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March Quality of Life Update Coming Next Week!


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48 minutes ago, reallychina said:

They will probably switch things here and there, but even if they were to never touch it again, it's still much better than the past one

Luckily, we don't have to agree in order to generate useful ideas and thus helping new crafting system to become better for everyone.

48 minutes ago, reallychina said:

I have a couple thousands hours in DS and DST combined. That's why i was very surprised by how fast i ended up appreciating the new one.

Another thing that may impact convenience is how you control you character and how are you performing other actions.

Spoiler

Majority of kbm people use WASD for moving, number buttons for item switching and don't really use mouse much. I, however, and some other people use mouse much more: for movement, for switching in some cases (I use lmb and number buttons in combination), for performing actions, so this new crafting system overloads pool of actions for mouse, and left mouse button specifically. Which directly impacts convenience.

I couldn't make WASD work for me in any game, including DST, and on top of that basically free left hand I use for rotating camera, attacking, checking map and switching items in some cases, which is something I appreciate. I don't know about everyone else, but I have difficulty finding particular key on keyboard by touch again after I moved my fingers, which is why I never move my fingers during active gameplay from set of 5 keys. Which forces me to perform any other added action with right hand and mouse, and it can be too much.

 

1 hour ago, ArubaroBeefalo said:

how much time you need to do double click? srly, how much? i cant take this in a serious tone, honestly

It's more about convinience than time, at least for me. I don't mind double clicking too much tho.

32 minutes ago, ArubaroBeefalo said:

what i did was to be near the alchemy engine and check every tab

But you can't do it with t2 magic, pseudoscience, and various DST-exclusive crafting tabs with only alchemy engine. I also played SW as my first DLC, and I had problems finding enough gold for the thing (in RoG it's much easier to build alchemy).

Alchemy recipes and those locked behind higher tier stations could show as very pale compared to science-machine ones, and now one even can sort recipes according to required crafting station tier if I remember correctly, so I see no reason not to show them from the start, it will bring much more good than harm, even for me and even now, not to mention new players (sometimes I forget what I need to craft certain item, which is important on the picking resources stage).

2 hours ago, Pig Princess said:

But you can't do it with t2 magic, pseudoscience, and various DST-exclusive crafting tabs with only alchemy engine. I also played SW as my first DLC, and I had problems finding enough gold for the thing (in RoG it's much easier to build alchemy).

Alchemy recipes and those locked behind higher tier stations could show as very pale compared to science-machine ones, and now one even can sort recipes according to required crafting station tier if I remember correctly, so I see no reason not to show them from the start, it will bring much more good than harm, even for me and even now, not to mention new players (sometimes I forget what I need to craft certain item, which is important on the picking resources stage).

what i mean is that was already overwhelming to check every tab with the alchemy engine recipes that are the ones you first need to survive in these dlcs/ dst. Same could be apply to the other stations, maybe for that took me a while to find the recipe for the hamlet's deep forest turf, was at the bottom of a tab i can't remember

edit: @Pig Princess btw, did you try to use arrow keys to move arround the menu and 'enter' to craft? maybe that helps you

Posting my thoughts and suggestions on the new craft ui, in case klei tweaks it more in the future (it might seem like nitpicking but I just want the ui to be optimized as it's a core element of game experience). In the end it's just my way of seeing things.

This is all from someone used to moving with keyboard and crafting with mouse.

I think the new craft ui feels more flexible and intuitive than the old one. My main issues with it is that to me, it takes longer to get to the result than before : there is 1 more click involved and the distance between clicks is also longer (although you would lose time scrolling for some crafts before). It doesn't seem like much but it's an operation you easily do a hundred times per play session, if not more. The way the menu acts when you pocket a structure also bothers me (I'd simply like the menu to stay open like when I craft items).

1662452370_craftui1.thumb.PNG.9f75db646861fda8deca54b5512a7251.PNG

See above, with old ui, click to open tab, then click on desired item twice/click again on craft to craft it. With the new ui, there is an additional click to open the menu. The first 3 clicks are rather close but suddenly the craft button is at the bottom of the menu, which has a lot of empty space for some reason.

151208192_craftui3.PNG.bfb9128c8e2486e8b5a7af99a1f8b3ca.PNG

Maybe the panel showing the items could be vertical to reduce the distance between clicks? I can't figure how to use the empty space effectively.

Since the items are still sorted in separate tabs, I don't entirely see the point of granting access with an additional click... We can even change the size of the ui now (btw it's a bit weird that the minimum size is 0...), so we could probably have a ui similar to the old one, but with 2 rows of tabs instead of one.
170292508_craftui5.PNG.b2033c51cfa70383f23421d88dabc83a.PNG

Or like so, one row of tabs and one row of favorites. Also, maybe the ability to pin tabs instead of items would satisfy people that prefer the old ui.

That's it for my thoughts/suggestions, if you find some of these interesting feel free to say how they could be improved further.

I am greatly concerned by the new craft UI for console players, can anyone assuage my fears?

I'm worried there's a reliance on being able to type what you want into a search bar, but for console users this requires extra time or hardware, and for split screen players, stops gameplay for the other player, while leaving both of them exposed.

I'm also worried that when you close the UI because a hound is coming or something, the UI forgets how far you navigated through it, and you have to start again, is that how it was in the beta?

I see a lot of people talking about how many clicks are involved, it doesn't sound ideal. In the middle of a fight it's currently quite easy to partially navigate the original recipe menu, getting closer and closer to the thing you want to craft or build before finally building, I worry console players will just have to resign themselves to being craftless when in combat.

So basically, for anyone who's played the beta with just a controller, how has your experience been?

21 minutes ago, Wuntunzee said:

I am greatly concerned by the new craft UI for console players, can anyone assuage my fears?

I'm worried there's a reliance on being able to type what you want into a search bar, but for console users this requires extra time or hardware, and for split screen players, stops gameplay for the other player, while leaving both of them exposed.

I'm also worried that when you close the UI because a hound is coming or something, the UI forgets how far you navigated through it, and you have to start again, is that how it was in the beta?

I see a lot of people talking about how many clicks are involved, it doesn't sound ideal. In the middle of a fight it's currently quite easy to partially navigate the original recipe menu, getting closer and closer to the thing you want to craft or build before finally building, I worry console players will just have to resign themselves to being craftless when in combat.

So basically, for anyone who's played the beta with just a controller, how has your experience been?

I've played with both a controller and mouse + keyboard. Using the search bar often times takes longer than looking through the filters randomly until you find what you want. The UI indeed remembers what you've done so no need to be worried there. Also you can now walk while the crafting menu is open as opposed to the old one.

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