quixoteprog Posted October 20, 2019 Posted October 20, 2019 (edited) I think one of the biggest quality of life fixes would be to throw out the Incarnate interface and build a new one. Or, better yet, instead of showing me all of these salvage like items that are required to build a power, just show me the number of threads and merits it takes to build it. And have it be cumulative. so that if I want to build a T3 power all I need to do is click on it and if I have the 700 threads and 50 merits, or whatever it takes to make it, it will show blue and I can just one click and make it. I have several 50+ tunes, some of which have T3 and could maybe make a T4, but it is just such a tedious, pain in the a$$ to flip back and forth to make each little component to make each level, I have not bothered to do it. Now, I can understand if you want to make it a CHALLENGE. I am up for that. If you wanted to, for example, require completion of a special mission with a bunch of elite bosses to get this component or that one, or require that I solve some riddle or something. Well, it would depend on how entertaining the missions and puzzles were, but I would be TOTALLY down with that. But the components drop randomly off of any mob and you can make any of them you want with threads and merits. All the complexity just seems like a Rube Goldberg system (many of you will need to look that up, but trust me it is worth it, and absolutely appropriate.) Edited October 20, 2019 by quixoteprog
Megajoule Posted October 20, 2019 Posted October 20, 2019 Recoding the Incarnate UI may well be a task that's beyond, or too inconvenient for, our current dev team. (No slight intended; I'm just very aware of the Standard Code Rant and how much of a mess these things tend to be.)
Lost Ninja Posted October 20, 2019 Posted October 20, 2019 In all honesty you could say the above about most of the crafting screens/systems. Only today I was trying to craft some purples, I have a lot of AE tickets so I was buying the Rare Salvage from there, but the recipes window and the AE "Shop" window are the same so you can only open one at a time... 1
quixoteprog Posted October 21, 2019 Author Posted October 21, 2019 I agree that there are plenty of places that could use some improvement. And this is probably not the most urgent. That is why my suggestion is a simple patch. As to the standard code rant, I've been a developer for 20 years and this does not seem to be much harder than anything they have already done. Switching out whatever widget they use to do the Incarnate stuff with a simplified one. I haven't seen THIS code, but I've seen many different code bases over the years, front end and back, and some of them were really bad. Now, obviously my suggestion would be a patch. And would be one on what is likely very patchy code already. But that would only be a problem if they planned on extending the current incarnate system in the future, instead of, as I dearly, DEARLY hope, scrapping the old system in favor of a more streamlined approach. THAT sort of development WOULD be a major upgrade. Since I don't see a real deployment of an Incarnate overhaul coming any time soon even if they go legit I was trying to think of as quick and easy a solution to the most convoluted version of crafting that I have encountered.
Lost Ninja Posted October 21, 2019 Posted October 21, 2019 I have some recollection that the UI is based on some subset of html (not 100% sure), I dug around through the piggs years ago looking for things that I should proably not have been looking for and found some of the UI stuff then and that is what my memory is telling me... 😕
Burnt Toast Posted October 22, 2019 Posted October 22, 2019 On 10/21/2019 at 9:16 AM, quixoteprog said: I agree that there are plenty of places that could use some improvement. And this is probably not the most urgent. That is why my suggestion is a simple patch. As to the standard code rant, I've been a developer for 20 years and this does not seem to be much harder than anything they have already done. Switching out whatever widget they use to do the Incarnate stuff with a simplified one. I haven't seen THIS code, but I've seen many different code bases over the years, front end and back, and some of them were really bad. Now, obviously my suggestion would be a patch. And would be one on what is likely very patchy code already. But that would only be a problem if they planned on extending the current incarnate system in the future, instead of, as I dearly, DEARLY hope, scrapping the old system in favor of a more streamlined approach. THAT sort of development WOULD be a major upgrade. Since I don't see a real deployment of an Incarnate overhaul coming any time soon even if they go legit I was trying to think of as quick and easy a solution to the most convoluted version of crafting that I have encountered. Please create the code and pass it along to the dev team then since you have the experience, know how, and think it won't be difficult - much appreciated. 1
quixoteprog Posted October 22, 2019 Author Posted October 22, 2019 1 hour ago, Burnt Toast said: Please create the code and pass it along to the dev team then since you have the experience, know how, and think it won't be difficult - much appreciated. I would TOTALLY do this except for my serious case of progradickobenaphobia, which is the fear of douche-bags gaining joy from coding skills. It is why I can never masturbate to any sort of digital imagery. Only HARD copies.
Uun Posted October 22, 2019 Posted October 22, 2019 Would greatly simplify things if shards and shard-based items were eliminated. Alpha slot abilities can be constructed with shards or threads, while all other abilities can be only be constructed with threads. While shards can be converted to threads, threads can't be converted to shards. If you want to construct a tier 3 alpha slot ability and you've got the Notice of the Well from the WST, you need to construct the two common components from shards (8 total). If you want to construct a tier 4, you need 2 Notices plus 32 shards to construct the Favor of the Well, plus 16 shards to construct the common and uncommon components (48 total). While you can earn some of the common shard components from TFs, the uncommon shard-based components can't be earned from any TFs or trials the way the uncommon thread-based components can. Since shards drop at random and can't be created from threads, the only option is to wait until you accumulate enough shards (or break down Notices into shards at the poor exchange rate of 4-6 per Notice). I see no reason why shards couldn't be eliminated and have the WST grant a rare thread-based component. If shards aren't eliminated, at the very least we should be able to convert threads to shards. Would also advocate for the conversion rate from Notices to shards to match the conversion rate from Notices to threads. If a Notice can be converted to 40 threads (equivalent to 2 common components), it should be convertible into 8 shards (not 4-6). 1 Uuniverse
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