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IDProjectCategoryLast Update
0006051Valley 1Suggestion - UI IdeasMar 13, 2012 10:14 am
ReporterEnrymion Assigned ToChris_McElligottPark  
Status confirmedResolutionwon't fix 
Summary0006051: Make resources mineable with just confirm button.
DescriptionI'm not sure if there still is any reason to require using spells to mine veins and such but now that mp regenerates I'd prefer not having to dig up fire touch or some other spell just for the sake of gathering a material.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Chris_McElligottPark

Feb 21, 2012 10:03 am

administrator   ~0019485

Tempting... but that leads to inconsistency. All sorts of background objects drop various goodies, and we don't want prompts coming up around all of them. Cedar logs are just as important as granite, and clay is really important also... but having prompts all over the place is undesirable. Even more to the point, those are meant to be subtly hidden items that you look for, so having it pop up a prompt is more in-your-face than I'd want.

Terraziel

Feb 21, 2012 10:33 am

reporter   ~0019487

"...Even more to the point, those are meant to be subtly hidden items that you look for..."

Really? I think you are probably failing on that count, if we take plums as an example then I have literally no idea what a plum tree looks like, I simply mindlessly grind through deforesting entire regions, especially as doing so will always gain me something.

as a more on topic point, I think the idea is sound as long as you don't put the prompt in, which to be honest I don't think Enrymion was trying to suggest.

Chris_McElligottPark

Feb 21, 2012 10:56 am

administrator   ~0019490

"Really? I think you are probably failing on that count, if we take plums as an example then I have literally no idea what a plum tree looks like, I simply mindlessly grind through deforesting entire regions, especially as doing so will always gain me something."

The fact that it doesn't work on you doesn't mean it isn't working. But it's a matter of the joy of discovery of something new, rather than just having prompts everywhere.

"as a more on topic point, I think the idea is sound as long as you don't put the prompt in, which to be honest I don't think Enrymion was trying to suggest."

And that breaks important tenets of UI design, leading to player confusion and bug reports. "I pressed a button and this tree just collapsed!" Etc. Consistency in a GUI is important, and so it needs to either always give an interaction prompt or never do so. Right now it always does, which I feel is important.

zebramatt

Feb 21, 2012 11:13 am

reporter   ~0019492

Maybe a new enchant could be introduced which allows the player to mine without using a slot for a mining-type spell nor using mana; but has to use an enchant slot instead. As an alternative to a light source, perhaps. Then you could just explain on the tooltip for the enchant that pressing E (or equivalent) will now mine for you.

Chris_McElligottPark

Feb 21, 2012 11:14 am

administrator   ~0019493

WOW do I like that. :)

zebramatt

Feb 21, 2012 11:19 am

reporter   ~0019496

Glad to be of service! ;)

Chris_McElligottPark

Feb 21, 2012 11:22 am

administrator   ~0019497

A lot of the more esoteric things that advanced players want, but which would be confusing to new players in particular, make perfect sense as enchants. And it's an awesome way to customize, too.

Hence the removal of general powersliding (which could get people stuck in holes when they didn't mean to), but adding a powerslide enchant (because many players love it), for instance.

I'm still getting used to thinking in those terms, but really the enchants system is the single greatest thing we've done in terms of giving us playstyle flexibility for stuff like this, I think. Very pleased with how that's turning out. :)

Bluddy

Feb 21, 2012 12:23 pm

reporter   ~0019507

You might want to consider using enchants for storm dash too. It's fun but not particularly useful (except it might be in some mission types) so I think it'd be a good fit for something extra that you could swap in that would take away something else you might want (like light etc). As it is, it sits in my inventory, but I don't appreciate it much. Different level enchants could have different mana consumption rates, allowing you to run for longer, or different speeds.

In other words, it's not something I'd choose to work towards crafting (ie. a spell) but it's something I'd like to have. I think that describes most of the enchants. Double jumping (of different heights and mana usages) might fit here too.

And how about the most powerful enchants having down sides too? That would balance them out more and make you use them judiciously. Some could slow you down, some could disable certain elements... Maybe they should ALL have down sides of varying degrees? How's that for some real decision-making?

Chris_McElligottPark

Feb 21, 2012 12:27 pm

administrator   ~0019508

Storm dash is going to stay a spell -- so is ride the lightning, for that matter -- but we are putting in enchants for things like movement speed adjustments, double and triple jumping, etc. These sorts of things will let players really customize even further, but still gives them something they can craft if they can't find the enchant they want.

As a general rule, enchants also don't cost MP to use. However, they can have negative effects such as reducing max mana or whatever. Overall we haven't done that much, although the stone legs one does. All of that sort of thing is really a discussion for next week or after, though, as right now we're focused a bit elsewhere.

Mostly. There are a few enchants I'm working on at the moment, relating to double jumps and such. But the only reason I'm doing those now is that they require recoding much of the jump mechanics in general, and I want to have that done before beta phase 3 so that the bugs can be shaken out before then.

zebramatt

Feb 21, 2012 12:37 pm

reporter   ~0019509

Agreed on all counts there! :)

Moo

Feb 21, 2012 2:28 pm

reporter   ~0019513

As far as harvesting goes, I rarely bother carrying a touch spell any more - I just use miasma whip instead. I've found it an effective weapon and tool, combined into one!

Chris_McElligottPark

Feb 21, 2012 3:02 pm

administrator   ~0019514

That's my preferred method also. :)

Issue History

Date Modified Username Field Change
Feb 21, 2012 10:01 am Enrymion New Issue
Feb 21, 2012 10:03 am Chris_McElligottPark Internal Weight => New
Feb 21, 2012 10:03 am Chris_McElligottPark Note Added: 0019485
Feb 21, 2012 10:03 am Chris_McElligottPark Status new => closed
Feb 21, 2012 10:03 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 21, 2012 10:03 am Chris_McElligottPark Resolution open => won't fix
Feb 21, 2012 10:33 am Terraziel Note Added: 0019487
Feb 21, 2012 10:56 am Chris_McElligottPark Note Added: 0019490
Feb 21, 2012 11:13 am zebramatt Note Added: 0019492
Feb 21, 2012 11:14 am Chris_McElligottPark Note Added: 0019493
Feb 21, 2012 11:14 am Chris_McElligottPark Status closed => confirmed
Feb 21, 2012 11:19 am zebramatt Note Added: 0019496
Feb 21, 2012 11:22 am Chris_McElligottPark Note Added: 0019497
Feb 21, 2012 12:23 pm Bluddy Note Added: 0019507
Feb 21, 2012 12:27 pm Chris_McElligottPark Note Added: 0019508
Feb 21, 2012 12:37 pm zebramatt Note Added: 0019509
Feb 21, 2012 2:28 pm Moo Note Added: 0019513
Feb 21, 2012 3:02 pm Chris_McElligottPark Note Added: 0019514
Mar 13, 2012 10:14 am tigersfan Internal Weight New => Feature Suggestion