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  1. #1

    Re:Crafting UI

    Well that's the thing, the only difference would be that you would not have to physically move the mouse back and forth across the screen and instead could just click in the tools in you inventory, just a bit more ergonomic is all, plus require minimum work.

  2. #2

    Re:Crafting UI

    I agree with the double clicking as dragging is a biatch -think DF's looting and crafting system. The drop down menu would ruin experimenting as the list will only show the items which can be used = no "I wonder if this will work" type moments.

    So to summarize 2x click > menu

  3. #3

    Re:Crafting UI

    I wish there wasn't a crafting UI at all. I'd prefer a system where there was an option to 'use' an item, by rightclicking on it in your inventory. So if you want to craft something, use the proper tool on the materials in the proper order. If the craft requires something which you can't carry (like an anvil or a loom) then you should have to use the materials on that. And all these 'use items' should have an animation in the game, like you see your avatar using the loom or smithing a sword on an anvil. Crafting UI with windows is very immersion-breaking to me.

  4. #4

    Re:Crafting UI

    A more ergonomic solution does need to be implemented, eventually. Simple drag and drop will kill mouses, and it will cause real-life physical problems and/or pain. EQ1 was all drag and drop during the time I played. After about 4 years of playing that, I probably burned though 3-4 mouses due to lots of crafting (and some due to "slight anger issues" ). And I had many sessions halted, due to hand pain. And I know my carpel tunnel has gotten worse since then.

    *still has nightmares about creating 500-800 batches of armor dye, in EQ1, when it first came out*

    But I do like the double click idea. Say double clicking on tools or resources will add them to the appropriate window, and maybe add an option to create batches of X amount. In which it would give you a progress bar count down for each item, until you ran out of resources, or finished the batch.

  5. #5

    Re:Crafting UI

    Jadzia wrote:
    I wish there wasn't a crafting UI at all. I'd prefer a system where there was an option to 'use' an item, by rightclicking on it in your inventory. So if you want to craft something, use the proper tool on the materials in the proper order. If the craft requires something which you can't carry (like an anvil or a loom) then you should have to use the materials on that. And all these 'use items' should have an animation in the game, like you see your avatar using the loom or smithing a sword on an anvil. Crafting UI with windows is very immersion-breaking to me.
    You are right! the crafting UI breaks immersion and it is sad
    In SWG it was similar, but there you had that hightec theme, so it was not that out-of-place.

    in xsyon the UI should be somehow different, although I can't tell how

    The idea of removing the UI completely is dangerous. you can come up with trillions of combinations and in the end won't get very far... the UI should be there, help out on the most difficult things (combination o sequence of tools) but not be so "obstrusive".

  6. #6

    Re:Crafting UI

    pid73 wrote:
    Jadzia wrote:
    I wish there wasn't a crafting UI at all. I'd prefer a system where there was an option to 'use' an item, by rightclicking on it in your inventory. So if you want to craft something, use the proper tool on the materials in the proper order. If the craft requires something which you can't carry (like an anvil or a loom) then you should have to use the materials on that. And all these 'use items' should have an animation in the game, like you see your avatar using the loom or smithing a sword on an anvil. Crafting UI with windows is very immersion-breaking to me.
    You are right! the crafting UI breaks immersion and it is sad
    In SWG it was similar, but there you had that hightec theme, so it was not that out-of-place.

    in xsyon the UI should be somehow different, although I can't tell how

    The idea of removing the UI completely is dangerous. you can come up with trillions of combinations and in the end won't get very far... the UI should be there, help out on the most difficult things (combination o sequence of tools) but not be so "obstrusive".
    Yes I agree,in a high tech game it makes sense to set up a machine to craft for you. But if you work with an anvil or a loom...or even only with a hammer or a needle...some good idea would be nice

    If the crafting UI is needed only for help, then perhaps it could be replaced with a recipe book....like if you forget how to craft something, in what order to use your materials and tools then you open your book and read the instructions. But to cover the screen with crafting windows....*sigh*

