Improve Crafting Tooltips

Forum for suggesting changes to Salem.

Improve Crafting Tooltips

Postby Trenix » Fri Sep 26, 2014 10:15 pm

I previously suggested that before you craft an inspirational, a tooltip should let know what exactly the particular item will provide you so we don't have to use a wiki or a 3rd party client to figure out. Now I noticed that the same goes for foods. It's just so extremely unnecessary the extent we must use the wiki just to even efficiently "play" the game. I can't figure out what heals a particular humor, nor do I know what foods would benefit me in gluttony mode unless I either craft the food or use the wiki. The same goes with inspirationals when it comes to improving my proficiencies. The user-friendliness is still greatly lacking from when I once played Salem, keeping your users in the dark and having them to memorize all these things isn't very fun. Last time I literally made a notepad with all the information I needed about my current inspirationals and foods, just so I wouldn't have to keep relying on the wiki, which wasn't that helpful anyway since it lists all the possible items in the game, including ones that you can't even craft currently. It got me so frustrated that I had to resort to the 3rd party client in order to continue playing.

I mean I've played Wurm Online and it's a pretty steep learning curve, however it doesn't require you to use wiki for practically every aspect of the game. The game also didn't make you aimlessly craft things without you knowing what it'll give you. Minecraft, a game where only a very few amount of items have a damage attribute, their crafting system still lets you know those attributes BEFORE you craft the item even though it's pretty self explanatory. I mean Salem is a game where items have an extensive amount of stats meaning the game is very complicated, so you need to let us know what we're getting before we make a particular item or else players are going to get frustrated. It shouldn't have to be some kind of guessing game, I'm not sure who's having fun doing that or if everyone else is just resulting to the 3rd party client as well. If players like guessing then give them to option to keep guessing, but allow users who don't have time for that, to know what we're crafting before we actually craft a particular item.

While you new developers have significantly improved Salem from what it once was, I still feel forced to use a 3rd party client, just to even play your game. I personally don't feel that it should be that way and I hope you consider changing this design before the game goes out of beta, for the sake of this game staying alive. It took me awhile to even know the ender client existed when I first started playing, so I can only imagine what new players will do once they get annoyed from the lack of user-friendliness.
Trenix
 
Posts: 44
Joined: Tue Nov 12, 2013 3:51 am

Re: Improve Crafting Tooltips

Postby JohnCarver » Fri Sep 26, 2014 10:44 pm

The question becomes if we want players to know what the results of their craft will be before they make it. I don't, but I can see the argument from players who do. I thought it was a nice change of pace for me to be required to craft an item before being given a definitive answer on what it does.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Improve Crafting Tooltips

Postby lachlaan » Fri Sep 26, 2014 10:56 pm

The issue with this is when you finally craft that nobleman's cape as a newbie, only to find that despite its newly implemented golden lace, it's just as good as a 3 bear hide cape. Fancier sure, but just as functional :D Not even going to go into the realm of making goldtilla and expecting godlike humour gains only to see slightly more, and limited by corn purity which is much slower than meat purity to get. Perhaps the more advanced recipes could at least hint as to what they might end up giving if you want to obfuscate everything in the future.
Exactly 6.022 x 10^23 worth of Lach molecules.
lachlaan
Customer
 
Posts: 2043
Joined: Tue Mar 12, 2013 3:11 pm

Re: Improve Crafting Tooltips

Postby Feone » Fri Sep 26, 2014 10:58 pm

JohnCarver wrote:The question becomes if we want players to know what the results of their craft will be before they make it. I don't, but I can see the argument from players who do. I thought it was a nice change of pace for me to be required to craft an item before being given a definitive answer on what it does.


I think due to the value of many items most players will turn to the wiki for answers before crafting. At which point it doesn't matter too much if the client does or doesn't do it.
Feone
 
Posts: 810
Joined: Tue Jan 01, 2013 8:38 pm

Re: Improve Crafting Tooltips

Postby ImpalerWrG » Fri Sep 26, 2014 11:46 pm

Feone wrote:
JohnCarver wrote:The question becomes if we want players to know what the results of their craft will be before they make it. I don't, but I can see the argument from players who do. I thought it was a nice change of pace for me to be required to craft an item before being given a definitive answer on what it does.


