dish-order man Posted March 1, 2022 Share Posted March 1, 2022 The new QOL is epic, some of which are very good changes, both for old players and new players. But I still want to give a list of suggestions, and I hope you can have some discussion on these suggestions. The first is the UI changes of the crafting menu, which are pretty novel, for everyone. My friends and I have been beta for a while and there are some suggestions: We believe that the current 9 recipes in the hotbar is not enough. Although these recipes can be replaced, in some cases, players still need to make items in a short time that are not included in these 9 recipes to ensure survival or quality of life. Our suggestion is to add multiple columns of self-defining hotbar presets, which exist for different scenarios. For example, use one of the presets in the base, which may contain recipes such as chests, refrigerators, and pitchforks. Another preset for encountering combat in the wild contains recipes such as weapons, armors, and healing supplies. Use another preset on the boat, which contains recipes like fishing tackle, nautical supplies, weapons, and more. Ideally, its UI should resemble the following image: When players are using the overall crafting menu, they need to first left-click on one of the items, and then they can make it by left-clicking again after viewing its description and recipe forcibly. Unfortunately, elder players have a lot of experience with the recipes for these items, so twice clicks are relatively bloated for them, I suggest that you can right-click once to craft the item under the mouse directly. This is a very good experience for old players. We noticed that when the player packs a building (Consuming materials to make a building, but not placing it on the ground. It's like packing a complete building with you), the crafting menu will retract immediately. This is actually not a good thing. Many players will pack a lot of necessary buildings at one time when they go out (such as entering the cave, moon island or fishing in the sea). It auto-indents every time you are packing making the whole process very annoying. Hopefully the crafting menu doesn't retract to the left when you don't want to place a building right away and pack it on your body. Then change of Wolfgang, which I honestly think is a huge quality-of-life improvement, and most of them are well-received. But I still think there is one thing that needs to be considered: The mightiness of Wolfgang decreases when attacked, and it is calculated based on the enemy's original attack power and is not affected by armor. While Wolfgang will increase his mightiness when hitting enemies, I think Wolfgang will have a hard time staying still fighting with the creatures with high attack frequency or high single attack power. My thoughts are: since klei has already made Wolfgang wear marble armor to fight with impunity, why not use this feature of his? I highly recommend that wolfgang's mightiness reduction is affected by armor. This can even be reflected in the game as it is related to the single loss of wolfgang’s health. The current mechanism makes wolfgang try to move as much as possible to avoid being hit instead of facing the enemy head-on with thick marble armor. Finally, there is the rework of AG, which I think is very successful. I'm a big fan of the Uncompromising Mode, and it's very pleasing to see the content in this mod go into the main game after the difficulty has been adapted. But what I still want to say is that the current intensity of AG seems to be a little low, and I think it should be stunned for a shorter time. According to my test, the stun time of AG is related to its sprint time, but the player can even make at least 10 attacks during one stun time. I think this time is too long. But we have figure out actually another feasible method: add some randomness to AG's stun, like don't make it necessarily stun or stun time random, which will make players develop the habit of observe the animation of AG to judge whether it is awake, which can add more interest. Also I've observed that Vargs come with Hound raids after 100 days, I would very much welcome this change as long as the interval between Hound raids is longer, which I usually consider "quality instead of frequency" in the later game. But there is still a very serious problem that the varg itself is not a very good creature. It's indistinguishable from the Hound which makes the raid itself a more agonizingly annoying process that doesn't pay off. I think this mob should have some unique drops added to differentiate it from normal hounds, which will make players more aggressive about turning on hound raids instead of turning it off to avoid possible suffer. Additional two other suggestions: I observed that boats are now crafted by 16 logs, but when destroyed in ocean they drop boards, which makes it not cycleable, I suggest reversing their recipe: use boards to craft boats but dropping logs. Or use logs to make and also drop logs. It is hoped that the fishing net can be installed. The function is to right-click and throw it out of the ocean to salvage the floating items in the ocean. The effective range is recommended to be a radius of one wall square farther than the orange amulet, and only one item can be salvaged at a time. This is due to the existence of some inland lakes that are so small that only one boat can be put down, if this boat is destroyed for some reason, the items in it will float in the lake and the other boat cannot be put down, then the lake will be useless as a result, hopefully there will be a way to salvage its drop. Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/ Share on other sites More sharing options...
