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Here's a couple QoL suggestions (Mostly UI and UX)


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*Dusts off keyboard*

Yeah, what the title said.
Most of this is focused on menus and UI, so all of the UI stuff is put into its own section for those who aren't as interested.
The actual ingame stuff meanwhile is mostly focused on the act of placing structures and/or crafting. And a bit of sawhorse stuff.

Menu UX

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Host Game Tweaks

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While definitely the best it has ever been since it got a facelift, there's still a couple features I feel could improve the experience of looking through and managing worlds.
Which sounds like it'd be small, and for most people it probably is, but as someone who has recently been trying to actually finish a mod project and been talking to someone actively modding the game, these small things would add up to make a huge difference.

Centralize certain options on the main world selection screen

Things such as the server's name, number of players, server type [online, friends only or lan], pvp and even mods and the launch world button could stand to be accessible from within the world selection screen* itself, as oppose to the world customization screen*.
*the actual internal names for both are ServerSlotScreen and ServerCreationScreen respectively, but those names dont necessarily mean anything to people at a glance who aren't familiar with these names already

This would let players more easily adjust and view certain world settings on the fly that aren't as indepth as things like season lengths or spawn frequencies, as well as simply launching worlds immediately at the click of a single button.

Filtering Options

The ability to give worlds custom tags, as well as being able to mark them as favorites would be neat additions to let players more easily find worlds they might be looking for.
Allowing the searchbar to look for these tags and adding new filtering options to sort worlds by would also contribute to making players' jobs easier in finding the exact world they are looking for.

The Server browser already factors tags into the search, so purely in terms of player experience, it would be reasonable to be able to do the same with your own servers/worlds

Item Collection Screen

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Category Merging/Restructure

First of all, the Beard skin category would make sense to be merged into the curio cabinet view for Webber and Wilson, with the beard itself being swappable in the menu directly (or in other words, it being automatically "equipped" on spawn or when changing at a wardrobe ingame, without the need for clean sweeping).
This way all the directly character relevant curios are all in one place and can be previewed neatly, without needing to navigate to a different part of the menu.

Secondly, the portrait frames and profile icons categories could be merged under a general "profile customization" umbrella, with small tabs above where you select the icon/frame you want to use (right under the filtering options), just to make the menu a bit neater overall.

Lastly, while on the actual curio cabinet view of any given survivor, instead of switching to a different screen altogether, keep the category selection on the left and allow the player to simply switch between the different categories for easier previews of emotes and belongings (more on this bit in the next section).
The actual skin slot would be selected similarly to how profile icons and portrait frames would handle it, with a tab under the filtering options.

With all of these things in place, it would make the actual experience of putting together outfits and checking how they look when used with certain emotes or item skins (again, more on it next section) a lot smoother. 

Improved Skin Preview

A way to rotate characters to see what a certain skin looks like from different angles would be nice. There's already a mod on the workshop that does something exactly like this and in my opinion this would genuinely be a good addition to this menu.
Especially since a lot of the time when playing the game you might not just be facing the camera, so previewing a skin's back- and sideviews would be good to have.

Adding on to that, a genuine preview for belongings being placed or worn on your character would be neat. Some of the preview images for certain belongings in the menu don't do them enough justice in my opinion, and knowing how something looks when equipped is just information that would be nice to have. Coupled with the rotation function mentioned earlier, this would do wonders to let you know exactly how things would look ingame before you weave or buy a skin.

And on that topic, a way to cycle between the different item versions of a belonging (such as for spear skins that are usable on fire- and ice staves) would likewise be a good feature to have available for much of the same reason

The Stuff that is actually ingame (but still mostly UI/UX oriented)

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Craft tweaks

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Going from smallest idea to the most... complicated to implement:

A small number indicator on recipes that give the player multiple items would be nice, just so you exactly know how many items will be crafted with a given recipe. (There's a mod for that on the workshop, just to get an idea for how this might look in practice)

Letting players rotate structures and deployables while placing them by holding the Examine key and pressing the rotation keys (or their equivalents on controller) could make things a bit less awkward to build and have the bonus benefit of overall reduced screen motion, which would help reduce eye strain for certain people. (There's a mod for that on the workshop as well)

