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Tooltip Improvements

Quick find code: 185-186-285-66062544

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Hey, thanks for your input and ideas in here as well :)

Ideally everything would have a mouseover tooltip to allow players to see what potential could rest within an item or not. That said it of course is much more important to get for certain high profile items first. In terms of set bonuses we recently really got grandious ones for instance. The ones we got in 2015 were okay-ish, but the new ones are so much more accurate, alone seeing how many set pieces you actually need for what. In terms of set bonuses we would be almost done now - the way they are displayed are good, but a couple of sets still need tooltips in the first place. Passive effects are not so widespread, but at least for newer content we usually get those informations already.

I basically would have all relevant information listed, while attack speed isn't as important as a mechanic as it was before the EoC it still is a parameter weapons can differ from one another - partially even within the same weapon class (i.e. darkbow or saradomin sword) I would want to see the information listed. I am not sure if they would try to make something like attack speed relevant in the future again (which could open up another layer of weapon diversity) or abolishing that concept entirely. But well - basically it is the other part of your ability damage calculation for now. I just want to focus on getting information delivered to players in here.

I certainly wouldn't count hitsplats as something tooltip related, but that might be an interesting suggestion for a dedicated thread.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

25-Jun-2019 18:20:18

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
That settings toggle already had quite a bit of discussion already behind it. Basically the intention behind that simplified setting would for players who want to know how a specific piece of equipment works, but wouldn't care for the exact math related to it. As for newer players - ideally the whole thing is configured in a way they wouldn't need to touch anything setting related (new players don't like being bothered with configuration stuff before even starting to play a game after all I guess), but could still be able to adjust it later the way they like.

Yeah - that comp rework thing isn't informing players that well when it comes to what effects do you have or not. Quest unlocks (jerrod, ava, bonesack) are actually listed as passive unlocks in their respective quest journals, the reaper achievement has that combat stat boost as its reward listed, but I haven't seen anything for the spirit or ardougne capes for instance. Skillcape perks added to max/comp capes work as before, but you can't check their details out once more on capes different than max/comp. It basically would be that right-click check I mentioned in the opening post (now refering to capes in general, rather than comp capes pre-rework).

Maybe as a different thought now:

+ Combat boost simply gets calculated into the base stats of any cape. Similiar to how your three skillcape perks are displayed already
+ Teleports for instance I wouldn't regard as cape benefits at all anymore - you just have them available in your spell book as soon as you get them.
+ Ava and Jerrod could be a bit extensive to see they're active. That is why I'd prefer the general right click thing for everything coming from outside the cape.

I'll take my time and think a bit of how I could elegantely include it in my OP.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

25-Jun-2019 18:26:15 - Last edited on 25-Jun-2019 18:46:37 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Thinking of a concept displaying, which kind of 'Always active' (that is explicitely not restricted to the effects formerly unified on the comp cape, but for instance also dungeoneering unlocks, quest rewards or all times task rewards) effect you have or not I'd suggest to introduce a passive effect tab in the hero menu, that can also been seen examining other players (respecting privacy settings):

+ 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?
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

26-Jun-2019 05:54:11 - Last edited on 26-Jun-2019 06:21:20 by Rikornak

pOp O
Nov Member 2016

pOp O

Posts: 440 Silver Posts by user Forum Profile RuneMetrics Profile
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

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Yeah - it's probably also moreso something for a dedicated let's call it InformationScape thread (comparable to that skill guide extension, rather something purely tooltip based - it sorta evolved out of the idea something needs to be done with the way the pre-rework comp cape and its multitude of passive effects). The essence in general would be that your unlockable cape based effects shouldn't be listed on any cape since a pure mouseover tooltip would become too overcluttered. Having all 'relevant' passive effects (as said everything that goes past a pure xp bonus in specific situations or granting access to content whatsoever) in a central place.

Admittingly - that would be challenge to find out how to list that multitude of effects correctly, but even just a plain list would be better than somehow finding out all those effects - some can be extracted from the quest lists or dialogues with npcs, but some not all ingame - I don't see I've seen anything related to the spirit cape for instance - it could be that a one timed message is given upon buying it for the first time, but I can't confirm this since I got it pre-update already. All in all I like your idea though. Maybe it could even work like our invention/currency pouches - you don't even need to click on it, you'd get a mouseover on the respective icon.

In general a list like the one given when checking the skillcape perks on a max or comp cape could be the basic design.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

28-Jun-2019 06:05:05 - Last edited on 28-Jun-2019 06:14:17 by Rikornak

vonSageworth

vonSageworth

Posts: 1,752 Mithril Posts by user Forum Profile RuneMetrics Profile
I support. It's time consuming, inconvenient, and distracting having to go fansites to compare weapons and armor. If I could do all that within the game, I could decide quicker which would be more suitable in a shorter span of time.

Thank you for the suggestions. Very well made.
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10-Apr-2020 09:17:16

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