Business And Economy Archive
Thread: [OPEN DISCUSSION] Multi Item Select/Failed Vendor Item Restocking & Other Non-Proffession Specifics
Message Edited by Suarve on 02-22-2005 07:18 PM
Message Edited by Suarve on 02-22-2005 10:51 PM
DaCaptainMorgan wrote:
good ideas, get it in front of the correspondent
There is no correspondent - this is not proffesion specific - ..... although the vendor issue with restocking failed is merchant - i'll bring that up with him/her.
Its nice that people post to agree also but I don't want this post to turn out like the previous and be seen to be a petition as this is not its purpose
Thanks guys & gals
Curry
Unfortunatley there is no clear 'correspondent' for this change thus no way to get it to the development team which was stated in my thread.
sciguyCO wrote:
Figured I'd stop by to comment on a post you had in your "Silence of the Lambs" thread. Yes,I know you renamed it, I just found the original title amusing.
Unfortunatley there is no clear 'correspondent' for this change thus no way to get it to the development team which was stated in my thread.
KStarfire is the "Star Wars" correspondant, and that position has generally also been a "catch all" spot, since the SW correspondant has historically made his/her home in the "Core Systems" forum. Also, while we have our areas of expertise/responsibility, we're not restricted to just that area (although we do try to keep from stepping on other correspondant's toes). I've included multi-selecting items in my list of Chef issues, for example, since chefs do tend to work with large factory runs including multiple subcomponents.
This discussion thread might actually work better in the "Core Systems" forum, since that's more the place for UI issues.
/moving on to actually discussing the post
With the addition of a "UI team", I'm hoping that multi-select is getting closer to being implemented. It's been something that's been asked for a lot, with a lot of your same arguments.
Regarding the "spin off" ideas:
Factory storage: The "factory as warehouse" issue is a big one. Your idea of only allowing ingredient for the currently loaded schematic is creative, but that might have some technical hurdles. For example, what happens to stuff in the input hopper when the schematic is changed? Do the "invalid" items get dumped into the character's inventory (leading to possible character overload), or do they remain (allowing people to work around the restriction by having 'junk' schematics used strictly for putting things into the input hopper)?
An easier solution (and one that has also been suggested a lot) might be simply to increase the crate size of components. Architects would be helped a lot by this, since one of their common components (Ore mining units) don't crate at all.
Generic Chef subcomponents: This is another thing I've brought to the devs in my list of chef issues. But in my personal opinion I think it is one of those things that makes things a bit too easy. Players like things to be simple, it makes their lives easier. But challenges aren't necessarily a bad thing. With just a bit of advance planning, "wastage" of components can definitely be minimized. And even if you do end up with a crate or two of dough left over, it's not really the end of the world. Food components have very short factory times, and can be made from cheap components, so if you do decide to just destroy them, it's no great loss. Personally, I use leftover components to hand-make single stacks for either personal use or to put up on the bazaar for advertising purposes.
Great stuff sciguyCO this is exactly what we are after. And most humble apoligies to KStarfire, I had no idea
I still beleive there is some merit in hosting such a thread to capture a wanted list like many of the proffessions forums host.
As for the ideas with the issues - i'll add them to the main thread.
Again thanks for the comments.
Curry