Jun 21, 2005, 12:09 PM // 12:09
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#21
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Jungle Guide
Join Date: Jun 2005
Guild: DOOM
Profession: E/N
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This is a good idea, but it is most likely very low on the list of features.
What woul you rather have?
A. This idea in GW
or
B. A new area to play in, in GW.
Which do you think people will pick?
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Jun 21, 2005, 02:41 PM // 14:41
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#22
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Academy Page
Join Date: Jun 2005
Guild: LLJK
Profession: R/Mo
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The problem with that approach, arnansnow, is that the players do not decide which features are implemented. Feature requests typically pass through a chain of command (from specification to production) which basically evaluates the need for the feature, how the feature benefits the interactive experience, how the feature affects gameplay and balance, how much the feature would cost to implement, and how much paid time would be required for completion of implementation. The latter two issues are often the most important to the final decision-maker if the feature passes gameplay/balance inspection.
"Identify All" eliminates a boring, repetitive process that contributes little or no entertainment value to the interactive experience, inherently enhances the user's experience, improves gameplay and does not affect balance, and would cost less than development and implementation of a new playable area.
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Jun 21, 2005, 05:16 PM // 17:16
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#23
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Academy Page
Join Date: May 2005
Location: Iowa
Guild: Four Eyes
Profession: E/Mo
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What about a 1 Use expert ID kit for 400 gold that would id anything in inventory, that way it costs more to do then buying 4 id kits for a 92 usage when the max you could get was 45 out of the expert ID kit
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Jun 21, 2005, 05:24 PM // 17:24
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#24
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Desert Nomad
Join Date: May 2005
Location: European Server or International
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this isn't a "this feature vs. that feature" thing. I mean certainly they don't have a single team of 4 code monkeys who handle everything in a game. A well made game such as this can take hundreds of people working on all different sections. If one team was working on small features such as storage/selling/identify etc, an entirely different and (relatively) unconnected team would be working on mapping, quests, etc.
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Jun 21, 2005, 06:19 PM // 18:19
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#25
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Academy Page
Join Date: Jun 2005
Guild: LLJK
Profession: R/Mo
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Quote:
Originally Posted by DrSLUGFly
this isn't a "this feature vs. that feature" thing. I mean certainly they don't have a single team of 4 code monkeys who handle everything in a game. A well made game such as this can take hundreds of people working on all different sections. If one team was working on small features such as storage/selling/identify etc, an entirely different and (relatively) unconnected team would be working on mapping, quests, etc.
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There is a gauntlet of acceptance testing which features have to survive before they even reach the developers' ears. Even during the design stage, features are compared and contrasted, and added and removed. You are apparently forgetting a major decision-making factor: money. There are monetary costs associated with employing programmers, artists, level designers, and SQA testers. In addition, time is also a factor when budget schedules and project schedules do not allow for certain post-production support activities. Assume NC Seattle is working on an expansion. What makes you think they have the time and budget to recycle the process and redesign the expansion package to implement unresearched and unprocessed player-suggested content? The following statement from a friend in game development sums this issue up simply: "The easier it is for me to implement, the quicker and more likely I am to jump all over it."
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Jun 21, 2005, 09:07 PM // 21:07
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#26
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Pre-Searing Cadet
Join Date: Jun 2005
Guild: Nightmare Illusion Legion
Profession: W/Mo
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Quote:
Originally Posted by Adraeus
Game designers should strive to eliminate boring repetitive processes that contribute little or no entertainment value to the game.
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I 100% agree with this statement, and see it as a goal that GW is striving to attain. An ID all function wouldn't detract from anything. The individual ID packs would probably still be used by some of us. Even with Cain in D2, I still would have an ID book with me in case I needed to determine what I wanted to keep in the case of choosing between one item and another. The same is true in GW, or would be if we had a "Cain prototype" in it.
Good idea Adraeus, now to see it get implemented!
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Jun 22, 2005, 07:32 AM // 07:32
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#27
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Wilds Pathfinder
Join Date: Apr 2005
Location: Anderson IN USA
Guild: Ecks Di [xD]
Profession: W/N
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now if they actually put in an options to identify everything at once then what next??? would people complain cause they cant salvage everything at once? or maybe because they have to pick up everything one item at a time, or that you have to click on an enemy to attack them, it really does not take that long to identify things, you people are just extremely lazy
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Jun 22, 2005, 07:46 AM // 07:46
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#28
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Frost Gate Guardian
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And you just came here to flame around.
Either say you like it or not and give a reason why. But flaming people for their opinion is just trollish. Though it is common use in this forum and encouraged by mods as it seems.
However:
I'd like to have it implemented. It is no question of lazyness but a thing of common sense. What is the repeated ID Clicking contributing to the game? Any good? Any bad?
I don't see anything good about the massive ID Clicking to identify your inventory. But on the other hand i see the bad part about it - nailing you to a place for several minutes.
If people were lazy they would just sell it to the merchant unidentified.
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