"Lock resources" check in build window, checked by default (or by client settings).
If checked, construction will use only materials from equipment.
Makes user more aware of surroundings of construction site.
Forces him to think about materials around build sign.
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Lock resources in build window
Big no since it's just calls for being lazy just to move a little stuff You don't want to use.
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Nethis
- Posts: 30
- Joined: Fri Jun 24, 2011 9:31 pm
Re: Lock resources in build window
I disagree. It would improve user experience much, since most of the time you build something where you don't have to care about quality / surroundings (eg. chests inside plaza, houses on big construction site, palisades and walls on sides). This makes you used to lack of awareness, and then bang! You just used wrong materials (depends on intention) when this behavior is not expected. For instance, building loom in sewing room or tar kilns in mines (which you don't usually do frequently to remember about implicit rules attached to game).
It's not a matter of laziness, it's a matter of efficiency and emphasizing explicit actions related to implicit game mechanics.
It's not a matter of laziness, it's a matter of efficiency and emphasizing explicit actions related to implicit game mechanics.
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Lock resources in build window
It is or can be. If You have your base in one big mess, then yes, somewhat Your statement makes sense but at the same time, You're responsible for how You deal with your stuff. I never have been "subjected" to situation that You try to describe, just because I'm being an efficient and organized guy, not dropping stuff everywhere, especially where something can be built off.
Also, if You build something like a loom or similar, You're not a blind person, You choose and confirm location where the construction sign appears. It is laziness or You must be chaotic person, if moving several inches in some direction with your mouse is still a problem in that case.
Also, if You build something like a loom or similar, You're not a blind person, You choose and confirm location where the construction sign appears. It is laziness or You must be chaotic person, if moving several inches in some direction with your mouse is still a problem in that case.
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Nethis
- Posts: 30
- Joined: Fri Jun 24, 2011 9:31 pm
Re: Lock resources in build window
True, but the biggest isssue with that feature is using nearby materials is implicit. And let's be honest: who keeps an order in mine durning work? If you collect cat golds you just put them close to excavating site, so you don't have to go far to store then, and tidy that up later easily. And if you happen to build nearby stone support *poof* catgold disappears (at least some of them).
The loom example on the other side was about quick decay outside (i dare you to lift that and drop! :p), so player would preferably build it inside a dedicated sewing house. That house probably contains some recent flax fibres, which are far from great for your new loom, which you bought materials for from other player. You may not have place in EQ for everything, so perhaps you will start with wood. And then you see what happens? It's not a matter of order, more like conciousness of implicit mechanics all the time (which is good in general btw).
Perhaps a checkbox in build window is too much, but it could be some toggle option for that for sure, without a much pain to devs to implement that (i hope).
The loom example on the other side was about quick decay outside (i dare you to lift that and drop! :p), so player would preferably build it inside a dedicated sewing house. That house probably contains some recent flax fibres, which are far from great for your new loom, which you bought materials for from other player. You may not have place in EQ for everything, so perhaps you will start with wood. And then you see what happens? It's not a matter of order, more like conciousness of implicit mechanics all the time (which is good in general btw).
Perhaps a checkbox in build window is too much, but it could be some toggle option for that for sure, without a much pain to devs to implement that (i hope).
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synntax33
- Posts: 147
- Joined: Mon Aug 22, 2011 5:48 pm
Re: Lock resources in build window
I can see the use. I destroyed my tarkiln and built a new one for quality reasons, and when I built it it pulled ore from my stockpiles to use as stone, I hadn't considered the duality of ore and it consequently lowered my expected tar kiln Q.
