I'm not objecting to this, but you can use your other hand to press "1" to select the "pick" option.DPblH wrote:Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.
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vatas
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Re: Game Development: Map Rework
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Thaydi
- Posts: 139
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Re: Game Development: Map Rework
Accessibility when? QoL improvements consists of removing redundant or useless tasks, such as this one!vatas wrote:I'm not objecting to this, but you can use your other hand to press "1" to select the "pick" option.DPblH wrote:Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.
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World 9 - Founder of Meadhaus County
World 9 - Founder of Meadhaus County
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Apocoreo
- Posts: 908
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Re: Game Development: Map Rework
Yeah I'm pretty satisfied. Having two maps with functionality split between added to the "alpha" vibe of the default client. A cleaner experience makes it easier to retain new players. While other changes could accomplish that better, in the last thread maps were thoroughly discussed. This lead to a clear communication of mutual desires between the player and devs, therefore an easy update to please everyone.Enjoyment_2 wrote:"do I like that devs are working on that particular change instead of something else? Was it the most critical issue?"
Now's the perfect time to suggest specifics to J&L and discuss it directly with them, if you want lightening to strike twice. Although tbh I wouldn't mind seeing where their whims take them next patch.
Here's a thought, if adding custom features to default is what's happening now, and thinking about what I personally want, how about that "Build Mode" discussed in the previous thread? How would people (including players and devs) feel about a small compromise? We could add the gridlines, bounding boxes, hiding objects, and turning off lighting/darkness effects, but have them all bound to a single feature/keystroke. So basically either you're larping with vanilla graphics, or when you're doing precision building or serious pvp you go full powergamer mode and temporarily turn the game ugly as sin.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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Enjoyment_2
- Under curfew
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Re: Game Development: Map Rework
that's the problem - let's fuck all that work done by hundreds of players to accomplish "my idea is on jorb's todo-list" and just lay the development on "someone said random shit in the right moment". seems like another proof we don't need C&I sub-forum at allApocoreo wrote:Now's the perfect time to suggest specifics to J&L and discuss it directly with them
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Apocoreo
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Re: Game Development: Map Rework
It was a long conversation with multiple players expressing similar desires, rather than players debating over ideas like C&I or one player making a client, which is a whole different development can of worms. Not only that but it caught the attention and interest of the devs. I don't see why they wouldn't prioritize that, given the circumstances.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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loftar
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Re: Game Development: Map Rework
Well, the reason is that I've tried to somewhat consistently apply the principle that non-reversible actions should have a flower-menu "confirmation" to them. I get that you can argue that the action of picking an herb isn't exactly of great consequence, but that's the reason.DPblH wrote:Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.
I've never noticed the map window causing any significant (or hardly even any measurable) performance hit. Just for the record, is it on the default client that you're seeing this? Even with it covering my whole screen, the most I can measure is 0.51 ms of extra frame-time.Clemence wrote:i know taht if i open the big map, i lag a lot, would i lag now if i open my mini map?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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shubla
- Posts: 13041
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Re: Game Development: Map Rework
I think it is nice to differentiate between just taking normal objects dropped in the ground and PICKING herbs.DPblH wrote:Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Purus Pasta, The Best Client
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iamahh
- Posts: 1806
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Re: Game Development: Map Rework
since update I can only move if I click on map or minimap
clicking on the ground will only work for a few secs then stops (default client)
clicking on the ground will only work for a few secs then stops (default client)
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loftar
- Posts: 9093
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Re: Game Development: Map Rework
When that happens, it would help a lot if you could turn on click-debugging with the :clickdb on console command and do a click somewhere. That will produce three PNG files, click1.png through click3.png in your home directory; supplying those files, along with the information it produced in the "system log" chat, would greatly help debugging that issue.iamahh wrote:since update I can only move if I click on map or minimap
clicking on the ground will only work for a few secs then stops (default client)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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dafels
- Posts: 3071
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Re: Game Development: Map Rework
Well, the player that actually has to do the clicking doesn't really care about the underlying principles. Less clicks to do something = better from the player perspective. That is the absolute truth that you can't bend, but only to encourage.loftar wrote:Well, the reason is that I've tried to somewhat consistently apply the principle that non-reversible actions should have a flower-menu "confirmation" to them. I get that you can argue that the action of picking an herb isn't exactly of great consequence, but that's the reason.DPblH wrote:Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.
Anyways, nice to see the default client, the best client getting updates finally.
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