PlaneShift
Gameplay => Wish list => Topic started by: Echoes91 on July 02, 2014, 10:23:11 am
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Hello, i think that having a simple command like
/put [item name] could save many drag 'n drops and headaches. Instead of shift-clicking and dragging some item n times because things like combining and quenching won't work with piles of any n elements, a player could set a keyboard macro for the specific item, open container and quickly typing the macro n times. This would make some crafting processes a lot more enjoyable without unbalancing the experience/time ratio, since timed processes like "use" ones won't be touched, but will save time and effort for the zero exp&time ones like combine, especially since we already have commands like /use and /combine
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I bet this has been suggested and denied many times, but I am not really sure about the reasons. Maybe the click-drop-annoyance is considered an important element for balancing crafting time and -effort, especially in context of shortcut spamming. Yet, a command to put items into containers would be highly appreciated, even if there is a little delay and/or cooldown time for it. So, how about the technical limitations, would this be difficult to implement, maybe for crafting containers with action locations?
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I believe it is seen as an anti-botting measure.
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I see... sad, it would have made me and any other who doesn't like dumb movement repetition to keep on playing
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I see... sad, it would have made me and any other who doesn't like dumb movement repetition to keep on playing
Never had a job either? ;D
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I see... sad, it would have made me and any other who doesn't like dumb movement repetition to keep on playing
Just do something else.
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Sorry to lose you, Echoes91, especially because I think there are many like you who don't bother to come to the forums and speak up about why the game isn't working for them.
"Do something else" is not helpful. "Real life is like this" also unhelpful.
But Echoes those commenters are probably happy to play with 20 people on the server. I'm not.
So I'm hoping that either now or later, one of the old or new devs will see the thread and address. I will say that we have great devs and great GMs (when we have them :) ).
But I am with you so hard here - I made an attempt at being a baker and ended up with so few pp and so many clicks that I threw every last cooking implement into the trash. It's a great darling idea but unless you make shortcuts and bots that I don't understand (another player tried to tell me how to shortcut and bot my way to baker master but I don't script and I couldn't get anything to work, ended up dragging and dropping 65 sand cookies here and there, bags of salt that turned into nine million pinches of salt to and fro....it was way worse than real life) then you won't have any fun doing it and won't make pp and tria like you want to.
Over and out, but come back now and again because the game changes quite a bit over time and always tends to be getting better. Cheers.
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Sorry to lose you, Echoes91, especially because I think there are many like you who don't bother to come to the forums and speak up about why the game isn't working for them.
"Do something else" is not helpful. "Real life is like this" also unhelpful.
But Echoes those commenters are probably happy to play with 20 people on the server. I'm not.
So I'm hoping that either now or later, one of the old or new devs will see the thread and address. I will say that we have great devs and great GMs (when we have them :) ).
But I am with you so hard here - I made an attempt at being a baker and ended up with so few pp and so many clicks that I threw every last cooking implement into the trash. It's a great darling idea but unless you make shortcuts and bots that I don't understand (another player tried to tell me how to shortcut and bot my way to baker master but I don't script and I couldn't get anything to work, ended up dragging and dropping 65 sand cookies here and there, bags of salt that turned into nine million pinches of salt to and fro....it was way worse than real life) then you won't have any fun doing it and won't make pp and tria like you want to.
Over and out, but come back now and again because the game changes quite a bit over time and always tends to be getting better. Cheers.
We can't do anything about this. It's Talad's final choice to keep it like this, or to change it. The crafting system is very, very problematic. Luckily, you don't need to worry. You got automatic training, and training dummies. Go smack'em. Don't bother crafting.
Why do I bother? Because people still need high quality equipment. Nothing more.
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Go to the dev meetings and give voice to your concerns. They do work hard at improving the game. :thumbup:
There is so much to do in game that you might find something else more to your liking. I don't care much for metal working but found leather working more to my liking. Since I don't care much for crafting I hunt, mine and harvest and find it very enjoyable.
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Just remembered - there IS a way to fill up a container quickly. Instead of click-drag-clicking, you can drop a stack of items in the container, and spread them in it with mouse-key entities. It does help with high volumes, and it's what metallurgists do. Then you just takestackall, or takeall, and keep working. I don't think this will help.
Note: I replied "do something else" because to me it sounded childish that you said "I don't like this, I won't play this game". If you get a job flipping burgers but you don't like that the grill is too hot, you don't quit it because you don't like it. You quit it because the manager's a jerk, for example. Because you need the money, you know.
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As far as I know, there are actually a such command. Or perhaps that was the only thing that commands did not allow you to do. Memory eludes me, but at the time of the writing I do not think I ever succeed to pull it of.
It is worth noting that the problem (at least the whole problem) here is not the lack of console commands andor shortcuts. The problems is probably deeper rooted than so. For example, I think a big part of the problem is the GUI interface that are slow and hard to work with. You drag items back and forth miles on the screen and there are few (to none) options to speed up slow and tedious processes. I do not care how long time the crafting takes, as long the GUI was more suited for crafting (the crafting GUI that is).
