Author Topic: Different targeting for NPCs  (Read 3199 times)

Vakachehk

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Different targeting for NPCs
« on: October 25, 2010, 12:45:32 am »
At the moment:
With NPCs you have to right click on the to see the pop face, where it says Trade, Train, Talk, Description, etc.

I think that there should be different short cuts instead of this.
Double click for Buy/Sell (Trading), Right click for questing. and one click to see the option buttons. And if this gets implemented, to be said clearly (Not longly) in the tutorial. It just makes PS seem more professional and better, and easier to play, if they have little things like this.
You maybe roleplaying but you could still be OOC.

weltall

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Re: Different targeting for NPCs
« Reply #1 on: October 25, 2010, 06:15:16 am »
and if you just want to target?

LigH

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Re: Different targeting for NPCs
« Reply #2 on: October 25, 2010, 08:48:36 am »
The double-click is already configurable. Separately for different classes of NPCs (e.g. which you can attack or not).

Apart from that - there are lots of slots for customizable shortcuts you can even bind to keys. You might include a "/target next npc" command in such macros, preceding actions like "/buy" (but beware that this command will advance to a next NPC in targeting range with each use, so you should possibly use "/target clear" as well).
« Last Edit: October 25, 2010, 08:50:08 am by LigH »

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Vakachehk

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Re: Different targeting for NPCs
« Reply #3 on: October 25, 2010, 11:30:27 am »
This would be just for NPCs but not the mob type NPC.

Its just an idea I had, I remember playing a game in which it was very well set out that when you clicked on the NPC you would instantly go into first person and see the face, and they would be talking with words, I think other options were at the bottom while they were talking. But it was like once in first person view they would say "Hello welcome to Master Blades, how may I help you?" it would have it in words too, I think. Then you would choose, "Train", "Buy/Sell", "Quest" there was no need for description because well, you could see it in there face :). I can't remember the name of the game but it started with an Ob. And had very nice graphics, and played on an Xbox 360.
You maybe roleplaying but you could still be OOC.

weltall

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Re: Different targeting for NPCs
« Reply #4 on: October 25, 2010, 01:01:36 pm »
which is something i don't like for a multiplayer game it's the oblivion still well known note that it freezes the time too a thing which can't be done in ps
anyway double click on mob => attack
double click on not mob => quest

khoridor

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Re: Different targeting for NPCs
« Reply #5 on: October 25, 2010, 01:35:56 pm »
What I find to be an issue with NPCs (and other things) is the number of windows you have to open and close, and especially the description windows.

A first improvement would be to use the same window for all PCs/NPCs descriptions, one replacing the previous one. Instead of a large obstrusive window in the middle of the screen, a smaller one in a corner could do well. Then, possible actions would be accessed from this window, through small icons on an edge for example. It shouldn't remove any possibility since you can only target 1 creature at a time anyway.

The advantage is that when you go from one character to another, you have nothing to close before doing so. Also, You get the description right away with 1 click, along with the rest of the menu we get now.

Expanding from that, an action on the NPC wouldn't add another window, but replace the description/menu one. For example, a click on Trade pops up the trade window and hides the desc/menu. From there, a Done button closes the trade window and shows the desc/menu back, while the Close Window icon closes the trade window, doesn't show the menu back, and maybe even untargets the NPC.

For object descriptions, since there aren't any action available from there (no button need to be pressed), the window would disappear automatically when the mouse gets out of it, that is, if the current pop up under the mouse is still used.

Vakachehk

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Re: Different targeting for NPCs
« Reply #6 on: October 26, 2010, 05:43:20 am »
What I find to be an issue with NPCs (and other things) is the number of windows you have to open and close, and especially the description windows.

A first improvement would be to use the same window for all PCs/NPCs descriptions, one replacing the previous one. Instead of a large obstrusive window in the middle of the screen, a smaller one in a corner could do well. Then, possible actions would be accessed from this window, through small icons on an edge for example. It shouldn't remove any possibility since you can only target 1 creature at a time anyway.

The advantage is that when you go from one character to another, you have nothing to close before doing so. Also, You get the description right away with 1 click, along with the rest of the menu we get now.

Expanding from that, an action on the NPC wouldn't add another window, but replace the description/menu one. For example, a click on Trade pops up the trade window and hides the desc/menu. From there, a Done button closes the trade window and shows the desc/menu back, while the Close Window icon closes the trade window, doesn't show the menu back, and maybe even untargets the NPC.

For object descriptions, since there aren't any action available from there (no button need to be pressed), the window would disappear automatically when the mouse gets out of it, that is, if the current pop up under the mouse is still used.


Yes this is also what I was trying to say, you click or right click on them opening 1 window in which the person will say something to you and you click on "quests" "buy/sell (Trade)" "Description"

which is something i don't like for a multiplayer game it's the oblivion still well known note that it freezes the time too a thing which can't be done in ps
And PlaneShift is no different... except the amount of time you spend loading each map is the same as reloading a game. Oh and no I don't want PS to be everything like Oblivion, PS is a basic copy of every game put into one good thing. That is what I am adding here.
You maybe roleplaying but you could still be OOC.

weltall

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Re: Different targeting for NPCs
« Reply #7 on: October 26, 2010, 06:31:15 am »
you've no idea how much games take to load rooms of 5x5 try doa or any other recent game even fps then tell me how many games you load in the amount of time they load a 5m² room

Earowo

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Re: Different targeting for NPCs
« Reply #8 on: October 27, 2010, 07:19:07 am »
which is something i don't like for a multiplayer game it's the oblivion still well known note that it freezes the time too a thing which can't be done in ps
anyway double click on mob => attack
double click on not mob => quest
ima say it right now, when you double click on a mob, a message pops up saying that this npc has nothing to say.
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?

weltall

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Re: Different targeting for NPCs
« Reply #9 on: October 27, 2010, 07:50:56 am »
which is something i don't like for a multiplayer game it's the oblivion still well known note that it freezes the time too a thing which can't be done in ps
anyway double click on mob => attack
double click on not mob => quest
ima say it right now, when you double click on a mob, a message pops up saying that this npc has nothing to say.
looks like you've found a bug.
and now it's fixed going to improve it more but you'll need a new client for that (or at least new config files)
« Last Edit: October 27, 2010, 08:31:57 am by weltall »