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ramones
- Posts: 3077
- Joined: Fri Jul 09, 2010 10:03 pm
- Location: I am a man who walks alone'
Re: Short survey about client related stuff
Quests will fix that ![Trollface ¦]](./images/smilies/troll.gif)
W16.1 - Pet Sematary (hermit)
W8 - Hermitage
W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
W8 - Hermitage
W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Short survey about client related stuff
Why don't you implement client modifications into the standard client? The client modders I'm sure will be happy to allow it. Just convince the damn gnome already.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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warrri
- Posts: 1033
- Joined: Fri Aug 28, 2009 5:55 pm
Re: Short survey about client related stuff
Its not supposed to be standalone. Look at the dota2 buying menu. Implementing that for crafting would be perfect, including the item chaining mentioned above.jorb wrote:I don't dispute that that is cool, but is it really as cool when you are new and don't know what you're looking for?
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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APXEOLOG
- Posts: 1300
- Joined: Fri Apr 23, 2010 7:58 am
- Location: Somewhere on Earth
Re: Short survey about client related stuff
Existing menu is pretty ok, as for me. But the ability to show all availiable craft recipes from selected item will be nice. Want to craft smth? Access recipe in two clicks if you have one component already.jorb wrote:I don't dispute that that is cool, but is it really as cool when you are new and don't know what you're looking for?
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
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InfernoI
- Posts: 158
- Joined: Fri Aug 28, 2015 8:25 pm
- Location: America. KS.
Re: Short survey about client related stuff
Vanilla at least needs things like tracking players, animals, etc on the mini-map, and an option for turning the lights on at night and in caves lol. I remember back when I first started playing I ran around with torches and stuff all the time, and light campfires from the cave entrance all the way to my mining spots. Mining was a huge punch in the dick when you had to travel several grids by campfire light just to mine a few crates.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Short survey about client related stuff
We need both imo. The current menu tool is good at introducing newly discovered crafts, but once you've hit endgame it becomes cumbersome to use in its current implementation compared to a search function.jorb wrote:I don't dispute that that is cool, but is it really as cool when you are new and don't know what you're looking for?
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Haba
- Posts: 666
- Joined: Sun Nov 01, 2009 9:36 pm
Re: Short survey about client related stuff
The current craft menu is not good for anything.
- Too many nested levels
- Need to mouse over everything
- Tiny, hard to see icons
- Need to open crafting window to see ingredients used (which interrupts whatever you were doing)
- No information about what tools are required before you try pressing the craft button
- You cant select which ingredients to use when crafting
- Unlocked recipes are hard to see and require you to go through multiple levels in the menu
What it SHOULD be like:
Bigger recipe book window with clear instruction to player
- Quick access to favourite/recent recipes so you can switch between crafting flour/baking bread etc
- Ability to select which ingredients to use (and possibly auto select the best ones)
- Show us the end result quality in the craft window for the selected ingredients
- If our skills or the tools we have are capping the quality, highlight this somehow
Then when the player discovers something new, give them a notification "You've unlocked new recipes!" which they can click to get a list of them.
You don't need to reveal everything if you want to leave some things up the player to discover, but obvious and crucial things should be communicated. "You need an axe to cut a tree. To build an axe, you need stone and branch." Etc etc. There is no need for written instructions, all of the information is already within the game, you simply need to make an UI that actively builds this and makes it intuitive. None of this "can't build that here" or "need XXX" bullshit, tell it explicitly or let people jump directly to requirements. I.e. "You need an axe to cut a tree"
For experienced players the search window is enough. Or the current menu horror show, if you happen to be a masochist. And do not listen to anyone who says that the current way is "good enough". It is not.
- Too many nested levels
- Need to mouse over everything
- Tiny, hard to see icons
- Need to open crafting window to see ingredients used (which interrupts whatever you were doing)
- No information about what tools are required before you try pressing the craft button
- You cant select which ingredients to use when crafting
- Unlocked recipes are hard to see and require you to go through multiple levels in the menu
What it SHOULD be like:
Bigger recipe book window with clear instruction to player
Then the actual CRAFT windowWHAT do you want to CRAFT?
- FOOD
Here are you favourite recipes
Here are the recipes you can craft with the ingredients in the open inventories
Here are the recipes you can craft with partial ingredients in the open inventories, missing ingredients highlighted
Here is the complete recipe book, including the recipes you are missing
- Quick access to favourite/recent recipes so you can switch between crafting flour/baking bread etc
- Ability to select which ingredients to use (and possibly auto select the best ones)
- Show us the end result quality in the craft window for the selected ingredients
- If our skills or the tools we have are capping the quality, highlight this somehow
Then when the player discovers something new, give them a notification "You've unlocked new recipes!" which they can click to get a list of them.
You don't need to reveal everything if you want to leave some things up the player to discover, but obvious and crucial things should be communicated. "You need an axe to cut a tree. To build an axe, you need stone and branch." Etc etc. There is no need for written instructions, all of the information is already within the game, you simply need to make an UI that actively builds this and makes it intuitive. None of this "can't build that here" or "need XXX" bullshit, tell it explicitly or let people jump directly to requirements. I.e. "You need an axe to cut a tree"
For experienced players the search window is enough. Or the current menu horror show, if you happen to be a masochist. And do not listen to anyone who says that the current way is "good enough". It is not.