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  1. #1

    Crafting UI

    If you have the required tools to craft an item have them automatically added to the tool slots. However still allow the player to switch them around with a different tool of the same type should they so wish as I assume tools will have qualities and durability at a later date and as such a player may have more than one of a tool in his pack but wish to use a specific one.
    I'd like to expand on this suggestion. If you have the required tool, or resource, let it show up in the boxes. If you have multiple options, clicking on the tool or resource should give a drop-down option box with all of the items you could possibly use. I did a little grass weaving today and I found it rather tedious having to drag things across the screen for each craft action.

  2. #2

    Re:Crafting UI

    Hello MJ Green,

    The problem with this is crafting allows you to use different tools and materials to create the same object, so you need to select the combination you want to use.

  3. #3

    Re:Crafting UI

    Well that is why I'm saying have a drop-down from the tool/resource box. Fill it in with the first one it finds, but the user can pick from the other options before hitting the craft button. Having to drag stuff over from the backpack and drag stuff up from the bundle slot is just a lot of activity when my mouse feels like its crawling across the screen. If the UI had the ability for me to pick my items right in it, there wouldn't need to be so much mouse movement from one side of the screen to another. And if it remembered what I picked last time I could make multiple of the same thing without having to drag everything back over time after time.

  4. #4

    Re:Crafting UI

    Xsyon wrote:
    Hello MJ Green,

    The problem with this is crafting allows you to use different tools and materials to create the same object, so you need to select the combination you want to use.
    Cool! Experimentation for the win.

    Mj, good ideas although probably not a very high priority at the moment.

  5. #5

    Re:Crafting UI

    How about a "save recipe" button? Low priority, of course... greyed out if you don't have the items in your possesion, maybe have a drop down list of recipes you could select, etc.

  6. #6
    Xsyon Citizen Relandi's Avatar
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    Re:Crafting UI

    jessebfox wrote:
    How about a "save recipe" button? Low priority, of course... greyed out if you don't have the items in your possesion, maybe have a drop down list of recipes you could select, etc.
    Or if possible, perhaps just have it remember the last created recipe?

    So if you're planning to make several of an item, it's not so tedious so long as you have the materials continuously on you.

    *shrug* Just a thought.

  7. #7

    Re:Crafting UI

    Oakstead wrote:
    Xsyon wrote:
    Hello MJ Green,

    The problem with this is crafting allows you to use different tools and materials to create the same object, so you need to select the combination you want to use.
    Cool! Experimentation for the win.

    Mj, good ideas although probably not a very high priority at the moment.

    So experimentation... would this give different appearance to a shirt say depending on the materials used to make it? Or different stats of protection or attributes?


    pid73 wrote:
    The logic behind wurm crafting may be okay and the fact that you have to combine stuff and put something into another container and such.

    But this is the logic! We were talking about the UI, which is another part of the whole thing. I think the Wurm UI is not that good, even if you get used to it. You always have to right-click something and to choose an option from a list... this is a strong reduction of what a really good crafting UI could be.

    I'm totally against the idea of contextual menus-only crafting. It's better to have a mix of
    - context menus (aka "wurm-like" to the layman)
    - direct manipulation of the environment (double click, step on, push, drag)
    - windows and slots (drag tools in equipment slots and similar)
    - drag and drop to combine (put an item in the inventory onto another item in the inventory or the environment to make them interact)
    - maybe some more

    by having all these types of interaction the UI is less linear and boring.

    TL;DR: wurm UI no. contextual menus (as in wurm) combined with other interactions, yes.
    I would also have to agree with less boring and more involved. Less automation also the less chance of botting or macroing. After all how long in earth days would it take you to find some pelt, treat it, cut it, sew it to make a hat or boots or shirt. Why make it all drop down menus and autofill... where is the fun in that?

  8. #8

    Re:Crafting UI

    One thing I would also like to see added to the crafting UI is the ability to sort recipes. You start with so many in tailoring, that I can see it easily becoming an unmanageable mess as more recipes are learned and added.

    Either sort it with tabs by material (like there is a tab for 'wool' and 'cotton' etc) or by item (a tab for 'thread' and for 'scraps' etc), or even better, a way for the player to sort to their own tastes.

  9. #9

    Re:Crafting UI

    Personally I think it is fine at the moment, but I can also definitely see how a system that requires you to drag items around the screen into small boxes would be both tedious and on a long term scale, both un-ergonomic and straight out annoying.

    How about being able to simply right click on a tool with the crafting menu up and if that tool can fit in any of the slots it will automatically go there?

  10. #10

    Re:Crafting UI

    How is that better than being able to do the selection right in the crafting screen? You still have to open another window and move your mouse to where ever it pops up.

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