Identification service

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Hazelnut
Posts: 217
Joined: Sat Aug 26, 2017 2:46 pm

Identification service

Postby Hazelnut » Wed Sep 27, 2017 10:52 am

I implemented the identification guild service last night, didn't take long because I built most of it into the trade window already.

I'm considering changing behaviour from classic:

Only unidentified items can be selected into the right hand side. Classic allows any item but only costs unidentified ones. It would need a popup message to say item doesn't need to be identified. Maybe it is simpler to allow selection as classic does, less popups that way.

Thoughts?
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Interkarma
Posts: 1957
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Re: Identification service

Postby Interkarma » Wed Sep 27, 2017 11:47 am

Awesome look forward to seeing it!

I don't have any problems with your proposed changes.
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NikitaTheTanner
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Re: Identification service

Postby NikitaTheTanner » Wed Sep 27, 2017 12:52 pm

I think if you just restrict action to unidentified items and make clicking on identified not do anything, it will work. After all, the only reason you would click on identified item is by mistake, there is no other reason to do it. It might lead to a few seconds of confusion "Why doesn't it go there?!" and a moment of realization "Oh, my bad, it's already identified!", but there won't be moments where you move something by accident or get an annoying popup on a misclick.
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Jay_H
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Re: Identification service

Postby Jay_H » Wed Sep 27, 2017 1:23 pm

The classic functionality can certainly go. Among the two suggestions, I'm leaning a little towards NikitaTheTanner's. For some players it'll take a little adjustment but I believe that period would be short, and in the long run it would make for a smoother experience IMO.
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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Hazelnut
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Re: Identification service

Postby Hazelnut » Wed Sep 27, 2017 1:26 pm

I prefer to have a popup explaining why the item cannot be selected for identification otherwise to a newbie it appears broken. Experienced players will simply never see it because they wont click on identified items. (I know I probably will though..)

I will alter the classic behaviour.
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Interkarma
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Re: Identification service

Postby Interkarma » Wed Sep 27, 2017 1:43 pm

I agree with Hazelnut. The player should always have feedback over nothing happening.
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Jay_H
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Re: Identification service

Postby Jay_H » Wed Sep 27, 2017 2:38 pm

Very good. You guys have experience as game devs, so I'm certain you have the right idea :)
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
Blue Footed Booby
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Re: Identification service

Postby Blue Footed Booby » Mon Oct 09, 2017 1:32 pm

Interkarma wrote:I agree with Hazelnut. The player should always have feedback over nothing happening.


I'd agree the player should always have feedback, but that feedback shouldn't create additional work (ie make you click something). Text that appears for a few seconds (or until the next UI action) and a little "poink" sound would be perfect.

There should also be feedback before they even click the item, like having already-identified items given a different background. Or have unidentified items get a different background, so they draw your eye.
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Hazelnut
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Re: Identification service

Postby Hazelnut » Mon Oct 09, 2017 1:39 pm

Ideally if we were completely overhauling the daggerfall UI then yes, but I'm working on the principal of minimal changes for QOL improvements. I believe this is inline with Interkarma's intentions.

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