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I hate that it uses filters, so I just started using the favourites tab instead. Anyways the reason it changed is for future updates, did everyone just miss that Klei said that? It's purpose is to make it so when new things are added it doesn't clog up the crafting tabs.

14 hours ago, QuartzBeam said:

What is there to debate exactly? All I see is vague complaints made without elaboration.

 

14 hours ago, QuartzBeam said:

If OP wants reasoned debate, they ought to make the first step

 

14 hours ago, QuartzBeam said:

the loudest complaints have invariably boiled down to "it's different"

Except when one gives valid critisism and other than "revert back, please" suggestions, you decide to ignore it and proceed mocking people, as well as others following "all opinions can be either like mine, or irrelevant" ideology.

Specifically, I made thread in the beta and pointed out some issues with needing much more clicks than before, as well as quick access tab being too small and clunky to reconfigure every time one joins the world, yet you responded with mockery "just use filters". During that time I couldn't verify whether filters would solve those problems and decided to wait until I could, but turns out, you were just toxic and issue is indeed there, as well as filters being completely different thing irrelevant to the topic.

There are other examples of constructive critisism you conveniently missed:

And you can check other comments in mentioned threads as well, there were a lot of constructive suggestions.

People can complain in order to make something better (and more flexible as well), not only for the sake of complaining, you know? Nobody would loose anything if new menu allowed to pin tabs, for example, and required 1 click to craft instead of 2.

26 minutes ago, Pig Princess said:

Nobody would loose anything if new menu required 1 click to craft instead of 2.

How do we implement it tho? RC to close a menu is much more intuitive.

I'm all for pinning tabs tho. I think a config to change the amount of vertical rows would be really good, even if I wouldn't use it myself.

9 minutes ago, jan Mele said:

How do we implement it tho?

I wish it was possible to craft with 1 left click like before. Currently 1st left click selects item, which can be used to pick skin and pin it to quick access tab, but latter can be made doable via right click on item, and skins could be made changable by hovering over particular item and using scroll wheel, or via arrows on the sides of image. There is no need for half of this window to be dedicated to skin changing part and describtion. Right click closing whole crafting menu could work just fine provided player right-clicked on the area outside of menu. Alternatively it could be possible with pressing on the scroll wheel or - optionally - additional mouse buttons if player has any.

1 minute ago, Pig Princess said:

I wish it was possible to craft with 1 left click like before. Currently 1st left click selects item, which can be used to pick skin and pin it to quick access tab, but latter can be made doable via right click on item

Might lead to accidentally crafting something

3 minutes ago, Pig Princess said:

Alternatively it could be possible with pressing on the scroll wheel or - optionally - additional mouse buttons if player has any.

Not very intuitive, but sure.

The new UI is quite handful to look at.

But I get used to it after 30 mins. If possible, go to settings and turn on auto pause whenever the crafting UI is opened.

You will then get all the time you need to get accustomed and customize your crafting UI to your heart's content.

 

1 minute ago, jan Mele said:

Might lead to accidentally crafting something

There is still crafting animation and player can cancel it to cancel craft. Also single/double left click could be a setting. But in that case for the sake of consistency I would like "telepoof"/"soul hop" action to have this setting as well.

24 minutes ago, jan Mele said:

How do we implement it tho? RC to close a menu is much more intuitive.

I suggested hovering over the icon to expand the information at the bottom and 1 single left click to craft it in the beta. Also there is another hotkey for both closing AND opening the menu so RC could be used for something else other than just being a lesser form of that other hotkey.

9 minutes ago, Pig Princess said:

Also single/double left click could be a setting. But in that case for the sake of consistency I would like "telepoof"/"soul hop" action to have this setting as well.

I would like this very much.

4 minutes ago, SomebodyRandom said:

I suggested hovering over the icon to expand the information at the bottom and 1 single left click to craft it in the beta.

I would like this very much.

In the new menu item icons are surrounded by other item icons. But I guess we could go with a left click setting.

