Upcoming UI Changes

Forum for suggesting changes to Salem.

What Resolution do you Play Salem at?

1600x900 or Greater
67
68%
1440x900 or Lower
31
32%
 
Total votes : 98

Re: Upcoming UI Changes

Postby iamah » Fri Jan 02, 2015 2:46 pm

btw, JC pls, let us pick stuff behind walls(boats, sleds) :oops:
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Re: Upcoming UI Changes

Postby Darwoth » Mon Jan 05, 2015 9:07 am

i play on low res AND every few years i also have to hunt down an old square monitor because i do not like the extra travel time my mouse takes on widescreen, and i do not like the lack of close in detail for aiming attacks or taking screenshots of higher resolutions (also why i not use "freestyle" like most of you newbs do)

for me an inventory as pictured would be a massive annoyance and i find the inventory already takes up to much screen space.

1> USE ULTIMA ONLINES INVENTORY SYSTEM, darkfall ended up copying it which for years in development they talked up because people were that fond of it. it remains the simplest, cleanest and best inventory system any mmo has ever made.

2> scrollbar like wardrobe with standard 24 slot sizing we have now being the amount of actual screenspace taken.

3> separate packs that can be opened independently like keychains, each one being no larger than the typical 24 slot inventory is currently. this would also allow for "artifices" for your inventory. pack frame adds another inventory menu, padded straps another, etc.

4> + and - button on all containers that shrink the whole thing down without affecting game res, sort of like chat fonts on custom clients or browser resizing.



also for ***** sake do not use potjehs console game/eve suggestion unless you want to kill the immersive "mmo" feel and instead feel like you are playing angry birds at a verizon kiosk.
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Re: Upcoming UI Changes

Postby JohnCarver » Mon Jan 05, 2015 9:16 am

How do you feel about?

5) The inventory dynamically 'growing' in size as large as you are willing to force it.
I.E. A new row of slots is added only when you have filled the previous row?
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Upcoming UI Changes

Postby Procne » Mon Jan 05, 2015 9:25 am

Is there a chance to get inventory tabs / pages as an option to huge windows? If it was possible somehow to automatically sort / filter items into separate tabs it would be great.
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Re: Upcoming UI Changes

Postby JohnCarver » Mon Jan 05, 2015 9:28 am

We explored tabs when we did wardrobe implementation. It seemed nice to have all your clothes in 'different drawers'. Unfortunately, tabs doesn't look all that feasible.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Upcoming UI Changes

Postby Darwoth » Mon Jan 05, 2015 10:10 am

just give us a cart backpack imo for the easiest to implement and least disruptive solution.

new item "pack frame" that goes on your back like a canoe/sled and hold's 4 items. those 4 items would usually be chests to replicate the 100 slot inventory at the bottom but could also be all the other **** like ore, boulders, dirt, tools around town etc. , then one would simply click on their pack on the relevant "bundle" to retrieve the chest and fill it from their conventional inventory, thus preserving low resolution and also allowing folks to have their wider inventories.
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Re: Upcoming UI Changes

Postby Turmith » Mon Jan 05, 2015 2:18 pm

JohnCarver wrote:How do you feel about?

5) The inventory dynamically 'growing' in size as large as you are willing to force it.
I.E. A new row of slots is added only when you have filled the previous row?



I see no issue with this.
Have you given some thought to displaying items in a list rather then as icons and slots?
If you did items in a list, you could roll items up tree style into groups, maybe display purity as an average or don't display it on the group a all.
I really liked the way WURM handled inventory control which was similar to this.
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Re: Upcoming UI Changes

Postby Nektaris » Mon Jan 05, 2015 2:22 pm

I prefer having the inventory splitted in 4-5 tabs of 25 space slots each.
oleanna wrote:It's a part of the game. Stealing stuff with larceny or with brain is a way like an other !
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Re: Upcoming UI Changes

Postby Lusewing » Mon Jan 05, 2015 2:46 pm

Nektaris wrote:I prefer having the inventory splitted in 4-5 tabs of 25 space slots each.

Same
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Re: Upcoming UI Changes

Postby Barny » Tue Jan 06, 2015 5:22 am

I think need just develop the pockets upgrade system.(It seems like tabs but little different)


The pockets specifications:
Any pocket in the inventory screen = button to interact with them.
Any pocket store 16 items = amount of full inventory

Right click on the pocket opened other window inventory, to see its contents. If right click on other pocket the previous window is replaced by a new(no multiply pocket windows)

(Important)Left click on the pocket reverses the entire contents of the inventory (16 items) and all the contents of the current pocket

Right click on the pocket with the item on the cursor puts this item inside the pocket(if there's space inside it)

Shift+Left clik on the item in the inventory(not in the backpack!)(if you do not have open other containers) puts this item in the first empty place in the pockets

The button have a different icon depends full/empty amount, and have a number indicates the number of items inside the pocket

All items in the pockets are available to craft.
All items in the pockets available for interaction with external structures, like lime on the field or coal on the Ore Smelter.

And new hotkey like Tab for inventory to call large pockets inventory. To see all the items inside pockets at the same time (rarely used but necessary function, used such in L3wt, or feasting mode, for example).
JohnCarver wrote:The inventory dynamically 'growing' in size as large as you are willing to force it.


Things drop to the ground only if the full entire inventory, pockets and backpack. Procedure for filling such inventory => pockets => Backpack.

Depending on the availability of empty space in the pockets gives a bonus to the limit of carried weight. This will stimulate the desire to get the maximum number of pockets.
_____________

You also need to slightly change the function of backpacks.


Bark Backpack gives 8 inventory slots (like now leather backpack) and gives one extra pocket.
Leather Backpack gives same 8 inventory slots but gives three extra pocket.
Fine leather Backpack gives 12 inventory slots and gives 8 extra pocket.
You can port with full backpack, but just when empty pockets.


_______

But this is not enough need changes in the amount and manner of interaction with containers.

All containers hold a "pockets" (behave like pockets in the interface inventory)

Woven Basket hold one pocket
Large Urn and Crate Wooden Box holds three pockets
Chest 4 "pockets"
Shed 5 "pockets"
Cupboard 8 "pockets"
Metal Chest 4 "pockets"
Stamp Mills 4 "pockets"

Simple Table 1 "pockets"
Old Style Table 3 "pockets"
Feasting Table 5 "pockets"

All container must have a two buttons
Putt all: put all items from inventory and inventory pockets inside the container and container pockets. Not from the backpack!
Take all: take all items from container and container pockets inside the inventory and inventory pockets. Not in the backpack!

Every Ore Smelter must have the configuration options that specify the right amount of lime/ore and button to fill all: takes lime, coal and iron ore from the inventory and pockets and place in the Ore Smelter.
_______


Maybe I missed something, but it seems to me that such an organization inventory greatly improved the lives of Salemits.
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