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 Pildream » Sun Dec 28, 2014 9:46 pm

JohnCarver wrote:
kai wrote:I would like the items of same exact type to stack, branches from the same tree, stones from same rock. split option if needed and then we can also click to fill up fire and such with 1 click too.


And how about the fact that items of the same type can be very different in artifice, purity, and countless other factors?


he says if understood correctly the exact same items only, like branches or stones with same purity
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Re: Upcoming UI Changes

Postby JohnCarver » Sun Dec 28, 2014 9:48 pm

I see. I'm not sure I like this as it will simply prompt the question "WHY DOES THIS NOT STACK WITH THAT?!?!?!" Because in reality this would mean the vast 'minority' of things would stack.
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 kai » Sun Dec 28, 2014 10:01 pm

JohnCarver wrote:I see. I'm not sure I like this as it will simply prompt the question "WHY DOES THIS NOT STACK WITH THAT?!?!?!" Because in reality this would mean the vast 'minority' of things would stack.


The minority of items i propose to stack that are exactly the same from the same source all have big uses and are often used in masses. examples being branches, stones, granite and coal.

I am sure those that do not understand would also learn purity easier as they notice unstacked have different values, rather than as it is now assuming all are same. for me also when hunting through invent looking at my crops, having to mouse over every single one to find the ones of same purity from harvesting many fields.
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Re: Upcoming UI Changes

Postby Potjeh » Sun Dec 28, 2014 11:43 pm

In 99% of cases you want to use either the highest purity or the lowest purity item. So you just need a hi/lo toggle, and going through the inventory view would only be done in the rare cases where you want to use some specific item that's neither the best nor the worst of it's type currently in your inventory. And setting use best/worst toggle for specific ingredient types would be a godsend for crafting in large batches.

I wish I had a mouse right now instead of this damn touchpad to draw a mock-up :(
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Re: Upcoming UI Changes

Postby Pildream » Mon Dec 29, 2014 12:14 am

kai wrote: for me also when hunting through invent looking at my crops, having to mouse over every single one to find the ones of same purity from harvesting many fields.


all u have to do is use custom client and display purity permanently or by pressing shift or ctrl
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Re: Upcoming UI Changes

Postby EnderWiggin » Mon Dec 29, 2014 12:40 am

If you are going to have inventory this large, better make it into a proper list based, instead of grid based.
  • With proper filters like seeds, food, inspirations, equipment etc.
  • and custom filter text field.
  • And with proper sorting by purity and weight.
  • And toggle for item stacking (low-first/high-first/no stack)
  • And show some basic info (name + purity (+ contents?)) on the list item without haing to mouse over it.
  • Bonus points for ability to toggle between grid and list modes.
  • And bonus points for ability to set scale to grid style icons.
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Re: Upcoming UI Changes

Postby JohnCarver » Mon Dec 29, 2014 12:49 am

EnderWiggin wrote:If you are going to have inventory this large, better make it into a proper list based, instead of grid based.
  • With proper filters like seeds, food, inspirations, equipment etc.
  • and custom filter text field.
  • And with proper sorting by purity and weight.
  • And toggle for item stacking (low-first/high-first/no stack)
  • And show some basic info (name + purity (+ contents?)) on the list item without haing to mouse over it.
  • Bonus points for ability to toggle between grid and list modes.
  • And bonus points for ability to set scale to grid style icons.


Why do all that when we have you. ¦]
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 Rantul » Mon Dec 29, 2014 1:03 am

I don't make recipes i can't easily make 4 of, which eliminates a ton of them. Actually, I avoid not just some recipes some categories cause of it. larger recipes, same limited space. Would be nice not to have such a single recipe diet. I am all for this system, and not for the 90% time consumed for transporting items. To make a few of one recipe. I stick to the small recipes only for now.
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Re: Upcoming UI Changes

Postby JohnCarver » Mon Dec 29, 2014 1:15 am

Rantul wrote:I don't make recipes i can't easily make 4 of, which eliminates a ton of them. Actually, I avoid not just some recipes some categories cause of it. larger recipes, same limited space. Would be nice not to have such a single recipe diet. I am all for this system, and not for the 90% time consumed for transporting items. To make a few of one recipe. I stick to the small recipes only for now.


Indeed, the larger inventory should allow more complex recipes to be crafted in larger quantities.
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 Barny » Thu Jan 01, 2015 10:28 am

Great idea about increasing the size of inventory.
From the start of Salem the inventory space it was a big pain, which is only slightly decreased with the advent of pockets.
But will not enough structures for storing large stocks of similar items, ores, stones, etc.
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