4 minutes ago, jan Mele said:

In the new menu item icons are surrounded by other item icons

Or scroll wheel. I saw a lot of examples when internet page used scrolling of 2 different kinds simultaneously and place of cursor defined which one was used. In this case, I meant using "skin scroll" when one would hover mouse over item icon, and general scroll otherwise.

Edit: old menu had arrows on top of item image, and new menu could use the same feature.

19 hours ago, BezKa said:

I love that when Wolfgang's rework came it was a sign of great disapproval that new accounts popped out to show displeasure, but now they're treated as a joke. 

Anyway new UI is good, y'all just need to get used to it. 

Its funny that you've decided to make fun of "new accounts" when in reality i bought the original DS in Early Access and i made a new account for Klei Forums since i have no idea if i even made an account 10 years ago. It's also hilarious to see nobody has any actual defense for the new UI other than "git gud get used to it LOL noob"

As for the Wolfgang rework, i really couldn't give two cares since i don't really play Wolfgang at all. I'm a Maxwell/Wendy main.

 

17 hours ago, Well-met said:

sarcasm and zingers isn't how you do public relation, you'll only make those people call this place toxic and leave.

if you really want to help, explain and debate the reasons for the change even if you have to do so over and over.

this circle of forum regulars is really getting too comfortable around here

I have. I used the crafting system for literally years. Redesigning a crucial part of DS is irresponsible at best. The new crafting UI has major issues with other languages. The crafting UI has major issues with console editions. It goes on and on.

2 hours ago, Pig Princess said:

 

 

Except when one gives valid critisism and other than "revert back, please" suggestions, you decide to ignore it and proceed mocking people, as well as others following "all opinions can be either like mine, or irrelevant" ideology.

Specifically, I made thread in the beta and pointed out some issues with needing much more clicks than before, as well as quick access tab being too small and clunky to reconfigure every time one joins the world, yet you responded with mockery "just use filters". During that time I couldn't verify whether filters would solve those problems and decided to wait until I could, but turns out, you were just toxic and issue is indeed there, as well as filters being completely different thing irrelevant to the topic.

There are other examples of constructive critisism you conveniently missed:

And you can check other comments in mentioned threads as well, there were a lot of constructive suggestions.

People can complain in order to make something better (and more flexible as well), not only for the sake of complaining, you know? Nobody would loose anything if new menu allowed to pin tabs, for example, and required 1 click to craft instead of 2.

You want my input? PUT THE OLD CRAFTING SYSTEM BACK!

18 minutes ago, GuyBo said:

You want my input? PUT THE OLD CRAFTING SYSTEM BACK!

Some of suggestions could, if implemented, allow to basically simulate old crafting menu. Namely: pinning tabs, crafting on 1 click, ability to modify list of recipes of current tabs/add "old" filter, and other suggestions. Klei are also going to make quick-access tab client-specific, not server-specific, so that should help as well. That could be win-win situation instead of thing that brings comfort to one group of people at the cost of other.

17 hours ago, HowlVoid said:

Why is the UI being different such a big deal? It's difficult to navigate through because it's relatively new. It's my personal opinion that anyone's complaints on it won't and shouldn't be take seriously until some time has passed. This is completely new uncharted territory, let's give it some time.

Edit: I mean complaints that don't add anything valuable to the situation. Klei wants constructive criticism that will improve the experience for everyone.

One of the things that makes Don't Starve "Don't Starve" is the sense of urgency and the pressures the world exerts on you. How many times have you smashed down a campfire 0.2 seconds before you got jumped by darkness? How many times did you clutch craft a torch? How many times did you need to spam craft a football hat mid-combat with the Bee Queen? It's not that we're afraid to move forward or afraid of loosing what we had, we're frustrated that this was forced onto us in a short period of time, Klei is intentionally avoiding direct contact with negative reviews, its downright buggy and incompatible with some languages. Why on Earth Klei even decided to go through with a change like this at a time like this is pretty ridiculous.

