View Full Version : Item selection and description
Azrael
01-28-2010, 06:49 PM
I have two suggestions that I would love to see implemented, one of which I have never seen done in a game like this one.
1) Let's say I want to transfer a bunch of small items from my inventory to my storage chest. What do I do? Well you go over to the chest, and you... drag and drop each and every single one of them into the chest... now my fingers are bleeding.
I always wondered why there is never an option to Drag a box around all the items you want to transfer then select them and move them as one. You know, drag selection or whatever it's called. I'm sure it's doable, right?
2) I loved that in Titan Quest the relics had little stories or descriptions attached to them. I think uniques and set items should too :) It makes the game world feel ... deeper and more real.
That is all for now :p
ZZSmufa
01-28-2010, 06:57 PM
What you propose has merit, though I'd be content if you could just right/ctrl/shift click an item and it would transfer/sell/whatever it, depending what is the active window. And yes, a thousand times yes! Stories and background for uniques! By Jove, as long as it's possible, even if you couldn't make them to the game, I'd start writing and modding them as soon as possible!
Azrael
01-28-2010, 07:14 PM
Ctrl-clicking to quickly transfer or sell items is great and all, but let's say that I just reached a town after trekking for hours and my entire inventory is full of monster charms (talking about TQ here obviously :P).
If I wanted to empty my inventory but keep all that stuff I would have to painstakingly move each one over. It'd be much easier to just drag and select everything and then move them all at the same time.
warlord_smith
01-28-2010, 07:31 PM
Stories for unique items would be SO great. In TQ when I found a unique item with a name referring to some mythical person or something, I just had to search in books and on the internet to see whose armor or weapon I was wearing!! made my adventure more "true" in some way.
Father Squid
01-28-2010, 08:48 PM
I like the story idea as well - Baldur's Gate / Icewind Dale used to do this - not sure if any other games had this kind of background info, but it does give a sense of immersion. It probably takes some man hours though to come up with stuff - although at the same time it does allow for contests where fan-created items can be inserted into the game in expansion material... Team Fortress did such a thing in their latest update....
Renevent
01-28-2010, 08:52 PM
Draw a box around item to select? Excellent idea...seriously.
jiaco
01-28-2010, 09:03 PM
Yes, it would definitely take a lot of time to come up with, but with GD it could be complete fiction. While TQ was a mix of known stories/characters, GD is coming out of a historical period with little relevance to the game storyline. So it could be really cool if someone went away for a while, wrote a little book with lots of characters (read bosses) and items (read loot) and then Crate integrated this into the game. It would sort of be like reading a Hack&Slash novel where you have to really work (read farm) to get the entire story.
Good ideas all round. If drag selection is too hard to implement, multiple item selection could be done with standard file selection interaction such as shift (to add a range of items) and control (to add 1 more item) click with a single button to transfer the selected set. Combined with TQ inventory sorting, the shift click selection could easily get all relics in one go.
Llama8
01-29-2010, 11:40 AM
So it could be really cool if someone went away for a while, wrote a little book with lots of characters (read bosses) and items (read loot) and then Crate integrated this into the game. It would sort of be like reading a Hack&Slash novel where you have to really work (read farm) to get the entire story.
Oooooo, now that's an interesting idea!
What you propose has merit, though I'd be content if you could just right/ctrl/shift click an item and it would transfer/sell/whatever it, depending what is the active window.
Sweet mother of god yes, having played games that don't have a way to quickly transfer items to the active window (but have tons of loot), it's a massive pain in the ****.
alexei
01-29-2010, 02:30 PM
Draw a box around item to select? Excellent idea...seriously.
What is this drag selection? I can't really imagine that. Could somebody explain please?
And yes for lore on item description. It add depth to the world history. Great idea. Like how some items in Warcraft 3 and most item on Dota or purple in bordelands (not lore though)
Renevent
01-29-2010, 02:32 PM
I think what he means is kinda like windows file selection...draw a box around multiple items to select them, then you can move them in bulk.
alexei
01-29-2010, 02:41 PM
If that, i think using shift/ctrl+click is better. or a move button and click on item to move, like sell or repair button in diablo 2.
Azrael
01-29-2010, 05:28 PM
I think what he means is kinda like windows file selection...draw a box around multiple items to select them, then you can move them in bulk.
Ay! That is exactly what I mean, great analogy heh :P
ASYLUM101
01-29-2010, 05:33 PM
If that, i think using shift/ctrl+click is better. or a move button and click on item to move, like sell or repair button in diablo 2.
Erm, not really. It would take 100 clicks if you had 100 items. If you had the window feature, you'd just drag, drag, done. I like this idea.
And backstories for armor and stuff... i think it was possible for TQ, but none of the items had said descriptions. I've seen a location in the databases while modding for item descriptions, even on items other than the relics and artifacts.
ExNomenDei
01-29-2010, 10:54 PM
Making boxes to pull large quantities of stuff from one place to another would be simply awesome. Nice thinking! It would indeed be much like Windows' file browser, and it shouldn't be too hard to implement this either. My name's ExNomenDei, and I vouch for this.
Adding lore to unique items would set them apart, surely. It should then be an option to read the lore, because it'd also clog up your interface. Pressing a certain button (like right-click, which is now freed in my opinion) should make it show up.
