Consume All should be more widespread
Click Wars.
Still amazes me how long it’s been without this QoL issue being dealt with. After 3 years they finally began doing something for the first time ever only recently. I was so happy to see it but seeing it only slapped on a few items was disappointing. I really hope it spreads to bags, chest, crafting materials, etc~ everything we’re expected to spam click thousands of times a day.
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chances are they just didn’t think it thru enough when they 1st created the structure of items and how they will be used/double clicked.
since they didn’t include it from the beginning, they have to go in and add the functionality to every item that needs consume all, 1 by 1.
thats a pretty tedious process, and prob why wi only see it on a few items.
its possible that updating the structure for items to include the consume all isn’t an option, so instead we are stuck w/ the hand picked, hard coded ones
chances are they just didn’t think it thru enough when they 1st created the structure of items and how they will be used/double clicked.
since they didn’t include it from the beginning, they have to go in and add the functionality to every item that needs consume all, 1 by 1.
I am a software engineer. What you are claiming is that EVERY STINKING ITEM in the game has its own menu generation code. I think the likelihood of that is slightly less than my chances of winning the Powerball lottery.
chances are they just didn’t think it thru enough when they 1st created the structure of items and how they will be used/double clicked.
since they didn’t include it from the beginning, they have to go in and add the functionality to every item that needs consume all, 1 by 1.
I am a software engineer. What you are claiming is that EVERY STINKING ITEM in the game has its own menu generation code. I think the likelihood of that is slightly less than my chances of winning the Powerball lottery.
If the developers actually played their own game, they would know which consumables should have the consume all option.
chances are they just didn’t think it thru enough when they 1st created the structure of items and how they will be used/double clicked.
since they didn’t include it from the beginning, they have to go in and add the functionality to every item that needs consume all, 1 by 1.
I am a software engineer. What you are claiming is that EVERY STINKING ITEM in the game has its own menu generation code. I think the likelihood of that is slightly less than my chances of winning the Powerball lottery.
lets say i am too. say they have a map or set of arrays or something similar. it was designed with a certain set of items w/in it. such as, open, destroy, sell on tp, whatever else.
what they didn’t include in that structure was an item for consume all. so, rather than rebuild that structure, they are hardcoding the specific ones that need it.
whats my basis? consume all didn’t exists for 3 years on any items, not that i can recall, and the ones that have it now seem pretty specific and it seems missing from some items that could easily use it
Question is did they add a field they can easily tag to allow a “_ all” or are each of these specially coded. If it’s the first way then once you decide on what should or shouldn’t have this feature, it’s intern grunt work to tag the appropriate items and then do a diff to see if you did it right. If they did it the second way, too much work to make it wide spread without going back and implementing the first way.
RIP City of Heroes
+9001
Please spare our wrists. I don’t want to be in a news article 20 years from now about how this game ruined them. :p
for there you have been and there you will long to return.
Ah, snowflakes. You can tell who hadn’t visited the vendor in DivReach from all the snow noises of clicking all the snowflakes. ..I only found out about that vendor after 1000+ clicks… :\
So yeah, I hear you Glass. Even our loot bags could stand to have an Open All and just let us sort out the overencumbrance if it happens.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
If the developers actually played their own game, they would know which consumables should have the consume all option.
Probably use macros.
Question is did they add a field they can easily tag to allow a “_ all” or are each of these specially coded. If it’s the first way then once you decide on what should or shouldn’t have this feature, it’s intern grunt work to tag the appropriate items and then do a diff to see if you did it right. If they did it the second way, too much work to make it wide spread without going back and implementing the first way.
i believe i agree. better way of saying than i did
GW (one and two) have been click happy since inception. A great addition would be the subtraction of consumption clicking.
GW (one and two) have been click happy since inception. A great addition would be the subtraction of consumption clicking.
another thing that is an issue are mystic forge recipes. Making 250 amalgamated gemstones? you need to click separated stacks of gems a TON. Took me an hour of just sitting there clicking. i had to take hand breaks.
I’m also almost done with my second 80 dollar logitech gaming mouse from the amount of pointless clicks i have to do. some wrist issues are starting to pop up as well. I love this game, but it could make a few of these quality of life issues more of a priority – the essence of luck change was a HUGE success.
lets say i am too. say they have a map or set of arrays or something similar. it was designed with a certain set of items w/in it. such as, open, destroy, sell on tp, whatever else.
what they didn’t include in that structure was an item for consume all. so, rather than rebuild that structure, they are hardcoding the specific ones that need it.
whats my basis? consume all didn’t exists for 3 years on any items, not that i can recall, and the ones that have it now seem pretty specific and it seems missing from some items that could easily use it
There are a whole lot of different ways to design something like this. What you describe is one of the possible scenarios. I would hope a professional programmer would know several and pick one that he had good experience with in a past project.
Now suppose their engineer hacked the menu code in the manner you suggest. I use the word ‘hack’ intentionally because it is a hack for the 3-4 items involved. However there is nothing that would prevent the same engineer from removing that hack and extending the original framework to provide a service that would work in a general fashion for the applicable items.
There is no need to go in and write code for each and every item. OR to have a gosh darn vendor for each type of item like snowflakes.
MAYBE you would need some code for each item TYPE to define what Consume All actually does, but that’s it. That process of adding supported item types could be gradual too. Start with snowflakes and slivers, and then go on to stacks of bags, then other items as time permits.
This is not a major project and it would make the game noticeably more friendly to users.
And yes after this fix the kittening idea of having to do hundreds of Mystic Fountain iterations. My guildmates have been complaining about this in our guild chat. This kind of stuff is thoughtless. It really makes the game actually physically punishing to play.
(edited by Glass Hand.7306)