View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0003860 | Valley 1 | Programming Todo | Sep 20, 2011 5:34 pm | Oct 4, 2011 7:23 pm | |
Reporter | tigersfan | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.516 | ||||
Summary | 0003860: tooltips over onscreen items while paused, | ||||
Description | Including full enemy stats | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
I was considering requesting this before, but I wasn't really sure how it should work before pausing existed. It would sort of be possible with warp-in invincibility, but not everything is always right there where you want to see it. Even if this doesn't end up being the "right" way of going about it, I'd really like some way of seeing the names of all the stuff all over the place, other than having to try to whack it and read the message that pops up while something else is trying to kill me and eat me. |
|
I think that Pause would really do it for this, honestly -- stuff holds still so that you can actually put the cursor over it and read it, for one thing. It's something I really want to do, it's just a matter of taking the time to do that and then getting all the tooltips for things like monsters in there. In a lot of respects this replaces any need for a Scan spell, which I'd previously considered. All the bosses have variable stats even of the same level, I don't know if you noticed, so that's important. Regular monsters are all identical at a given level. And later the bosses will seem even more different with things like elemental immunities that are randomly rolled, etc. |
|
I saw the entry for the Scan spell (you may have noticed that I started from the oldest entries and worked my way forward), so I'm aware of all that. It does feel a little cheap giving away all that info about bosses for free, and the reason I'm a little concerned about sticking it in as a pause-based function is that it would be potentially really obnoxious in multiplayer. It's like if every time you wanted to mouse over a guard post in AI War you had to pause the game...and the group I play with NEVER pauses the game for ANY reason. |
|
I agree with a lot of those points, but a few in return: 1. The scan spell could still be used to reveal certain details. 2. One good thing about multiplayer here is that it will only pause the local chunk. If you've got a number of players with you all adventuring together, then yeah that affects everyone. But if you are in one place and someone else is off elsewhere in the world, they'll never even know. Granted it's assumed that most folks would travel as a group, but still. |
|
Strong support for some way to show tooltips without having to get your character on top of things. Bouncing idiotically at a hole in the wall and trying to read in a split second if that said it lead to cave # 36 or cave # 25 is just silly. Also some way to see the HP of monsters without just having to shoot them first might be handy. And something to pop up names for other onscreen doodads that have some useful function, like potions, ores, etc. Ideally instead of having to constantly pause, just a key we could bind to do this would be nice, so I can see tooltips with it held down, then they would go away when it was let off. |
|
"Ideally instead of having to constantly pause, just a key we could bind to do this would be nice, so I can see tooltips with it held down, then they would go away when it was let off." Yay. This is an idea I can get behind. Thinking about it that way, it's a standard feature in ARPGs where you have lots of loot to sort through but that would clutter the screen if it were displayed all the time. Having a key I could hold down only when I need it like I do in Titan Quest or Torchlight would be wonderful. |
|
I don't think reveal everything, maybe dependant on level difference for the amount of info? |
|
For now this is how it works: * While the game is paused, hovering over entities on the screen now shows you tooltips showing the type name, name, health, physical, and magical attack powers of the entity (omitting lines where not relevant there, of course). ** For some things, such as the minibosses and up, this is the only way to actually see the type name in the game since the name of the specific boss is generally what shows. ** This is also a handy tool for us in terms of balancing enemies, as we can directly look at the attack powers and so on here. But longer-term this is something that will act more as a training aid, with added descriptions and so on. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 20, 2011 5:34 pm | tigersfan | New Issue | |
Sep 20, 2011 5:34 pm | tigersfan | Status | new => assigned |
Sep 20, 2011 5:34 pm | tigersfan | Assigned To | => Chris_McElligottPark |
Sep 20, 2011 5:35 pm | tigersfan | Severity | minor => feature |
Sep 20, 2011 9:35 pm | nalgas | Note Added: 0013263 | |
Sep 20, 2011 9:37 pm | Chris_McElligottPark | Note Added: 0013264 | |
Sep 20, 2011 9:45 pm | nalgas | Note Added: 0013267 | |
Sep 20, 2011 9:48 pm | Chris_McElligottPark | Note Added: 0013268 | |
Sep 21, 2011 12:38 pm | tigersfan | Internal Weight | => Feature Suggestion |
Sep 21, 2011 12:38 pm | tigersfan | Status | assigned => considering |
Sep 26, 2011 11:58 pm | BobTheJanitor | Note Added: 0013798 | |
Sep 26, 2011 11:58 pm | BobTheJanitor | Note Edited: 0013798 | |
Sep 27, 2011 12:12 am | nalgas | Note Added: 0013800 | |
Sep 30, 2011 7:54 pm | lujan22 | Note Added: 0015064 | |
Oct 4, 2011 7:23 pm | Chris_McElligottPark | Note Added: 0015675 | |
Oct 4, 2011 7:23 pm | Chris_McElligottPark | Status | considering => resolved |
Oct 4, 2011 7:23 pm | Chris_McElligottPark | Fixed in Version | => 0.516 |
Oct 4, 2011 7:23 pm | Chris_McElligottPark | Resolution | open => fixed |