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Tooltip Improvements

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Nelson
Dec Member 2023

Nelson

Posts: 1,977 Mithril Posts by user Forum Profile RuneMetrics Profile
just remembered yesterday i was checking to make sure i was getting defence xp and noticed the melee/ranged/magic/defensive/prayers tabs. hadn't clicked on those in probably a year or two. i was thinking that these could get a lot of love with an overall tooltip revamp. at the moment tooltips have a bunch of useless storytelling and not enough useful info.

e.g. Teleport Block: Prevent the targeted player from using tel*port spells and items for 5 minutes.
Entangle: Prevents creatures from moving for 24 seconds, or players for 12 seconds.
(story time)
Needle Strike: Launch painful needles at your target that reduces their resistance to critical hits???
Dazing Shot: Shoot an arrow that detonates on contact with the target, dazing them.
Asphyxiate: Reach out with magical force and choke the life from your target...

i think the useless info could be removed from tooltips and have them only contain important info like status effects inflicted, damage values/ranges, whether or not it's a combo attack, how long it lasts, etc. the storytelling could then be moved to the melee/ranged/magic/defensive/prayers tabs "drag here" section. there's even a little window with your npc in it which could be updated to work like the beasts tab "learn" section, where your character would be animated and it would perform the highlighted ability. the animating thing isn't necessary at all but just something i thought of when i saw those tabs lol.

11-Apr-2016 17:31:38

Nelson
Dec Member 2023

Nelson

Posts: 1,977 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I didn't start compiling passive effects (I define them as items able to activate their effects without needing to rely on other items to activate a set effect for instance) yet, as currently none of them shows it (I could provide a full list at most, but I don't think that will help more than saying it as is).


sorry, i didn't understand this. i don't know if this is in reply to something i said or just generally speaking about passive effects since i brought them up.

11-Apr-2016 17:51:52

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I'll need to take a look into that ability stuff, there also was an extremely good compilation for them back then in the beta forums (but I assume it wasn't rescued over when the beta was closed last year), as the information shown isn't correct (actual damage values can vary from the tooltip for instance)

Original message details are unavailable.
Original message details are unavailable.
I didn't start compiling passive effects (I define them as items able to activate their effects without needing to rely on other items to activate a set effect for instance) yet, as currently none of them shows it (I could provide a full list at most, but I don't think that will help more than saying it as is).


sorry, i didn't understand this. i don't know if this is in reply to something i said or just generally speaking about passive effects since i brought them up.


That was intended as a direct reply to your yaktwee stick entry, hope that clarifies it again.
---

I also added an entry for renaming remaining 'all'-class armour to hybrid, as they're identical now
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

11-Apr-2016 17:59:28 - Last edited on 11-Apr-2016 18:02:23 by Rikornak

Nelson
Dec Member 2023

Nelson

Posts: 1,977 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I'll need to take a look into that ability stuff, there also was an extremely good compilation for them back then in the beta forums (but I assume it wasn't rescued over when the beta was closed last year), as the information shown isn't correct (actual damage values can vary from the tooltip for instance)

yeah, i remember that thread. not sure who made it though so can't ask if it was backed up.
Original message details are unavailable.
That was intended as a direct reply to your yaktwee stick entry, hope that clarifies it again.

i understand now, thanks. i kept thinking about how that related to wp/raids and couldn't make sense of it, didn't notice how it applied to yaktwee.

11-Apr-2016 18:35:54 - Last edited on 11-Apr-2016 18:36:06 by Nelson

IMightbeback

IMightbeback

Posts: 659 Steel Posts by user Forum Profile RuneMetrics Profile
Def agree on the weapons/abilties etc needing more info on what they do and etc...Not just say this 2h sword has 1300 damage(which doesnt really say a whole lot)..Spec when you can hit anything above and below it at any given time.
Same for abilties when it says 100-300% weapon damage....If a weapon says it can do 1300 damage then why doesnt it do that all the time?Which would also mean the ability should hit at least 1300 damage minimum.
Or say having 99 str which would add 99 damage to that number...SO why is it most the time you hit a whole lot less?Even against monsters half your level lol.


Agree on the other things to like what is the point of having gear say all class and hybrid?When two words for the same thing.

