are said to have the role of mediator between humans and the spirits. To undertake this mediation, the Noaidi communicated with the spirit world, asking what sacrifice needed to be made by a person so that they might return to good health, be successful in their hunt for food, and even for good weather. (wiki)
Having a mechanic for sacrificing animals to the "spirits". even if nothing would happend would make cool religious thing in the game.

https://www.youtube.com/watch?v=ciUd0f5Xjos
Ps. first post!
The sami people had a shaman called Noaidi, they were traditionally the healers and protectors. Noaidis are said to have the role of mediator between humans and the spirits. To undertake this mediation, the Noaidi communicated with the spirit world, asking what sacrifice needed to be made by a person so that they might return to good health, be successful in their hunt for food, and even for good weather. (wiki)
Having a mechanic for sacrificing animals to the "spirits". even if nothing would happend would make cool religious thing in the game.

https://www.youtube.com/watch?v=ciUd0f5Xjos
Ps. first post!
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Jesus_Smith_Nandez
- Posts: 2421
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Re: Suggestions for Hafen (Haven and Hearth 2)
The Sami people are from northern Skandinavia (I played CK2), and this game is based loosely in Germany/Eastern Europe.
Plus, an oracle idea like that would encourage people making alts that would never come online the day after they were transported.
Plus, an oracle idea like that would encourage people making alts that would never come online the day after they were transported.
HnH Videos
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Jesus_Smith_Nandez
- Posts: 2421
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- Location: Canada
Re: Suggestions for Hafen (Haven and Hearth 2)
Just posted this in another thread and thought it belonged here, sorry for double post.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
IMO this idea is bad anyway, I just kinda went on a brainstorm.
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