  7. #7

    Re:Crafting UI

    Jadzia wrote:
    I wish there wasn't a crafting UI at all. I'd prefer a system where there was an option to 'use' an item, by rightclicking on it in your inventory. So if you want to craft something, use the proper tool on the materials in the proper order. If the craft requires something which you can't carry (like an anvil or a loom) then you should have to use the materials on that. And all these 'use items' should have an animation in the game, like you see your avatar using the loom or smithing a sword on an anvil. Crafting UI with windows is very immersion-breaking to me.
    This is a very good system and is VERY similar to Wurm Onlines system (A game that has a phenomenal crafting system).

    I have already spoken at length with Jooky regarding this and he has said he will check out Wurm Online to see its crafting system and has also said that if the system works well and people like the idea, a change to a more Wurmesque crafting system is not out of the questions once a few of the other core systems are buckled down.

  8. #8

    Re:Crafting UI

    edaw22 wrote:
    Jadzia wrote:
    I wish there wasn't a crafting UI at all. I'd prefer a system where there was an option to 'use' an item, by rightclicking on it in your inventory. So if you want to craft something, use the proper tool on the materials in the proper order. If the craft requires something which you can't carry (like an anvil or a loom) then you should have to use the materials on that. And all these 'use items' should have an animation in the game, like you see your avatar using the loom or smithing a sword on an anvil. Crafting UI with windows is very immersion-breaking to me.
    This is a very good system and is VERY similar to Wurm Onlines system (A game that has a phenomenal crafting system).

    I have already spoken at length with Jooky regarding this and he has said he will check out Wurm Online to see its crafting system and has also said that if the system works well and people like the idea, a change to a more Wurmesque crafting system is not out of the questions once a few of the other core systems are buckled down.
    I've never played Wurm, it hates my laptop, but I'm glad to hear that there is hope to avoid crafting windows

  9. #9

    Re:Crafting UI

    If I remember right RuneScape had crafting without windows cluttering the screen... maybe I'm wrong, please correct me if I am. It's sooo many years I played it.

    1) get next to a crafting station (e.g. "anvil")
    2) wield a tool (e.g. "hammer")
    3) drag and drop resources (e.g. "iron bars")
    4) ???
    5) get crafted item

    step 3: maybe it was on the anvil or a window of the anvil?
    step 4: can't really remember but there was something in between, I think

    --------------------------------

    In UO crafting was nice too, but that's even more years I played it and can't remember anything but "dough", "water" and "bread"

    Wurm was horrible (don't want to hurt anybodies feelings, it's just my opinion). A lot of context menus (right-clicking).

    Which games are excellent examples of fun and immersive crafting procedures?

  10. #10

    Re:Crafting UI

    pid73 wrote:
    If I remember right RuneScape had crafting without windows cluttering the screen... maybe I'm wrong, please correct me if I am. It's sooo many years I played it.

    1) get next to a crafting station (e.g. "anvil")
    2) wield a tool (e.g. "hammer")
    3) drag and drop resources (e.g. "iron bars")
    4) ???
    5) get crafted item

    step 3: maybe it was on the anvil or a window of the anvil?
    step 4: can't really remember but there was something in between, I think

    --------------------------------

    In UO crafting was nice too, but that's even more years I played it and can't remember anything but "dough", "water" and "bread"

    Wurm was horrible (don't want to hurt anybodies feelings, it's just my opinion). A lot of context menus (right-clicking).

    Which games are excellent examples of fun and immersive crafting procedures?
    Yes, in Runescape it worked as you described it If you used a metal bar on the anvil you were able to choose what to craft out of it from a list. Cooking was even better, you had to mix (use materials on each other) flour with water to get dough, and you could make bread or pizza out of it, if you had others stuffs to use on your pizza dough you were able to put them on your pizza. Finally you had to use the raw pizza or bread on fire or a stove to cook it. There was no UI at all during cooking, and only a very small list during smithing. And every step was animated too.

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