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Tooltip Improvements

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Rikornak said:


1. Equipment:


Equipment in general should show it's quest and skill requirements (stop displaying them the moment players fulfill them), passive effects, set bonuses and degradation behaviour (degrade-to-broken/dust) in the tooltip. Items with extensive amounts of passive effects ((Attuned) Crystal, Task Armour, Slayer Helm, Capes) should rather have a right-click check option (similar to augmented items).

Allow to see activated perks on capes and augmented equipment when inspecting other players.

Luck enhancers should show their tier of luck.


support
however tooltips for out of use items? eh a little low yield update but i see why it might be nice for consistency
Posts:urn bag!, hits-plats fix

25-Jun-2019 12:48:46

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Rikornak said:
1.1 Weapons:


Weapons should show in addition their

- Attack damage shown as min to max damage (more important now due to some invention perks)
- EOC only: Ability damage
- Attack range
- a short description of their special attack (if they have one). A Name alone won't tell the player anything.
- Show attack speed as a numerical value (e.g. fastest as 2.4), maybe rename it to attack delay


eoc ability damage -important
attack speed i think should be scraped or rework somehow becaues it complicates the calculations for no actual use. when eoc came out they put inplace these calculations to balance out the weapons of each teir as speed became global cooldown. since then the weapon speed has only been use to people who 4 tick mage and want to take advantage of auto attacks. simple way to fix this is to remove speed from the item tooltip and explain speed in a weapon type situation on the wiki or get rid of it all together and have the numbers reflect something proportional to damage output
Posts:urn bag!, hits-plats fix

25-Jun-2019 12:58:39

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Rikornak said:
1.1 Weapons:


Weapons should show in addition their

- Attack damage shown as min to max damage (more important now due to some invention perks)
- EOC only: Ability damage
- Attack range
- a short description of their special attack (if they have one). A Name alone won't tell the player anything.
- Show attack speed as a numerical value (e.g. fastest as 2.4), maybe rename it to attack delay

1.2 Armour:


Armour additionally needs to give information about damage reduction (PvP / PvM for Tank Armour).

Rename remaining 'All'-class armour to 'Hybrid' (as it is nowadays absolutely identical)

2. Consumables:


While food already gives information about life points healed and constitution requirements, it doesn't do so for secondary effects (buffed stats, heal of over time,...). This information should be styled like tooltips for potions.

Tokens used to unlock items, overrides or abilities should give information what they still can unlock in green and a statement when you can no longer unlock something with them in red.

3. Abilities & Spells:


As I said in the preamble abilities are mostly fine. They just should get information about exclusive abilities (those they share a cooldown with).
Melee and Ranged abilites should have weapon damage reworded to ability damage.

Combat Spells need to show their damage.

Furthermore rearrange the Tabs in Equipment to Ability | Mainhand | Offhand with selected Ability in EOC and Mainhand in Legacy by default.

support
i would add, seeing all your hitsplats on a monster if you hide other peoples hitsplats would be nice (not sure if hitsplaits comes under tooltips)
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25-Jun-2019 13:02:48

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Rikornak said:
3.1 Buffs & Debuffs


Those on the other hand are a total mess: Partially extremely vague and partially they don't exist at all. The following can fix and improve the system:

- Change the (de)buff bar to an interface element that can be moved together or split up into 4 individual units. All elements can be disabled individually using a setting:
*Combat mode icon
*Buff bar
*Debuff bar
*Stat modification, display up to 6 - more will unify into a single icon which shows all active modifiers in the mouseover, show the time remaining to restore a level, highlight effects that keep stats on a certain level for extended periods of time (e.g. wilder pie, god banner, overload)
**Non-combat stat-modification are activated with a toggle
- Add missing effects (mostly non-combat effects and stat (de)buffs).
- Clarify what an certain effect does, mostly affecting potions
- Suggested by Blackwidow: Critical mechanics (like wyvern cavern) should be assisted by an UI-element, that can quickly tell you what is going on. Also for those the tooltip has to say what is going on, no room for interpretations.

.

buff and debuff hopefully getting a significant "sort out" soon according to the steam
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25-Jun-2019 13:06:56

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Rikornak said:
4. Skill guides:


While not inherently an issue with tooltips, it will help to quickly get relevant information ingame.

- Add a search function to skill guides similar to the one used for the bank. Allow searched materials to display any entry they're directly used for.
- Add requirements for starting quests to the relevant skill guides
- Add levels required to fully benefit from food to the constitution skill guide

5. Settings:


- Allow players to to see tooltips as detailed (full information), simplified (basic information about functionality and duration, but no concrete amounts) or disabled (aka pre-eoc mode). Default setting is detailed.
- Allow players on detailed or simplified settings to disable tooltips while in combat.

search function in skilling would be super helpful
with settings i believe our settings are getting out of hand, as in theres too much, people get confused on where to find things (noobs) so i think there should be 2 sets of settings, for normal players and for advanced settings there should be a toggle (hide advanced settings) but otherwise i like the suggestions
Posts:urn bag!, hits-plats fix

25-Jun-2019 13:11:07

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Rikornak said:
+ All unlocked active effects - abilities, mutations and teleports - are not listed on it - players can see in their spell/ability book if they have obtained it or not. In terms of the comp cape it would be the four teleports and the summoning recharge.
+ Trivial passive effects - pure xp bonuses for specific activities or unlocked areas/shortcuts/facilities/... - are not listed on it. The effect needs to be able to alter the way you interact with content, rather than just shortening the time you spend with it or enabling to interact with it at all.

- Task set items will have their passive effects requiring it to be worn, as well as operating effects still listed as a right-click (since this still will likely be too long for a mouseover), always-active effects are moved to the interface.
- Most dungeoneering scrolls (but gathering, quick teleport, daemonheim and renewal) are outright added to the interface.
- More passive effect stuffies...

What would you in general think about that concept?

I like the idea but i worry it will be cluttered so might be nice to have like a category to say, you got this from a quest or you got this from a minigame or you got this from dung so its not all over the place,
also i would like them to make the numbers a lot simpler to understand so in the passive tab there should a disruption and if you click it you get a detailed legible explanation + example of how it works
so for example the attack cape- extends dismember by 2 seconds-click- this extends dismember by 2 seconds from 4 seconds to 6 seconds so that dismember does 8 hits instead of 6 [numbers may not be accurate for this its off what i recall but you get the idea].

there should also be a way to see your level boost for things like polar bear and raccoon etc these can be with cape perks under current passives
Posts:urn bag!, hits-plats fix

27-Jun-2019 20:11:59 - Last edited on 27-Jun-2019 22:06:56 by Pop O

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