Fail message order
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You like accidentally moving when you fail to activate something? Imagine this in a situation where you are using a wand of teleport other on a monster that could kill you the next turn. Inconsistant UI like this is really awful.Leave a comment:
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plus one for meI don't like trying to activate an item, choosing a direction, and then being told I failed to activate it.
(tell me of the fail before asking for any direction)
I don't like being asked to choose which item to drop in my house, and then being told there isn't room.
(Assuming a full house, only list items that there are room for (items that can stack with those in home) or tell me there isn't room (if I have no such items) as soon as I hit 'd')Leave a comment:
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Fail message order
I like the fact if I move over an item I don't have room for; the game tells me so in the same line as describing the item.
I don't like trying to activate an item, choosing a direction, and then being told I failed to activate it.
(tell me of the fail before asking for any direction)
I don't like being asked to choose which item to drop in my house, and then being told there isn't room.
(Assuming a full house, only list items that there are room for (items that can stack with those in home) or tell me there isn't room (if I have no such items) as soon as I hit 'd')
Is the code structured in such a way to change the order of the latter two, or is it too complex / impossible to streamline?Tags: None
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