I think due to the value of many items most players will turn to the wiki for answers before crafting. At which point it doesn't matter too much if the client does or doesn't do it.


Yes, for better or worse, their is no 'mystery' to anything in a game nowadays unless your actually randomly generating it.
User avatar
ImpalerWrG
 
Posts: 293
Joined: Mon Dec 10, 2012 11:42 pm

Re: Improve Crafting Tooltips

Postby Trenix » Fri Sep 26, 2014 11:59 pm

JohnCarver wrote:The question becomes if we want players to know what the results of their craft will be before they make it. I don't, but I can see the argument from players who do. I thought it was a nice change of pace for me to be required to craft an item before being given a definitive answer on what it does.


I still don't see the point of it, you can't expect your players to somehow memorize every craft along with the stats that they provide, because that isn't realistic. There are plenty of crafts out there and even in the early stages of the game, I'm already complaining. People aren't going to aimlessly craft items and jeopardize their resources, they're just going to use the ender client or the wiki because their is no drawback, aside for the wasted time. You're just causing an unnecessary annoyance, that's why I'm asking for it to be changed, because people are going around your concept anyway.

Also this isn't like Minecraft where you put a combination of resources and figure out what it'll make. The crafting system you're currently using is a predetermined one, therefore I don't really understand why we're not having this user-friendliness. I know that these particular resources will create this or that, so why doesn't my character know what that particular item will do for him? Makes absolutely no sense...
Last edited by Trenix on Sat Sep 27, 2014 12:05 am, edited 1 time in total.
Trenix
 
Posts: 44
Joined: Tue Nov 12, 2013 3:51 am

Re: Improve Crafting Tooltips

Postby JohnCarver » Sat Sep 27, 2014 12:03 am

Yes I like your compromise. Perhaps the data of what something is can be 'unlocked' after the first time you craft it. I am ok with such a system.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Improve Crafting Tooltips

Postby Trenix » Sat Sep 27, 2014 12:06 am

JohnCarver wrote:Yes I like your compromise. Perhaps the data of what something is can be 'unlocked' after the first time you craft it. I am ok with such a system.


This is better than what we currently have, still wish it'd be unlocked from the beginning though. But then again, maybe it'll be fun crafting things just to unlock the tooltip.
Trenix
 
Posts: 44
Joined: Tue Nov 12, 2013 3:51 am

Re: Improve Crafting Tooltips

Postby Cheena » Sat Sep 27, 2014 9:56 am

JohnCarver wrote:Yes I like your compromise. Perhaps the data of what something is can be 'unlocked' after the first time you craft it. I am ok with such a system.


Actually I always wondered why this wasn't already in place. I thought it was to force us to make fridges of all sort ^^"
Trust your enemies more than your friends. Your enemies will never betray you.
loftar wrote:***** the treaty.

(Note: Citation is severely out of context.)
User avatar
Cheena
 
Posts: 1264
Joined: Sat Mar 09, 2013 11:46 am
Location: Providence

Re: Improve Crafting Tooltips

Postby Procne » Sat Sep 27, 2014 10:10 am

Cheena wrote:
JohnCarver wrote:Yes I like your compromise. Perhaps the data of what something is can be 'unlocked' after the first time you craft it. I am ok with such a system.


Actually I always wondered why this wasn't already in place. I thought it was to force us to make fridges of all sort ^^"


jorb always wanted players to discover stuff on their own. They went even further in HnH - crafting recipes were unlocked after discovering all materials. And discovery was made by obtaining said material in natural way (that is crafting, foraging), not by trading from other players.
Image
Procne
 
Posts: 3696
Joined: Mon Sep 03, 2012 11:34 pm

Next

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 3 guests