Always thought things would make more sense least in combat terms for gear.Like even for damage boosting items....Does that follow the same suit as the combat levels?So would that mean 24 str bonus means 24 more damage in melee combat?Which makes that kind of useless in the first place then.
Spec more so when can hit thousands of damage at any given time...24 more damage is nothing.

Like in the case of so many other things dont see why they cant give the info people want in game when they need it...Not have to open a web browser and search for a website about runescape info.

17-Apr-2016 10:36:27

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Def agree on the weapons/abilties etc needing more info on what they do and etc...Not just say this 2h sword has 1300 damage(which doesnt really say a whole lot)..Spec when you can hit anything above and below it at any given time.
Same for abilties when it says 100-300% weapon damage....If a weapon says it can do 1300 damage then why doesnt it do that all the time?Which would also mean the ability should hit at least 1300 damage minimum.
Or say having 99 str which would add 99 damage to that number...SO why is it most the time you hit a whole lot less?Even against monsters half your level lol.


I think this is some weird interaction by having a random ability damage (this hidden value calculated by weapon damage and attack speed) (which is fine) in conjunction with a random ability modifier: So speak if your weapon could hit for 1000-1200, hits a 1100 and gets applied something in between 100 - 300 % in addition. The specific ability modifier should get averaged and randomness should just be cause by your weapon damage range, but that is out of the scope of that thread as I just want to change how things are displayed.

Strength levels (also apply this to ranged/magic) give a flat buff (higher than just the level) to your total damage value, same thing with power equipment & jewellery - you can check those for in your equipment tab already. I wouldn't see a change needed there as the formula higher -> better works in here. Not being to completely predict is due to monsters also have a defence level, which allows them to reduce your damage dealt (0,10 % damage per level) or even your chance to hit them (which would be the influence of attack/ranged/magic & defence levels, you're able to check in your equipment tab
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

17-Apr-2016 11:02:45 - Last edited on 17-Apr-2016 11:06:31 by Rikornak

Sreyas

Sreyas

Posts: 4,083 Adamant Posts by user Forum Profile RuneMetrics Profile
I am fully in SUPPORT! of this idea.
However, adding all that information on the tooltip that you get when you hover over things sounds like too much. My suggestion is, add a new separate tab on screen for tooltips, something similar to what opens when you visit citadel. This tab can be resized, moved around, toggled on/off for players that don't want it. It should show the tooltip of the item you examine by right clicking it or add a Tooltip option in the right click menu instead. Maybe even make it similar to the players examine window, which is divided into 4 tabs. First tab shows item name, icon, examine text, basic info like tier and main hand/offhand/2h, as well as the GE price. 2nd tab shows bit more detailed info like speed, accuracy, all the numbers and stuff. 3rd tab shows passive effects and special attacks. You know what I mean.
Experience may be the best teacher, but necessity gives you a crash course.
Grand Exchange rework | Disassembling Imp | QOL Updates | QOL updates v2

14-Sep-2016 06:47:22 - Last edited on 14-Sep-2016 06:50:16 by Sreyas

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Thanks for your thoughts for this one.

I agree with you it may look overwhelming in terms of RS at first (if we reconsider we hadn't had any tooltips at all pre-eoc and needed to work out information from the character stats screen, but this really shouldn't be a reason to hold it back), but it basically is what most other professional RPGs (and also some of the better indie ones) are able to display.

I imagine basic information being displayed like modern styled information cards in the RS wikia - and I barely doubt that would be overwhelming - with added information about passive effects, special attacks and installed gizmos (new players are not confronted with either, so complexity would rise over time (in other games it would be similiar to just having primary attributes first and later extending with secondary ones)). And for that I've really seen more complex equipment in other games already (I guess the most complex item currently ingame would be the attuned crystal armour with utilizing partial set bonuses - the rest even hasn't got this currently).

The most important thing is you're not in need to scroll the tooltip (already have seen this before in some other game) and I doubt they will be so long this will be needed. I would like to keep it as simple as possible (all relevant information on a first glance) and having several tabs for this isn't able to achieve this.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Sep-2016 07:40:58 - Last edited on 14-Sep-2016 07:49:22 by Rikornak

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