How about, in the Alpha, the testers get the chance to add their own lore to the items? If we get a good idea of the general environment, it might make things much more interesting. Then it'd be a simple job of checking for typoes and inconsistencies with the lore for the developers (Hell, I'd be willing to do this for fun) and presto, a huge amount of story is inserted cheaply and in a rather enjoyable fashion.
Azrael
01-29-2010, 11:00 PM
I wouldn't mind working on some lore in my spare time either :D
alexei
01-30-2010, 06:02 AM
On second thought, I suppose it's quite good implementing this mechanic. Dev should figure out how to implement this though (if the decide to implement) about some issue like:
- can player start dragging on top of an item?
- if they must start drag from empty space, how about when inventory is full?
- if they can drag anywhere even on item, so it that mean no single item drag is allowed?
- should they use conditional key (ctrl/shift/alt) to trigger box dragging?
then again, i'm excited about how about inventory will looks like! ^^
Item Lore
About the item lore, allowing player to submit lore for item description is a great idea since it will fastened the dev time to fill those up. But I highly require for dev to maintain the content of the description only to fit the lore of GD. Player submitted item lore on alpha stage should consistent with GD lore.
ExNomenDei
01-30-2010, 11:00 AM
Item Lore
About the item lore, allowing player to submit lore for item description is a great idea since it will fastened the dev time to fill those up. But I highly require for dev to maintain the content of the description only to fit the lore of GD. Player submitted item lore on alpha stage should consistent with GD lore.
Yes, the devs (or someone given the title of 'senior lore manager' ;)) should sift through the texts, read them, fix them if needed, and then be on their way. I'd gladly do it myself (Though I understand I know little of the background and story of the lore as of now) for sheer fun, but I reckon that the whole approval process isn't that big a deal; what's way more important is getting the community to help create this lore, it would certainly be a fun mechanic for players.
jiaco
01-30-2010, 11:29 AM
Do you want lore or madlibs (anyone remember those?). I think if lore is not implemented as a single story done by 1 person or a team that puts it together together, it would be a bunch of discombobulated nonsense for the player. I am all for putting the alpha/beta bunch to work, even voice-overs could be fan contributed as there you want a lot of variety and Crate could email you what you need to say, but lore should be consistent and purposeful.
ExNomenDei
01-30-2010, 11:43 AM
Do you want lore or madlibs (anyone remember those?). I think if lore is not implemented as a single story done by 1 person or a team that puts it together together, it would be a bunch of discombobulated nonsense for the player. I am all for putting the alpha/beta bunch to work, even voice-overs could be fan contributed as there you want a lot of variety and Crate could email you what you need to say, but lore should be consistent and purposeful.
With weaponry and a clear set of guidelines, I think the problem is much smaller; You don't have to hold yourself to clear, exact boundaries because weapons and armor can be made by a great number of individuals. As long as the main story's lore is clear to players, a good amount of contributions will be usable for the developers.
Voice-overs are hard to do since there's the problem of microphones. You want good, clear recordings, and though I have a few high-quality components, I would need to go out and get that sort of stuff somewhere as well (though I'd be able to borrow stuff). That's a level of commitment I don't think you can expect from the average end-user, even if they play an alpha game.
I looked up madlibs, and that's just crazy, lol. I think a bit more free-form would be fun to explore, and if it doesn't work out (becuz teh 1337 haxers cent spel rite, per example) it wouldn't be too many resources wasted.
deathofkai
09-12-2010, 08:56 AM
Why go through the effort of drag and drop when right-clicking the item (to move the item to another storage compartment, if opened, or to just simply sell or trade) is quicker anyway.
Either way, it's quicker seeing as items are always mixed up.
Or though this isn't the right topic (but still relavent), I prefer to see the full items like most RPGs instead of what some are doing...these one block items, just looks boring and with no effort.
alexei
09-12-2010, 12:46 PM
Why go through the effort of drag and drop when right-clicking the item (to move the item to another storage compartment, if opened, or to just simply sell or trade) is quicker anyway.
Well, if you ever played TQ before, maybe you would understand the pain of moving so many item, especially those relic ingredients. Also handling item storage for, like, 10 mule is especially tedious and boring.
Azrael
09-15-2010, 04:02 PM
Why go through the effort of drag and drop when right-clicking the item (to move the item to another storage compartment, if opened, or to just simply sell or trade) is quicker anyway.
Either way, it's quicker seeing as items are always mixed up.
Hey! Thanks for bringing this thread back. I was actually meaning to ask the devs if they are considering the drag selection :P
Anyways, for moving a single item over from your inventory to a storage chest, of course it'd be quicker to just right click on it. That functionality should be there as well.
My idea is to be able to drag select multiple items like you would units in an RTS and then just drag the whole bunch into your storage (or into a vendor to sell them in bulk).
Moving charms is a pain in the ass in TQ - especially if you have 3 bags full of them. Right-Click to transfer does help a bit, you'd be able to do it in seconds with a drag-box (Really should come up with a name for this lol)
ASYLUM101
09-15-2010, 04:24 PM
Moving charms is a pain in the ass in TQ - especially if you have 3 bags full of them. Right-Click to transfer does help a bit, you'd be able to do it in seconds with a drag-box (Really should come up with a name for this lol)
Funny thing is, I don't think even TQVault had this feature. IIRC, you have to click each one manually.
sevrun
09-16-2010, 12:24 AM
well I'd get behind the idea in a heartbeat.
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