PlaneShift
Gameplay => Wish list => Topic started by: Brasero on October 06, 2005, 11:55:35 am
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There should be more possibility to get objects.
A very simple way to do this , is make a copy of of existing procedures.
For /find or /search you can use same procedure as used in /dig for gold
This would make possible to hide some object in specific location, for new quests . It would also replace the problem of open chest as long this is no implanted.
In this way we can prepare the way for opening doors.
For exemple:
/find goldkey (to get the goldkey in a certain location)
/use goldkey (to open a futur door or chest if you are in front of it)
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To find a gold key, walk around until you see it, then pick it up.
If a door required a key, I think you\'d right click on the door, allowing a window to come up. There\'d be a button called \"pick lock\", another that says \"exit\", and one that\'s an empty icon with a faded key symbol in it. Drop the key from your inventory into the key symbol in the window, and there you go.
Of course, that\'s only one way to do it.
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We have allready the procedure to pick up an objetct.
See mushroom.
I want more a RPG games than a run and jump games.
If the challange is only to collect what you see, then we can also turn back to pack - man.
/search of /find should be a way to fin hidden objects.
First find someone giving a hint what to search then some who give the hint where to search and maybe what to do with the object.
The key is just an example of an objet. The object can be only a part of a bigger object to combine. Imagination has not limit of the use of object.
We have allready the /use command. We have only to use it.
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Pac-Man hasent gone anywhere hes still in many new games so how can we go back to him anyway more interaction would be nice
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if we could get rid of the red name on objects we can see then we don\'t need the /find type commands as things can be designed to be camoflauged and it would take true real looking to find them.
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Yeah, I think it would be a lot better if the names only show when you hold your mouse pointer over an item.
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This can be done with the routine used in library to look at books. Just creat a copy of this routine and change the display.
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Originally posted by odd2k
Yeah, I think it would be a lot better if the names only show when you hold your mouse pointer over an item.
This would solve another problem. As for now, you can never know if the place where your mouse is pointed can be clicked or not. It may sound obvious that if you see mercenary, to target it, you click it. But in practice, the place which are are clicking isnt always clickable, even if it looks like.
A label which pops up when you move pointer on object, would inform about possibility of interaction with this object.
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hmmm yeah that would make selecting enemies a little easier alright ;)
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Originally posted by Induane
if we could get rid of the red name on objects we can see then we don\'t need the /find type commands as things can be designed to be camoflauged and it would take true real looking to find them.
You can turn off labels in options.
Originally posted by Nikodemus
Originally posted by odd2k
Yeah, I think it would be a lot better if the names only show when you hold your mouse pointer over an item.
This would solve another problem. As for now, you can never know if the place where your mouse is pointed can be clicked or not. It may sound obvious that if you see mercenary, to target it, you click it. But in practice, the place which are are clicking isnt always clickable, even if it looks like.
A label which pops up when you move pointer on object, would inform about possibility of interaction with this object.
No, because then people will discover things just by accident. Instead of actually looking at things, you just wave your mouse over everything. Of course the way it is right now, you just right click everything -- but you still have to do the action of clicking on it with intention.
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Originally posted by Pestilence
hmmm yeah that would make selecting enemies a little easier alright ;)
Go into a shortcut you don\'t use, and change it to this:
/target_clear
/target_next_nearest_npc
/attack
And you\'re done.
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Zanzibar, (http://planeshift.oodlz.com/wbboard/images/ps/edit.gif) feature is your friend. Use always when you can instead wasting space.
As for your no:
Really, i expected some imagination than a simple no. If you are so worried about discovering things by accient, then objects which are supposed to be hidden won\'t have label on them when pointer moved on these. Alhough once found, the label would appear everytime.
But in my subjective opinion, moving with the mouse is kind of searching, so if someone find label then also the object is found. Of course the label appear only when you are in range to interact.
Zanzibar, have you ever had problem with that macro? When there was some item very close near the enemy or its dead ghous was on the ground, or there was few enemies in one place... ?
I\'m sure you did.
And the label isnt only about enemies, but doors (in future) very small items which model you see but arent sure if you are clicking the right pixel. It helps to fnd out if chest is part of map, or it is chest which you can open.
Isn\'t it better to expant this simple idea to your liking, insted of \"No\" ?
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I think using a switch/boolean for every item, controlling label visibility when moved over by mouse would work fine for hiding things. Like, for instance, a small key. But also, because this is a game and your options are limited, you need to know what you can and can not pick up and interact with. in real life you could pick up a stump of ground/grass and play with it, in PS you can (and need) not. But as long as the players were aware of this, I think it would be a good idea.