ArubaroBeefalo Posted March 1, 2022 Share Posted March 1, 2022 30 minutes ago, dish-order man said: My thoughts are: since klei has already made Wolfgang wear marble armor to fight with impunity, why not use this feature of his? I highly recommend that wolfgang's mightiness reduction is affected by armor makes a lot of sense i like most of the suggestions you made. Just one thing im curious (i didnt test that much), what recipes you will put into favourite to need more than 9? i can only think about dark sword, ropes, bundle, torch (not really needed because is 1 per year at most) and maybe armor in early (neither useful with eyemask and if you have access to thulecite gear). Maybe adding some depending of the circumstances like temporary adding the hoe while farming, paddles while spending time in the sea and hammer plus pickaxe while cleaning ruins. Just genuine curious because i want to take advantage of it but i can't think on more recipes Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543452 Share on other sites More sharing options...
dish-order man Posted March 1, 2022 Author Share Posted March 1, 2022 11 minutes ago, ArubaroBeefalo said: makes a lot of sense i like most of the suggestions you made. Just one thing im curious (i didnt test that much), what recipes you will put into favourite to need more than 9? i can only think about dark sword, ropes, bundle, torch (not really needed because is 1 per year at most) and maybe armor in early (neither useful with eyemask and if you have access to thulecite gear). Maybe adding some depending of the circumstances like temporary adding the hoe while farming, paddles while spending time in the sea and hammer plus pickaxe while cleaning ruins. Just genuine curious because i want to take advantage of it but i can't think on more recipes for example, when i'm at home, i will need the recipes of splendid garden hoe,ptchfork,rope,boards,cut stone,chest,wood gate, wood fence,stone wall for building my home and sometimes an ice flingomatic for suddenly wildfire. Then i go hanging the continent i will need the recipe of bundling wrap,trap(to mark some places),some recipes of weapon and armor. Most important is that when you are in the cave and ocean, Some sudden emergencies(like shark or something) require you to use some lesser-encountered recipes like ice stuff or something. But in the most time of your journal, they are not required. good preparation is always nice for survival. Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543466 Share on other sites More sharing options...
GodIess Posted March 1, 2022 Share Posted March 1, 2022 I don’t understand why they abandoned the usual colored icons, they look good enough about right-click, that's a super cool idea because it kinda pisses me off a little too. and also add the possibility of continuous crafting not by a button, but by an icon. I would also like to be able to change item skin icons directly in the crafting menu, as is done in quick crafting and the last very necessary thing is opening a menu with an item from a quick craft on the right click. For example, to change the skin (chest). And the ability to fix in a quick craft not an object, but the filter itself, for example, tools, to quickly open the desired filtr with one click Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543467 Share on other sites More sharing options...
ArubaroBeefalo Posted March 1, 2022 Share Posted March 1, 2022 8 minutes ago, dish-order man said: for example, when i'm at home, i will need the recipes of splendid garden hoe,ptchfork,rope,boards,cut stone,chest,wood gate, wood fence,stone wall for building my home and sometimes an ice flingomatic for suddenly wildfire. Then i go hanging the continent i will need the recipe of bundling wrap,trap(to mark some places),some recipes of weapon and armor. Most important is that when you are in the cave and ocean, Some sudden emergencies(like shark or something) require you to use some lesser-encountered recipes like ice stuff or something. But in the most time of your journal, they are not required. good preparation is always nice for survival. for building you can edit them and for emergency things like quick crafting an ice staff the new menu is quickler than before because most of the recipes are shown without scrolling. You mentioned many niche things and the ammount will be huge to have something nice looking... for example will be silly to add pitchfork to the fav pinned recipes when is an item with that many durability and only used while turfing, you could add it temporary but always having it there will be more annoying than useful. The favourite pinned recipes is for very used recipes not to fill the screen with sometimes used recipes and for that i have a hard time finding more than 5 recipes i would really like to have there (and for that i asked you, i want ideas) which isnt bad because there will be room to add temporary recipes while doings certain things like fencing/placing walls or farming maybe there could be an option to add more fav recipes somehow for people who would like more and remember that we have the favourite crafting tab where you can put there all the often use recipes you want without needing to navigate throw other tabs. Also would be cool to if in a future we get the option of adding and removing tabs so we could have personalized tabs for certain things like a "ruins cleaning tab", "building tab", etc since some default filters wont be used like insulation ones when veterans will simply craft few items from the dress tab Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543473 Share on other sites More sharing options...
