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Tooltip Improvements

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Eliuaustin

Eliuaustin

Posts: 63 Iron Posts by user Forum Profile RuneMetrics Profile
Something that you might consider adding to your list:

After they updated potion tooltips to actively display the effects in real-time, I noticed that beers and ales were not included in the update.

While they are not commonly used in combat, many have other effects that can be quite helpful (e.g., Dwarven Stout's mining bonus or the poor man's magic potion, the Wizard's Mind Bomb), and I think that these positive effects (as well as the negative skill effects) should be represented in a tooltip.
Soli Deo Gloria

18-Dec-2018 23:44:47

Niyah

Niyah

Posts: 1,337 Mithril Posts by user Forum Profile RuneMetrics Profile
I played a game recently (Jon Shafer's At the Gates) and it had the best tooltips I've ever seen in a game. I could only wish for something similar to that to be introduced, but considering how poor current tooltips are.. I highly doubt that would happen.

All of your suggested improvements would definitely be welcome. Information should definitely be relayed better to the player. Especially in a game as massive as RuneScape.
Azarath, Metrion, Zinthos!

30-Jan-2019 06:57:30

pOp O
Nov Member 2016

pOp O

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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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Nov Member 2016

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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

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
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)
Posts: urn bag! , hits-plats fix

25-Jun-2019 13:02:48

pOp O
Nov Member 2016

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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
Posts: urn bag! , hits-plats fix

25-Jun-2019 13:06:56

pOp O
Nov Member 2016

pOp O

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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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