Repeats, Pause, and Resume
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- Anthony Roberts
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Repeats, Pause, and Resume
Repeats: I love the idea of repeats, but sometimes I run out of them, and I finish the project while I'm offline. Then my character idles for a bit, not being productive. I hate that. I hate seeing a blank on my chracter screen where it shows completion percents. HATE. Anyway. Could it at all be possible for the Initiator of a harvesting project to add or remove repeats on the project? Would be cool.
Pause/Resume: I was thinking. Instead of cancelling a project to go do something else, how about a "Pause" button. It stops the project, but keeps it there under your character stats, and you can start another project or whatever, and it adds itself in a list under your first task.
This is hard to explain... if you don't udnerstand what I mean.
But it would end up like...
Harvesting for Potatoes - 10% - [||] [X]
Digging for Stone - 82% - [>] [X]
Manufacturing Wooden Shield - 2% - [>] [X]
This would be under your stats, all in a list. The first one is the one you're working on currently, since it's top AND has the pause sign. The other two are projects you've started, but aren't working on since you're occupied. Presing the resume button would pause the project you're on, and start on the one you pressed.
Get it? Hope so. Comments?
Pause/Resume: I was thinking. Instead of cancelling a project to go do something else, how about a "Pause" button. It stops the project, but keeps it there under your character stats, and you can start another project or whatever, and it adds itself in a list under your first task.
This is hard to explain... if you don't udnerstand what I mean.
But it would end up like...
Harvesting for Potatoes - 10% - [||] [X]
Digging for Stone - 82% - [>] [X]
Manufacturing Wooden Shield - 2% - [>] [X]
This would be under your stats, all in a list. The first one is the one you're working on currently, since it's top AND has the pause sign. The other two are projects you've started, but aren't working on since you're occupied. Presing the resume button would pause the project you're on, and start on the one you pressed.
Get it? Hope so. Comments?
-- Anthony Roberts
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Meh
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- boomhaeur
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Personally I just make projects that have low yields and high repeats. Ideally once every few turns (maybe a couple times a day) the progress goes to 0 so, if neccessary, I can delete the project to go somewhere else, or start a new one with adjusted repeats / yield targets.
I typically set my repeats beyond what I expect to need and thn just delete the project the next time I hit 0% when I have to go somewhere else/do something else
I typically set my repeats beyond what I expect to need and thn just delete the project the next time I hit 0% when I have to go somewhere else/do something else
- Anthony Roberts
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- Location: Chatham, Ontario, Canada
Yes, I know you can just cancel it and resume it later. But in some places, the Activity page takes -forever- to load because there are so many things, unfinished and being worked on, there. I thought perhaps a pause/resume thing right there infront of you would decrease usage of the activity page, plus allow more ease to stop and start a project you had.
-- Anthony Roberts
- new.vogue.nightmare
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Meh wrote:You can pause at anytime and the project is still out there under the activities page.
Being able to add repeats to projects would be nice for when multiple people are doing the same thing. And if the % is at 0% to be able to adjust the amount per repeat too.
I think what he means is more along the lines of project queueing, so that if you have to start a different project, you can start another, and then choose which one to work on without going to the activities page. That way you can take a break from farming to make yourself a dung fork, and then go back to farming once it's finished without having to worry about wasting hours if you miss the turn it completes, and without wasting all your minutes waiting for the activities page to load on a slow day.
In addition, you could switch between the projects with a single click.
EDIT: Yeah, he beat me to his own clarification.
Anyway. I think this has the benefit of making life generally simpler for players, and making the chars more productive as the players do not have to be available all the time as I am. On the other hand, it would cause a slightly longer load time for the events page to load when a char has multiple projects listed.
Sicofonte wrote:SLURP, SLURP, SLURP...
<Kimidori> esperanto is sooooo sexy^^^^
- Anthony Roberts
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Meh
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Queuing would be great.
"Farm when hungry" would be nice too.
"Heal when wounded"
"Enter building x when hit"
Options outside of queueing that could be turned on and off too.
But then I could see people getting killed for queueing and options firing when they were told "Your next action better be blah blah blha or you will die. You have 30 seconds to comply."
"Farm when hungry" would be nice too.
"Heal when wounded"
"Enter building x when hit"
Options outside of queueing that could be turned on and off too.
But then I could see people getting killed for queueing and options firing when they were told "Your next action better be blah blah blha or you will die. You have 30 seconds to comply."
- Thomas Pickert
- Programmer Emeritus
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- new.vogue.nightmare
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- Thomas Pickert
- Programmer Emeritus
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- new.vogue.nightmare
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What I mean is, you shouldn't have to check your chars every three hours to make sure they're doing things like they should. Although the point of the game isn't necessarily to be constantly efficient, it's irritating if you only have a few minutes of free time a day and your char finishes making a trowel in two hours. That's a whole day of the char getting nothing done. Instead, you could have the char finish the trowel and move right on to building something with it, and not have to worry about wasted time.
Sicofonte wrote:SLURP, SLURP, SLURP...
<Kimidori> esperanto is sooooo sexy^^^^
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
new.vogue.nightmare wrote:What I mean is, you shouldn't have to check your chars every three hours to make sure they're doing things like they should. Although the point of the game isn't necessarily to be constantly efficient, it's irritating if you only have a few minutes of free time a day and your char finishes making a trowel in two hours. That's a whole day of the char getting nothing done. Instead, you could have the char finish the trowel and move right on to building something with it, and not have to worry about wasted time.
Exactly the point of this idea!
-- Anthony Roberts
- Sho
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So basically we'd be able to program basic "reflexes" for our characters? I like this idea. Anyone in real life would start (or switch to) a new project when he/she finished the previous one or run into a building when he/she got shot. Being able to set these reflexes would be a great way to level the playing field for people who don't log in very often.
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