And last but not least, a system to cycle between different but very similar recipes on the same menu slot would be cool. This way very similar craftables could be condensed into a single spot in the menu, which would especially be welcomed for things such as turfs, certain statues, sketches, wall types, etc.
If a "sub recipe" as I will call it is available to craft on a given recipe (say for instance savanna turf is craftable, but collapsed in the "natural turfs" spot), upon clicking the icon the player will immediately be taken to the available craft recipe and from there, can cycle through the other options available.
And for those who might not like this idea there could always be a setting in the options menu, with the default being set to off. This way a player would need to opt into it.

Sawhorse. yeah i saw a horse

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To start off, I personally think the way boards are refined in bulk would be better to keep as an inherent property of the sawhorse instead of simply making it a new recipe in the craft menu. However, I suggest to let the player more easily refine multiple bulks at once. For that, adding in functionality similar to how the scaled furnace works, just with item destruction being swapped out for mass refining.

Next, the ability to mass refine cutstone as well is very welcomed, but I personally find it a bit redundant to also require the player to craft a moonglass sawblade just so they can mass refine cutstone. Especially since one could argue that it is far easier to obtain the sawblade itself compared to the sawhorse, and only unlocking the mass custone refine seems a bit underwhelming. So my suggestion here is two fold, make cutstone always an available refine at the sawhorse, and utilize the sawblade for something else. Whether that is a new set of moon furniture or something else entirely would be up to you.

And to top it off, I think it wouldn't hurt if the sawhorse was available just as an alchemy engine prototype. I find the idea of showing pearl furniture really cool as a way of unlocking something decor related, but the sawhorse itself being locked behind it feels a bit off in my eyes. If she instead gave you the blueprint for some other unique kind of decor, I think it would feel a bit better.
Especially since as a new player you might be confused what all these furniture skins are even for when you can't see them in the menu at all and might not know about how to get them (or that it is specifically pearl who gives you the key to craft them.) A new player might just want to build something cute but not know how to even do that, and for more experienced players it just means having to rush the sawhorse if you want to build with it early on.

Edit: I have just been informed that you only get a single blueprint for the sawhorse per world. Ever. Provided you don't use certain exploits. I feel this emphasizes my last point here a bit more and it would make even more sense to move the recipe away from a blueprint given by pearl. Or at the very least giving us the option of trading for it once obtained would be appreciated.

Edit 2: Yeah so the above thing was not actually real (' . _.)
For future reference, multiple people can get the blueprint and if you ever lose or burn it or lose the knowledge to craft the sawhorse, you will get a new one for placing another relic chair at pearl's.

Other miscellaneous decor related things

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Now that new furniture has been added to the sawhorse, I feel that a bunch of older furniture adjacent crafts have become a bit outdated, like the potted plants, some ruins relics and the end table.

It's not really all that bad they work differently from the newer furniture, but for consistency I think it'd be good to convert some of these into items you can pick up (namely the potted ferns and succulents as well as the relic bowl, chipbowl, vase and plate) so they can be placed on tables. As for the end table, splitting it up into the table itself and the vase would make it consistent with the other tables and decor items.
Yeah that's basically it.

Edit 3: There actually is also a mod that does this. Neato beans.

Oh also being able to remove records from the gramophone without picking them up. Yeah, that'd just be nice.

Welp that's all I got so uh have a nice time of day!

11 hours ago, Juny Pear said:

Adding on to that, a genuine preview for belongings being placed or worn on your character would be neat. Some of the preview images for certain belongings in the menu don't do them enough justice in my opinion, and knowing how something looks when equipped is just information that would be nice to have. Coupled with the rotation function mentioned earlier, this would do wonders to let you know exactly how things would look ingame before you weave or buy a skin.

It'd be nice also if you were able to toggle between animations for items that have multiple states. If you weave a wall skin, the only view you get of it is the dropped item sprite, which is ALMOST sort of what it will look like when placed but also not really.

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