Loving 3.5.0

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  • Malak Darkhunter
    Knight
    • May 2007
    • 730

    #76
    Originally posted by Nick
    I've frequently had this feeling when I come back to V from O/FA - and yet it doesn't seem to translate into wins...
    For me, It's overconfidence because i know exactly what you are talking about, you get lulled into not paying attention. Once I get a surprise death a time or 2 I get my head into the game and there's no reason to not make it deep into the dungeon or win, my problem nowdays is that I get picky on which I want to play or have the most interest in. What the interface looks like( Which I have now got alot of control over since I moved to linux and can compile, using the port I like best). What character selection choices are, what kind of character can I create? This is why I like O/S/FA, there is more character selection and 2 extra realms of magic(Necromancy,Druidic). I honestly believe V should add those realms of magic. Class Abilities....Rogues that can set traps? Awsome!
    Also better item descriptions, Vanillas item descriptions are boring, O/FA/S gives you a very detailed item description of what the item actualy looks like, If you don't know what Brigadine armor is, the item description gives you an definition of the item and how its made...this enlightens the player to what your character actually might look like.

    Comment

    • fph
      Veteran
      • Apr 2009
      • 1030

      #77
      Originally posted by Maddz
      Hate non-contiguous house and store slots; what's the point when your inventory slots are contiguous???
      Originally posted by fizzix
      What do you mean by non-contiguous?
      I think he means that objects in the house are not assigned all the letters of the alphabet, but only a subset of them. OTOH the inventory window uses almost all letters.
      --
      Dive fast, die young, leave a high-CHA corpse.

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #78
        Originally posted by fph
        I think he means that objects in the house are not assigned all the letters of the alphabet, but only a subset of them. OTOH the inventory window uses almost all letters.
        oh, that's because it removes the letters that are used for commands. We should definitely look at overhauling the store/house interface. I don't think anyone ever has been satisfied with how it works.

        Comment

        • Maddz
          Rookie
          • Oct 2012
          • 21

          #79
          Originally posted by fph
          I think he means that objects in the house are not assigned all the letters of the alphabet, but only a subset of them. OTOH the inventory window uses almost all letters.

          'She' actually...

          Yes, that is what I meant - house and stores use a, c, f, h etc. My muscle memory is to go p, a, 2 then p, b, 2 etc not p, a, 2, then p, c, 2 etc.

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #80
            Originally posted by Maddz
            'She' actually...

            Yes, that is what I meant - house and stores use a, c, f, h etc. My muscle memory is to go p, a, 2 then p, b, 2 etc not p, a, 2, then p, c, 2 etc.
            I think the problem with the store interface is we haven't found one that is satisfactory for everyone. If you have a specific UI implementation that you think is ideal, please post it. I'm not sure what Nick's feelings are on store UI, but I dislike it greatly.

            Comment

            • Kilumanjaro
              Rookie
              • Jun 2013
              • 9

              #81
              Originally posted by fizzix
              I think the problem with the store interface is we haven't found one that is satisfactory for everyone. If you have a specific UI implementation that you think is ideal, please post it. I'm not sure what Nick's feelings are on store UI, but I dislike it greatly.
              Since you insist...
              I'd like to see how it works for the items's letter to immediately bring up the (I)nspect screen, with options listed for "Buy one", "Buy all", and "Buy some" with a further prompt for qty. That way most transactions can be done in 2 or 3 keystrokes - equal to or better than current. Translates nicely to mouse interface too, for people like me that play one-handed. (gotta hold on to my drink, after all)

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9637

                #82
                Originally posted by fizzix
                I'm not sure what Nick's feelings are on store UI, but I dislike it greatly.
                For functionality, I'm actually a fan of the old two-page one with the commands at the bottom - it's clear, and minimises keystrokes. That said, I don't really hate the current one either.

                Something like the object knowledge screen might be nice.

                I'd be interested to hear ideas.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #83
                  Originally posted by Nick
                  For functionality, I'm actually a fan of the old two-page one with the commands at the bottom - it's clear, and minimises keystrokes.
                  I concur. Easy, clean, intuitive.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #84
                    Pagination also makes it simpler to increase the size of the house without breaking displays or running out of letters, and would simplify playing with fewer than 25 lines of display (does anyone want to do this? Maybe tiled mode on a handheld?). The only downside is an extra keystroke each time you enter a store to check the second half of its goods selection.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #85
                      Originally posted by Derakon
                      Pagination also makes it simpler to increase the size of the house without breaking displays or running out of letters, and would simplify playing with fewer than 25 lines of display (does anyone want to do this? Maybe tiled mode on a handheld?). The only downside is an extra keystroke each time you enter a store to check the second half of its goods selection.
                      Currently stores very rarely go two page long. Home is where this matter more.

                      BTW I miss those occasional {90% off} discounts. Could we get those back, even if don't do anything else to stores. Stores are quite boring currently barring BM which has improved. Some added flavor there would not hurt, even if it is just flavor like pints of fine wine in general store.

                      Comment

                      • Maddz
                        Rookie
                        • Oct 2012
                        • 21

                        #86
                        If you want to look at store UI, take a look at Hengband (1.6+ not the current untranslated 2.x). That's got the standard stores plus others and the multi-page house contents (which is the same in whatever town you are in). Standard store behaviour is the same as older variants.

                        It's also got variant stores - hence my comment upthread about adding things like a smithy to upgrade equipment.

                        Incidentally, if anyone can get the older version of Hengband working on Mountain Lion, please pm me as I'd like to continue with the game.

                        Comment

                        • takkaria
                          Veteran
                          • Apr 2007
                          • 1951

                          #87
                          Originally posted by Nick
                          For functionality, I'm actually a fan of the old two-page one with the commands at the bottom - it's clear, and minimises keystrokes. That said, I don't really hate the current one either.

                          Something like the object knowledge screen might be nice.

                          I'd be interested to hear ideas.
                          Clearly the best way to do stores is to stop having a separate UI entirely. When you walk onto a store tile, you can use 'I' to examine, 'g' to buy, etc. just like anywhere else. And you save a load of complexity and the need to have a totally separate UI mode.
                          takkaria whispers something about options. -more-

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #88
                            Originally posted by takkaria
                            Clearly the best way to do stores is to stop having a separate UI entirely. When you walk onto a store tile, you can use 'I' to examine, 'g' to buy, etc. just like anywhere else. And you save a load of complexity and the need to have a totally separate UI mode.
                            So the store would just be (implementation-wise) a pile of items on the ground, with a few display hacks and modifying the player's money when they get/drop items?

                            Comment

                            • debo
                              Veteran
                              • Oct 2011
                              • 2402

                              #89
                              Originally posted by Derakon
                              So the store would just be (implementation-wise) a pile of items on the ground, with a few display hacks and modifying the player's money when they get/drop items?
                              imo just port nethack stores (Complete with Keystone Kops.)
                              Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

                              Comment

                              • AnonymousHero
                                Veteran
                                • Jun 2007
                                • 1393

                                #90
                                Originally posted by takkaria
                                Clearly the best way to do stores is to stop having a separate UI entirely. When you walk onto a store tile, you can use 'I' to examine, 'g' to buy, etc. just like anywhere else. And you save a load of complexity and the need to have a totally separate UI mode.
                                Nethack!

                                Comment

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