GodIess Posted March 1, 2022 Share Posted March 1, 2022 Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543475 Share on other sites More sharing options...
dish-order man Posted March 1, 2022 Author Share Posted March 1, 2022 3 minutes ago, ArubaroBeefalo said: for building you can edit them and for emergency things like quick crafting an ice staff the new menu is quickler than before because most of the recipes are shown without scrolling. You mentioned many niche things and the ammount will be huge to have something nice looking... for example will be silly to add pitchfork to the fav pinned recipes when is an item with that many durability and only used while turfing, you could add it temporary but always having it there will be more annoying than useful. The favourite pinned recipes is for very used recipes not to fill the screen with sometimes used recipes and for that i have a hard time finding more than 5 recipes i would really like to have there (and for that i asked you, i want ideas) which isnt bad because there will be room to add temporary recipes while doings certain things like fencing/placing walls or farming maybe there could be an option to add more fav recipes somehow for people who would like more and remember that we have the favourite crafting tab where you can put there all the often use recipes you want without needing to navigate throw other tabs. Also would be cool to if in a future we get the option of adding and removing tabs so we could have personalized tabs for certain things like a "ruins cleaning tab", "building tab", etc since some default filters wont be used like insulation ones when veterans will simply craft few items from the dress tab yeah you are right,I really don't have 9 recipes that would allow me to permanently set them there for use, I think maybe rope and boundle are two of them? Hammer too, maybe. The others aren't that important, for me it's actually probably only these three if it's permanently there as a favorite recipe. But I think using different recipe combinations for different scenarios is actually a really cool design, especially when those combinations can be self-custom. Whether it works or not is actually another matter, it is more important to let players freely choose recipes to combine and match their own recipe combinations to complete personalized configuration, I think. Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543485 Share on other sites More sharing options...
ArubaroBeefalo Posted March 1, 2022 Share Posted March 1, 2022 1 minute ago, dish-order man said: yeah you are right,I really don't have 9 recipes that would allow me to permanently set them there for use, I think maybe rope and boundle are two of them? Hammer too, maybe. The others aren't that important, for me it's actually probably only these three if it's permanently there as a favorite recipe. exactly, i didn't know if i explained it correctly with my s**y english. Isnt like we won't use more than 9 recipes but other than bundles, rop and maybe dark swords i dont see recipes that we will spawn so rotating throw different pinned when needed would be more aesthetically convinient Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543489 Share on other sites More sharing options...
GodIess Posted March 1, 2022 Share Posted March 1, 2022 the idea of having multiple tabs is too cluttered. 2 tabs and buttons are enough either to the right or to the left. 18 recipes I think will be more than enough (9 for decor and 9 for survival and combat) Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543491 Share on other sites More sharing options...
Cheggf Posted March 1, 2022 Share Posted March 1, 2022 5 hours ago, Maksym.12 said: about right-click, that's a super cool idea because it kinda pisses me off a little too Better than being pissed on. Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543619 Share on other sites More sharing options...
ShadowDuelist Posted March 1, 2022 Share Posted March 1, 2022 Please allow us to move or do stuff while the crafting menu is open. Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543650 Share on other sites More sharing options...
. . . Posted March 1, 2022 Share Posted March 1, 2022 7 hours ago, Maksym.12 said: I don’t understand why they abandoned the usual colored icons, they look good enough Oh man, I'm missing the colored icons already ;-; Klei please add them back Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543661 Share on other sites More sharing options...
FloraGreen Posted March 1, 2022 Share Posted March 1, 2022 Please do not disable the function of Spacebar, F, and CTRL+F while the crafting menu is open. I like finding the thing I want to craft while gathering or fighting to save time. Honestly I miss the old UI already, but if there is to come a massive item expansion to the game I can see why some of the change is needed Link to comment https://forums.kleientertainment.com/forums/topic/137856-%E3%80%90suggestions%E3%80%91constructive-suggestions-on-this-qol-update/#findComment-1543673 Share on other sites More sharing options...
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