9 minutes ago, GuyBo said:

It's also hilarious to see nobody has any actual defense for the new UI other than "git gud get used to it LOL noob"

The reason the crafting ui was changed was so that Klei could add more recipes without cluttering up the already cluttered ui. There were already complaints from people about the crafting menu being cluttered. 

12 minutes ago, GuyBo said:

I have. I used the crafting system for literally years. Redesigning a crucial part of DS is irresponsible at best. The new crafting UI has major issues with other languages. The crafting UI has major issues with console editions. It goes on and on.

I as a console player, haven't had much issues with the new crafting ui. In split screen too it ain't bad. Being able to move while crafting is pretty jarring though since you can't move while your map is up or while managing inventory.

15 minutes ago, GuyBo said:

You want my input? PUT THE OLD CRAFTING SYSTEM BACK!

Chill. Putting the old crafting system back is impossible. This change is permanent.

1 minute ago, GuyBo said:

One of the things that makes Don't Starve "Don't Starve" is the sense of urgency and the pressures the world exerts on you. How many times have you smashed down a campfire 0.2 seconds before you got jumped by darkness? How many times did you clutch craft a torch? How many times did you need to spam craft a football hat mid-combat with the Bee Queen? It's not that we're afraid to move forward or afraid of loosing what we had, we're frustrated that this was forced onto us in a short period of time, Klei is intentionally avoiding direct contact with negative reviews, its downright buggy and incompatible with some languages. Why on Earth Klei even decided to go through with a change like this at a time like this is pretty ridiculous.

Can you show some screenshots of these issues? 

This change had to be done, they wouldn't have done it if it didn't need to be done.

1 hour ago, SecretPizzaMan said:

The reason the crafting ui was changed was so that Klei could add more recipes without cluttering up the already cluttered ui. There were already complaints from people about the crafting menu being cluttered. 

I as a console player, haven't had much issues with the new crafting ui. In split screen too it ain't bad. Being able to move while crafting is pretty jarring though since you can't move while your map is up or while managing inventory.

Chill. Putting the old crafting system back is impossible. This change is permanent.

Can you show some screenshots of these issues? 

This change had to be done, they wouldn't have done it if it didn't need to be done.

You don't like the way something is working? *BANG* now its dead. Seems like Klei is trying to be more like EA or Paradox.

There are multiple forum posts and steam discussion posts about console players having major issues navigating it with joysticks. If the old system was hard to navigate, why did they reduce it to a search bar and favoriting tab? Doesn't really make a whole lot of sense.

Go find some screenshots if your interested in looking for bug errors and localization issues. I don't have any.

One step forward, Two steps back it seems

6 minutes ago, GuyBo said:

One step forward, Two steps back it seems

I do not have the console experience, but on pc scrolling was significantly reduced, new players have more options displayed, and sorting... Well, it's a bit clutered, but it isn't really worse than before. A lot of items are sorted by function now. Some people say it's hard to navigate because of the amount of icons displayed at once tho.

21 minutes ago, GuyBo said:

You don't like the way something is working? *BANG* now its dead. Seems like Klei is trying to be more like EA or Paradox.

I don't like current state of new crafting system too, especially compared to old one, but Klei were willing to listen suggestions during beta and outside of it, and are planning to add more things/tweaks.craftingsystem.thumb.jpg.96ee951fc68547c86c0d2e9cb6f0f2c4.jpg

Even if they are adamant about not bringing back old menu (which is understandable since they would have to spend 2x resources on upkeep of crafting system), as long as tools to use benefits of old menu exist, I think it's fine. They don't exist in necessary amount/quality now, but that is exactly why I, for example, am trying to make some suggestions to be heard and to bring reasonable arguements instead of just showing my disappointment and anger. Otherwise it's very easy for those preferring new system to ignore other side and justify it with "other side is not intelligent" basically.

Pinned crafts should only take 1 click to craft it's unnecessary to do two especially when the pinned crafts are probably being made in urgency that's why they are pinned.

I struggled to get all my precrafts in order but it was probably due to me only playing with the new ui for about 2 hours so I didn't memorize it enough.

