IDÉES POUR RYZOM


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#1 [en] 

Ideas to change some icons that could be better imo.


1. Crystallized Spells: Icon should be spell specific. Crystallized Fear spell should have Fear icon, q of the spell, and if possible should stack.

(so if u make 2 fear q250, you will have one slot with Fear Icon with x2. Like a q60 Larvae has its icon as a larvae, stacks infintely, has the q, and Tonic/Stim/Energ/Power for the type.)


2. Marauder TP Crystal: Something better than the sap crystal icon? Maybe different color?

(Purple - the color of the goo. Our technology is based on exploiting the goo, and was given to Melkiar by rebel Karavans. [to be confirmed cuz i dont rly remember xD]


That is all.. for now ^^

(any other ideas are welcome)

Edité 2 fois | Dernière édition par Bucshotz (il y a 7 ans).

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#2 [en] 

Yeah, it would help if mara crystal have other icon than sap crystal, it is a bit confusing, especially when you need to quickly load your weapon with sap...

#3 [en] 

Moniq
Yeah, it would help if mara crystal have other icon than sap crystal, it is a bit confusing, especially when you need to quickly load your weapon with sap...

This is so true! Tried to load amps with it 10 times just yesterday.

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#4 [en] 

+2

Both simple ideas and should hopefully be easy to implement!

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#5 [en] 

On the point 2, Based on the icon found on api



Just tempering the colors would bring something like this (which is around the same color than floating crystals on the Zinuakeen anyway):

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#6 [en] 

I think game mechanics should be fixed first;

fixing the Maro "broken tp" should take priority over and above its color imo; even if you have good reasons for your second point. So I would like to see that problem adressed first; then to your point 2).

The first point, I wholly agree, that would indeed make it seem much smoother and easily for us to discern.

Edit: I have been informed that the maro tp is on the shortlist to be fixed amongs with other stuffs for the marauder faction (the mechanics part I mentioned above), as such, I withdraw my remark;)

Dernière édition par Northstar (il y a 7 ans).

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#7 [en] 

I think both ideas are great, however given the wide variety of spells you can crystalise (with different credits) maybe making them stackable wouldn't be as doable ? but i'm just guessing.

Dernière édition par Bisugott (il y a 6 ans).

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Bisugott(Atys)


#8 [en] 

Agree with these idea, it would be nice gameplay wise (and content adding, even if minor).
Aleeskandaro
I think both ideas are great, however given the wide variety of spells you can crystalise (with different credits) maybe making them stackable wouldn't be as doable ? but i'm just guessing.

It isnt different than the current system, tho in this case "same spell" will be stackable, wich is very usefull.
We already try to remember the position of spells, so the ones with different credits by example, will not change much from before.

Aleeskandaro
Also I personally would rather have them fix the recent issues (esp. subscriptions) before dispersing the already scarce workforce.

I would say, this is a different staff that should handle "infrastructure" problem and IG idea of contents to add, but we are out of the subject here.
And obviously, fixing infrastructure problem is the priority, wich also shouldn't play a big role into content adding or review of idea by the staff.

@Jahuu, nice crystal :)

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#9 [en] 

Hmm, since we got the purple crystal, was wondering where is the limits in the enchant icons...

Is this any good?

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#10 [en] 

To me it looks good but I would like to see how it looks in a real inventory (with others enchants as well) to see if it's readable or not.

#11 [en] 

Sinvaders
To me it looks good but I would like to see how it looks in a real inventory (with others enchants as well) to see if it's readable or not.

Yeah, was thinking the same, but before I use hours to do that, would kinda wanna know if they even can be implemented even. Just breaking the ice and opening conversation =)

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#12 [en] 

I suspect the limits are in coding. Changing the color of the Mara crystals was just changing art in something already coded.

Changing the colors of crystallized spells would involve new code to test what the spell was to change the icon, and someone would need to decide at what detail level this would happen. The information is there, it's the in between step that could be difficult / time consuming. Making the art is not that difficult.

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#13 [en] 

Crystalized spell item is (from the inventory point of view) just another item sheet. From what Jahuu's mockup icon tells me, you wish the crystalized spell item to have icon by the matter of a crystalized spell inside.

I think it would need to add new sheets (and translations and icons) for all types you wish to have. Plus some coding around creating and using such items. And you also need to decide what to do with milion current crystalized spell items on all characters.

Other option is to do a hack over current system to adjust item visual look for the user. I am not sure if it is a good way generally, however I wonder how could this work with the API data exports, for example.

#14 [en] 

Moniq
From what Jahuu's mockup icon tells me, you wish the crystalized spell item to have icon by the matter of a crystalized spell inside.

Yes, since this thread was about this subject.
Bucshotz
Ideas to change some icons that could be better imo.


1. Crystallized Spells: Icon should be spell specific. Crystallized Fear spell should have Fear icon, q of the spell, and if possible should stack.


Also I didnt try to mock the enchant icon in any way, just mixing in the spell icon and the enchant icon as they are now. I got the impression they are easier to add to game than to design since the purple crystal got in (btw, it looks awesome ingame!)

The spells are visible via mouse over, what little I have worked on UI tools, the icon linked and mouse-over have been object's properties. Since the spell is visible and it's different per enchanted spell in bag, it could be reference to the icon too.

These are my hopes only ofc, since I have no idea how NEL does this and would kinda like to hear it from someone who knows.

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#15 [en] 

Jahuu
Also I didnt try to mock the enchant icon in any way

"Mockup"
>a mockup, or mock-up, is a scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion, and other purposes. A mockup is a prototype if it provides at least part of the functionality of a system and enables testing of a design.<

OT:
The simplified code is already there, skill icons already change the icon based on 'highest lvl component used?' like having increase damage 9 with increase accurate 11 will display an icon for increase accurate 11 regardless if increase damage 9 is above it in the skill plan.
this could be implemented for enchants the same way.

tho double spell sap+life will always display a life icon if they are of equal credit cost. (or inc dmg + inc acc)
which is probably the part that would need additional coding, rather then show 1 component as the icon, the icon would need to show both as 2 icons in 1 + the enchant icon.

Edit:
What about naming enchants, its could take the name of whatever you named the skill. and put that text on the inv enchant icon, it already stores your custom plan in whatever order it was made, its probably easier to code the addition of the name it originated from.

Edité 3 fois | Dernière édition par Magez (il y a 6 ans).

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