Could we make it so that an empty crafting station -doesn't- bring up the crafting menu when you close it? Often I pick crafted items up, and I click a storage chest.. and it yanks me back to the crafting station.
Likewise? When you craft an item.. it doesn't re-open the menu OR the crafting station, so it's kinda weird and feels ... anti-intuitive.
I think it'd probably be easy to determine whether a crafting station has or does not have an inventory, no?
This extra step always feels pointlessly tedious and ... I don't know of any crafters that actually use the crafting menu to search for the items they want to craft, given the sheer vastness of the number of craftable items.
But when doing repetitive crafting it feels super weird, and after doing this for literally years now ... this kind of occurred to me what made it so tedious.
I also considered the idea that ... skills (on the enchanting menu) should probably be moved to the #1 slot on the menu: Enchanting is already one of the most annoying things. Flipping through 3 menus to reach the skills which have 4+ menus of its own feels weird.
These are.. the only two areas that.. feel to me like they haven't received a streamlining pass yet, mechanics-wise... the only areas that feel, to me, like they could use a little love and a spit-shine job.
Crafting Stations / Enchanting tedium?
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Re: Crafting Stations / Enchanting tedium?
I almost exclusively use the in game craft menu unless I'm making a fixture and need to be sure what it looks like (especially for the ones that have the same name but are different.)
The rest is good and I think has been suggested before, but who knows how deeply buried some of these mechanics are - like the station reopen thing.
I'd have to unlearn so much muscle memory and part of me thinks this is why it still is this way.
The rest is good and I think has been suggested before, but who knows how deeply buried some of these mechanics are - like the station reopen thing.
I'd have to unlearn so much muscle memory and part of me thinks this is why it still is this way.
Irongron wrote: [...] the super-secret Arelith development roadmap is a post apocalyptic wasteland populated with competing tribes of hand-bombard wielding techno-giants, and strewn with the bones of long dead elves.
So we're very much on track.
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Re: Crafting Stations / Enchanting tedium?
Honestly I can relate with the OP. People who craft a lot put their crafting station right next to the chest and then when trying to navigate between the chest, the station, the dialogue, the container bags dialogue too, etc, it can be cumbersome, but as much as I would like to see that system smoothed out, I kind of feel like having the crafting menu not open for an empty station would be just as cumbersome.. maybe a minor almost insignificant improvement that I dont think is dev-time-worthy imo.
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Re: Crafting Stations / Enchanting tedium?
I wouldn't mind it opening after a craft is finished. Personally I think one reason people forget and leave finished items in the stations is because it just simply closes.
As for the rest, I got used to closing the station before going to a chest because sometimes when you don't close it all the way you can bug it out to not work till the next reset or you pick it up and place it back down.
As for the rest, I got used to closing the station before going to a chest because sometimes when you don't close it all the way you can bug it out to not work till the next reset or you pick it up and place it back down.