On controller you used to be able to close all menu's with "B" on xbox or "O" on ps4 but now you have to click the proper trigger again for both inventory management and crafting I'm pretty sure that button doesn't do anything in either menu so it would be nice if it could close them both again.

2 hours ago, GuyBo said:

One of the things that makes Don't Starve "Don't Starve" is the sense of urgency and the pressures the world exerts on you. How many times have you smashed down a campfire 0.2 seconds before you got jumped by darkness? How many times did you clutch craft a torch? How many times did you need to spam craft a football hat mid-combat with the Bee Queen? It's not that we're afraid to move forward or afraid of loosing what we had, we're frustrated that this was forced onto us in a short period of time, Klei is intentionally avoiding direct contact with negative reviews, its downright buggy and incompatible with some languages. Why on Earth Klei even decided to go through with a change like this at a time like this is pretty ridiculous.

The old crafting system was not sustainable; we would end up with a large number of crafting stations every time there was a new category of items. 

It is understandable that the new crafting UI will be frustrating and hard to navigate. It has nothing to do with "getting gud" and everything to do with adapting to a new system. 

The points pig princess made are really good ones and things are going to be rough around the edges. However, going back to the old crafting system is only going to hold the team back. Think about the lure and turf crafting stations, where they hazardously put into the game? No. They were implemented in a way that made sense and tied to a sort of "theme" (creating turfs=advanced technology, creating lures=materials from fish/the sea). This all takes up the teams valuable time and effort. 

I think everyone is underestimating the foresight the Klei team has with such an implementation (new UI). 

1 minute ago, Cloakingsumo198 said:

Pinned crafts should only take 1 click to craft it's unnecessary to do two especially when the pinned crafts are probably being made in urgency that's why they are pinned.

I struggled to get all my precrafts in order but it was probably due to me only playing with the new ui for about 2 hours so I didn't memorize it enough.

On controller you used to be able to close all menu's with "B" on xbox or "O" on ps4 but now you have to click the proper trigger again for both inventory management and crafting I'm pretty sure that button doesn't do anything in either menu so it would be nice if it could close them both again.

I actually suggested that in the Suggestions and Feedback forum. But now that you mention it, I now realize why closing the crafting menu is so awkward, it's because you can't press (B) to exit anymore.

5 hours ago, Pig Princess said:

Except when one gives valid critisism and other than "revert back, please" suggestions, you decide to ignore it and proceed mocking people, as well as others following "all opinions can be either like mine, or irrelevant" ideology.

Specifically, I made thread in the beta and pointed out some issues with needing much more clicks than before, as well as quick access tab being too small and clunky to reconfigure every time one joins the world, yet you responded with mockery "just use filters". During that time I couldn't verify whether filters would solve those problems and decided to wait until I could, but turns out, you were just toxic and issue is indeed there, as well as filters being completely different thing irrelevant to the topic.

I do tend to "ignore" valid criticism, because arguing against it tends to be counterproductive, what with it being valid and all.

You made a thread (that, to be fair, was longer than a Leonard Cohen song) and I commented a single sentence in response to a single part of it suggesting that filters be condensed because, apparently, you had deemed them redundant. That was the only part of that thread that I took issue with, so it was the only one I responded to. The rest was, frankly, indifferent to me, and therefore merited no response. My disagreement with a single point was not meant to be an indictment of the entire post.

 

5 hours ago, Pig Princess said:

There are other examples of constructive critisism you conveniently missed:

 

5 hours ago, Pig Princess said:

And you can check other comments in mentioned threads as well, there were a lot of constructive suggestions.

People can complain in order to make something better (and more flexible as well), not only for the sake of complaining, you know? Nobody would loose anything if new menu allowed to pin tabs, for example, and required 1 click to craft instead of 2.

Whenever did I say there has been no constructive criticism of the new system? I said the loudest complaints have not been constructive, which can be very easily confirmed by a quick glance at the steam forums, the subreddit or even here. People upon people whose only "feedback" on the new system is "nuke it from orbit". A bunch of links to comments made by a grand total of 4 people is a drop in the bucket.

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