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QoL: item control #460

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PiotrKaszuba opened this issue Oct 5, 2024 · 2 comments
Open

QoL: item control #460

PiotrKaszuba opened this issue Oct 5, 2024 · 2 comments

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@PiotrKaszuba
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Suggestions to allow player more structure and control over items in stash:

  1. Horadric Cube is very convenient place to put important / often used items just because it is separate. But it is also used for recipes which means often used items will be dropped / merged to general stash. Therefore I suggest having multiple item stash tabs - potentially even generated on demand by player with some '+' button. With this idea I'd imagine leaving the current item stash as 'general purpose stash' and have it as is currently - with new items dropping to it. I'd place additional item stash with switchable tabs below it (or to the side, but below probably better) to allow arbitrary item movements between: general stash, any extra tab on additional stash and tower equipment. This functionality is available in original YouTD as player can find somewhat independent spaces on the ground outside the stash borders to differentiate between their imagined item categories and not have them ruined by item drops inside the stash borders . Also, builder had another independent inventory which is missing in YouTD2.
  2. On item stash (and potentially tabular stashes if above implemented): a button to sort all items in that stash by item rarity and by item levels within rarity upon clicking - helps planning conversions and spotting important high rarity and high level items. This functionality is not present in original YouTD - player had to sort the items themselves and keep it tidy. So this one will enhance player management ability above original game and further buff item find focused gameplay.
  3. Allow shift left click from item stash to opened tower inventory (currently only from tower to item stash works). As above, this will also improve item management - here, tower item micromanagement. Furthermore, it could be the case that even full tower inventory could be influenced from item stash with shift left click - one could assume that shift left click would swap the last item in tower inventory with clicked item in item stash. This would even further improve item micromanagement, but implementation of any parts of this idea is useful. Also, if this is not implemented but "1" is implemented - shift left click could be used to quickly move items between general stash and currently opened extra item stash tab.
  4. Show hints/tooltips (while hovering recipe in Horadric Cube?) about the average item level currently placed in Horadric Cube. Also, potentially show the distribution of possible output levels with probabilities - can be visual if probabilities are continuous and if there's too large range of possible levels - however, just average item level might be enough.

These suggestions are meant to save player energy and focus and facilitate active and thorough engagement with available items, however they generally buff item find focused gameplay and only "1" functionality was somewhat available in original game.

@PiotrKaszuba
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Also:

  1. Allow "item lock" to be both visible and changed (ctrl + right click) in any inventory: item stash, horadric cube and tower inventory. Currently "item lock" seems to be visible in item stash and horadric cube but not tower inventory, and it seems player is able to change the state of "item lock" only in item stash. It would be useful to manage items in any place. Ability to change "item lock" in horadric cube seems to be most important of these.

@PiotrKaszuba
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Also:

  1. Create additional filter on item stash (similar to filtering item types / rarities) that will show all items with horadric lock only. This will allow horadric lock not only to protect important items but for player to create a limited view on important items in stash. This view might serve similar purpose (for player) as a hero/builder inventory would.

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