Improve Crafting Tooltips

Forum for suggesting changes to Salem.

Re: Improve Crafting Tooltips

Postby Dallane » Sat Sep 27, 2014 10:30 am

Procne wrote:
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.


I loved this in hnh. However you can get around it with a trade stand
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Re: Improve Crafting Tooltips

Postby Potjeh » Sat Sep 27, 2014 7:59 pm

In general, you should *never* use bad interface to add "mystery" to the game. All relevant information must be presented to the player in a clear,concise and unambiguous matter. For example, a recipe should highlight the components which affect the purity of the final product.
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Re: Improve Crafting Tooltips

Postby Kandarim » Sat Sep 27, 2014 8:14 pm

Potjeh wrote:In general, you should *never* use bad interface to add "mystery" to the game. All relevant information must be presented to the player in a clear,concise and unambiguous matter. For example, a recipe should highlight the components which affect the purity of the final product.


that's clear enough I think: any of the ingredients from the foodgroup the recipe is in.
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Re: Improve Crafting Tooltips

Postby Potjeh » Sat Sep 27, 2014 8:16 pm

Yes, but then you don't have information on what ingredient is part of what group. I mean, you'd expect pumpkins to be any plant, but they're not.
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Re: Improve Crafting Tooltips

Postby JohnCarver » Sat Sep 27, 2014 8:17 pm

Potjeh wrote:Yes, but then you don't have information on what ingredient is part of what group. I mean, you'd expect pumpkins to be any plant, but they're not.


Any Plant is not a foodgroup.
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Re: Improve Crafting Tooltips

Postby Potjeh » Sat Sep 27, 2014 8:20 pm

Well, maybe food was a bad example. But in general there's stuff that belongs to certain categories but it's not clearly shown. The any plant thing is one, and then there's also roots counting as fiber which may not be intuitively clear to new players.
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Re: Improve Crafting Tooltips

Postby JohnCarver » Sat Sep 27, 2014 8:26 pm

Potjeh wrote:Well, maybe food was a bad example. But in general there's stuff that belongs to certain categories but it's not clearly shown. The any plant thing is one, and then there's also roots counting as fiber which may not be intuitively clear to new players.


But the interface tells you these things. If you open the recipe, it will highlight anything in that category green.
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Re: Improve Crafting Tooltips

Postby Potjeh » Sat Sep 27, 2014 8:28 pm

True, but that's kinda backwards. In your typical MMO a tooltip on the item itself will list out all it's attributes, and it's done this way for a reason.
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Re: Improve Crafting Tooltips

Postby JohnCarver » Sat Sep 27, 2014 8:40 pm

Potjeh wrote:True, but that's kinda backwards. In your typical MMO a tooltip on the item itself will list out all it's attributes, and it's done this way for a reason.


While the request seems reasonable, the implementation in that way isn't exactly effortless. There are a wealth of categories assigned to items that are not otherwise seen. Examples:

*Can a fish trap use me.
*Should I count as a foodgroup when gluttony.
*Should I count as an axe, saw, or blunt weapon.

Etc. etc.

The system is not exactly designed to display the 'type' of item something is on the tooltip. Doing so would overload the user with a bunch of information that is either obvious, or not necessary. This would require a new system of 'relevant' types to be used for types we deem worthy of displaying, vs. types we do not. A fair bit of grunt work separating all this out for something I don't consider a huge priority.
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Re: Improve Crafting Tooltips

Postby Potjeh » Sat Sep 27, 2014 8:50 pm

Well it's definitely not something to do so early in development, but for the "release" version (ie when you start advertising) you should look into condensing item attributes. The food group change in the last patch was a great step in this direction.
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