Default Client vs. Custom Clients

Forum for suggesting changes to Salem.

Re: Default Client vs. Custom Clients

Postby pistolshrimp » Wed Dec 24, 2014 7:55 pm

Mini Map size, it doesn't need to scale the same as the default client but twice as big is almost a must. It might be nice to be able to move it it as well. In many ways Salem is an adventure game and the default client makes me feel boxed in. Being able to move the map I think would help make the player feel more in control.

The reseting menu drives me nuts. The problem isn't laziness it's that some structures are hard to place and if I don't throw the structure into the hotbar I need to click through like 10 times to place it. More for the stove.

The digging tool.

The equipment bar at the top left of the screen. This is mostly for the ability to drop a canoe without opening the equpiment menu.
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Re: Default Client vs. Custom Clients

Postby trungdle » Thu Dec 25, 2014 6:02 pm

JohnCarver wrote:
Potjeh wrote:You have to have animals and other players on the minimap if you want anyone to actually use default rather than custom. It's just too big an advantage.


Our goal here isn't to compete against the custom clients. It is to make sure that new players have a higher retention rate because the default client still provides a 'good enough' experience.

Why don't you take it to another level and make it so that we no longer need custom client? Do we have any problems with that like limited time or resource?
Anyhow, here are mine
Freestyle view. I mean as a real option not command.
Claim show.
Fast flowing popup when right click.
Study protection.
More quickplay slot. I even need more than two. Can you make it so that we can change between the re made bars with the button ~? Pretty please?
You thought I quit.
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Re: Default Client vs. Custom Clients

Postby Scilly_guy » Sat Dec 27, 2014 7:38 pm

Ability to turn of individual sounds, I really hate some of them, others just get annoyingly repetitive but obviously some are useful or just pleasant. To some people this might seem trivial and not something that would put new players off, and that is the only reason JC is asking about this. But I honestly believe it is a big deal.
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Re: Default Client vs. Custom Clients

Postby MagicManICT » Sun Jan 04, 2015 4:01 am

I'm likely to show my lack of logging in recently, but default client should show what proficiencies curios give on the crafting menu, even if not the exact amounts. Which curios are good for which proficiencies will be something a person is likely to start memorizing eventually, but without extensive experience, that's a lot of referencing the wiki until then. (Pretty sure it got added to Ender's early on, but my memory is fuzzy lately.)

Note: that goes into some of what was mentioned about the "first hour" experience and reviewing it here soon in another post elsewhere. I won't derail this thread with that discussion, though. It's just one of those things I do recall being in Ender's (was here or the Haven client one) that would be really helpful.
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JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
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Re: Default Client vs. Custom Clients

Postby Procne » Mon Jan 05, 2015 12:26 am

MagicManICT wrote:I'm likely to show my lack of logging in recently, but default client should show what proficiencies curios give on the crafting menu, even if not the exact amounts. Which curios are good for which proficiencies will be something a person is likely to start memorizing eventually, but without extensive experience, that's a lot of referencing the wiki until then. (Pretty sure it got added to Ender's early on, but my memory is fuzzy lately.)

Note: that goes into some of what was mentioned about the "first hour" experience and reviewing it here soon in another post elsewhere. I won't derail this thread with that discussion, though. It's just one of those things I do recall being in Ender's (was here or the Haven client one) that would be really helpful.


I think it's fine if players are not given all the info right away. So that they have to craft stuff first to see what it does (or check the wiki if they are not into discoveries). However, after they do it once it would be good to have this info in the tooltip
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Re: Default Client vs. Custom Clients

Postby EnderWiggin » Sat Jan 10, 2015 8:52 pm

Procne wrote:I think it's fine if players are not given all the info right away. So that they have to craft stuff first to see what it does (or check the wiki if they are not into discoveries). However, after they do it once it would be good to have this info in the tooltip

This would be nice.
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Re: Default Client vs. Custom Clients

Postby bokido » Tue Feb 10, 2015 1:09 am

I always wanted a change in salem, put the icons above objects so take them more easily! john I mean it is sometimes frustrating to click many times pre take smaller objects, if you add an icon over the objects would be nice.
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Re: Default Client vs. Custom Clients

Postby VagabondEx » Tue Feb 17, 2015 6:31 pm

Pathfinding (no, that was just a joke)
Insp. Points on the proficiency bar
Item weight in the inventory (like purity)
Inventory sorting/filtering (I know, I should have less items. Still)
Searchable crafting (some food recipes are really hard to find)
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