I think another problem could be that some crafting perhaps requires a lot of combinations just because of training the skill. At least, that was seems to be the problem mentioned in this thread. Alchemy would be an example as I of yet have not found a way to train it without having to combine items every single time.
That's just my option of the problem and I would be happy to come with solutions but perhaps the general option differs from mine.
Instead of click-drag-clicking, you can drop a stack of items in the container, and spread them in it with mouse-key entities.
I think thats the "shift-clicking" Echoes91 refer to.
Go to the dev meetings and give voice to your concerns. They do work hard at improving the game. :thumbup:
I for one wish that I could be able to give input more times than one hour at one day every other week. But I agree with you, they work very hard and I am thankful for that.
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Thanks for your support :) anyway I'd prefer to not bother devs with requests that have already been proposed and rejected, i know it's generally a bad behavior.
I've been following this game for some years now, since the good old times when setting up a fully working graphic card on Linux was a matter of (a lot of) luck, 3D games were a dream slowly coming true and the Compiz's cube was the most amazing system's 3D feature. I know it has improved so much and I'm sure it will do even more, I just think that in a game like this drag-'n'-dropping should not be the difficulty.
To avoid shortcut-botting it would be useful to simply forbid the repetition of same commands in one single shortcut or maybe within a small amount of time, so a player have to re-trig the command. Then someone could always script delayed commands, i know, but he could also map the mouse during drag n' drop and repeat with xnee, it would just take more time but nothing would change; after all is it worth it? Are there rare/unique/real money resources around?
By the way also a release-click modifier would help a lot, and would be harder to script, for example if we can take a single item with shift+click or a whole stack with center click, we could drop a single item from the floating stack with shift+click again, many less dragging and someway "realistic" too. Has it been already rejected too?
I replied "do something else" because to me it sounded childish that you said "I don't like this, I won't play this game"
Really? And why should "adults" play games they don't like? It sounds quite normal to me, it's a game and if I play a game it's because I want to have fun. Nobody gets payed for this, even who's actually working on it, so I see no reason to worsen game experience going into repetitive movements, since I'm a bit prone to headaches too
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To avoid shortcut-botting (...) forbid the repetition (...) within a small amount of time
That's what i meant with delay or cooldown.
By the way also a release-click modifier would help a lot
Isn't that already the case? I'm using Neeno's mod (http://greatshift.111mb.de/psextended) package, so maybe that's one of the goodies i just got used to. Also, it has the neat feature to remember the size of the last sub-stack you took for each item type, which can be convenient.
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I replied "do something else" because to me it sounded childish that you said "I don't like this, I won't play this game"
Really? And why should "adults" play games they don't like? It sounds quite normal to me, it's a game and if I play a game it's because I want to have fun. Nobody gets payed for this, even who's actually working on it, so I see no reason to worsen game experience going into repetitive movements, since I'm a bit prone to headaches too
You seem to be missing, but fine. There's Tera and Perfect World, to cite 2 free (albeit freemium) MMORPG, in which you don't do repetitive things. There are many other things to do in PlaneShift than crafting, really. Like... RPing.
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Another question is "do we want a system that to some extent, encourages and even requires crafting at significant-to-PS scale, or should we focus it on the intensive crafting of single items?" The former is the way it is now, but is a problem not only because of the repetition involved in crafting at scale in PS, but the inability for the IC markets to support large-scale crafting! (Kaerli has over two thousand cure disease potions in storage that she crafted to grind alchemy to 100, and has only been able to dispose of in the player markets at a glacial pace.)
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Why would you keep more than a couple hundred? Cure disease is a mostly useless potion. Unless you are eating far more than you should or are particularly low in hit points, any disease will wear off before you take significant damage. Sure five sand cookies killed me pretty quick with indigestion but I don't eat them anymore. At least if you sell them to npcs you can imagine them doing good on other levels.
This is a problem with all crafting, though, as in most games. The sheer volume of stuff created is never realistic to the demand from the user base.
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Why would you keep more than a couple hundred? Cure disease is a mostly useless potion. Unless you are eating far more than you should or are particularly low in hit points, any disease will wear off before you take significant damage. Sure five sand cookies killed me pretty quick with indigestion but I don't eat them anymore. At least if you sell them to npcs you can imagine them doing good on other levels.
This is a problem with all crafting, though, as in most games. The sheer volume of stuff created is never realistic to the demand from the user base.
You're actually saying that 'most games exhibit gross market failure'. Which is actually true to a large extent, either the market is too distorted to behave in a sensible fashion (say in WoW), or you lack the volume and information flow needed to stabilize the market (PS suffers from both volume and information flow issues). While an 'auctionhouse' notion fixes the problem of information flow (i.e. people can see what the other positions on that commodity are and act accordingly), it does little to help the volume issue PS faces...