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[PINNED] Quality of Life Megapost


destroya22
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Another addition; /autolow for busy spots. Also if possible, fixing area chat on colored accent text. That makes my head hurt.

Edit: To clarify since I got a downvote, /autolow as a command that automatically makes your talking/actions low without needing to /low, /melow, /lowto, etc every time. Makes it easier to keep to smaller discussions when in a busy area or large group.

The area chat issue I have isn't that accents/languages are colored, but that the color correction on the close of the accent text (white) overrides the full chat spoken. Which means you have no gauge of distance of the people talking.

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Small bundle of suggestions I thought about as I RPed:

· Watering Cans


- Make watering cans reusable or reduce the price in stores - I'm aware this was attempted before and the watering can apparently disappeared once empty, but maybe there's a way around it? If you only have one, is quite tedious having to refill it after just one use. And if you decide to buy more, it becomes quite taxing financially speaking due to their price, which feels a bit punishing for farmers.

· Water bottles

- Make water bottles reusable: Once the contents have been consumed, they return to your inventory as an empty bottle. (I.E: Drinking, using them at the moonshine still, etc). This would allow you to refill them with any liquid you want (I.E: Liquor, water, etc).

- Perhaps increase the stack size? Currently it's 15 for water bottles and 30 for empty bottles if I'm not mistaken, but if you're brewing at a still it's a bit tedious having to maneuver around with such small stacks.

· Moonshine still

- Allow for water buckets to be used instead of bottles. Please, it'd make someone's life way easier, and less taxing.

- Gathering the resources for a still is quite expensive, specially if you buy them (From other players or an NPC store) rather than grinding the mines yourself. Further costs on water bottles make it less appealing than it really is, at least from my point of view. This ties up with the point above - If empty bottles were reusable, you could at least keep brewing after refilling them with water. This would allow people to buy empty bottles only, rather than having to buy water bottles + empty bottles, which increases the cost of brewing quite a bit.

· Item Stacks

- Some stacks seem to be quite high, whilst others seem to be quite low. This makes it so you have to play a game of inventory management between your own inventory and horse/wagon. If changing the stack sizes is too annoying and could bring balancing issues in some aspects, making a new stack appear after one has been completed could be a solution. This could be specially beneficial for farmers, since the stacks amount to 50 of each item, but they may collect more than that during their RP. This would allow for less "tetris" in inventories, whilst still being limited by your inventory size. (I.E: You gather 50/50 grain while farming. A new stack appears in your inventory that you can fill up to 50/50 again, so on, so forth.) TLDR: Have the ability to have multiple stacks of one specific item.

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Saw this earlier so thought I'd bump it. 

Please change, if possible, the system of equipping a badge. It is very time consuming and irritating to have to position it every time I go on duty, which means I basically never wear it.

 

Also, if possible, fix the gun placements on the new mob and mexican outfits please. I'd love to use the new gunbelts but they float under the holster.

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@Gadget
 

Quote

Please change, if possible, the system of equipping a badge. It is very time consuming and irritating to have to position it every time I go on duty, which means I basically never wear it.

- Unfortunately the current script does not let us access the badge attachment options.

 

Quote

Also, if possible, fix the gun placements on the new mob and mexican outfits please. I'd love to use the new gunbelts but they float under the holster.

- Will fix this if possible.

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  • 2 weeks later...

I don't know if this has been mentioned in the past six pages, but

/whisper NAME (NOT ID)
/pm NAME (NOT ID)
/examine NAME (NOT ID)
/talkto - PROXIMITY NAME (STOP TALKING TO PEOPLE ACROSS THE MAP WHO HAVE THE SAME NAME)

It's such minute details but helps to fix

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  • 3 weeks later...

Unsure if this was ever previously mentioned my apologies but, a toggleable option somehow for us to display player ID's next to their name above their heads. This way things involving chat commands like just examining or whispering to a player are a bit quicker to manage, if this is simpler than reworking the entire system to not use ID's as much.

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10 minutes ago, writer_ said:

Unsure if this was ever previously mentioned my apologies but, a toggleable option somehow for us to display player ID's next to their name above their heads. This way things involving chat commands like just examining or whispering to a player are a bit quicker to manage, if this is simpler than reworking the entire system to not use ID's as much.

We're actually mid-way through this now. We're going to have ID's next to character names in a non-invasive fashion.

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8 minutes ago, call1sto said:

Wardrobe furniture item or command to change clothes in owned / key given properties if it hasn't been suggested prior. 

Not quite sure on if it's possible to change your clothes in a key-given property but if you own a house then you have access to a wardrobe. Go to your house menu to place a wardrobe location down.

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/mylong and /mylow would help!

Change /neck to something like /choke. Add /neck, /nw, or anything shorter as a version of /neckwear

/cmel might help for the same function as /cmelong, but conflicts with the standard of /l being low, rather than long.

/ex as a shortened version of /examine would also be good : )

 

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11 hours ago, Bailey said:

We're actually mid-way through this now. We're going to have ID's next to character names in a non-invasive fashion.

Doesn't this undermine the mask system? If the ID is visible, the person can be /examined, which will reveal the unmasked identity. 

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