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Tooltip Improvements

Quick find code: 185-186-285-66062544

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
0 Preamble


In my opinion RS has a real problem on delivering relevant information of items (and to a lesser extent abilities). While veteran players know what their items do (or just will look in a wiki), newer players don't know about this. A good game should be able to deliver all relevant information by itself!

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, degradation behaviour (degrade-to-broken/dust) and weight in the tooltip. Items with extensive amounts of passive effects ((Attuned) Crystal, Tasks set items, Slayer Helm) should rather have a right-click check option (similar to pontifex ring variants), with a short notification for that in the mouse over. See also Chapter 4 for this.

Allow to see activated perks on capes and augmented equipment when inspecting other players.

- Weapons should show in addition their special attack with a short description, if available
- Rename remaining 'All'-class armour to 'Hybrid' - they're identical.
- Equipment providing bonus to all styles should state so, instead of listing individual styles with identical values.

Items not displaying passive effects:

<under construction>

- Head:
- Back:
- Neck:
- Ammo:
- Weapons & Shields:
- Skilling tools:
- Torso:
- Legs:
- Hands:
- Feet:
- Rings:
- Pocket:
- Sets: (Attuned) Crystal, PvP Hybrid, Castle wars, Penance, Fist of Guthix robes, Citharede robes, Trahaearn exoskeleton, Factory
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:15:47 - Last edited on 15-Aug-2023 10:50:39 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
2 Consumables


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, Buffs & Debuffs


- Show information about exclusive (sharing a cooldown) abilities and effects (i.e. excalibur triggering the cooldown on healing ultimates).
- Show damage ranges for styles other than necromancy as well.
- Show the condition, in which an ability is upgraded (i.e. codex, level, well of souls).
- Show ability tooltips on locked action bars.
- Show stat modification separately from buffs or debuffs, 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.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:15:55 - Last edited on 11-Aug-2023 07:01:10 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
4 Passive effects


Due to the comp cape rework a lot of its former effects became ones always available. Alongside the dozens over dozens of other effects, players can quickly lose the overview of what they have active and what not. Partially players can extract those information from their quest overviews, but partially (i.e. spirit cape) no information at all would be available. To tackle on that problem a passive effects tab should be introduced in the hero menu, which can also be checked on other players (respecting privacy):

+ All unlocked active abilities, spells or prayers are not listed on it - players can see in their spellbook if they have obtained them or not.
+ Trivial passive effects - pure xp bonuses and unlocked or improved 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.
+ Effects and upgrades related to the toolbelt can be seen there.

- 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 separated and moved to the interface.
- Most dungeoneering scrolls (but gathering, quick teleport, daemonheim and renewal) are outright added to the interface.
- Quest rewards - both related to the former comp cape, as well as ones entirely independent from it.

5 Settings


- Allow players 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.
- Show virtual levels as real level / virtual level (i.e. 99/120), also show them while boosted or drained.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:16:03 - Last edited on 18-Jul-2023 04:25:06 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
6 Interface


- Rearrange the Tabs in Equipment to Ability | Mainhand | Offhand with selected Ability in EOC and Mainhand in Legacy by default.
- Add effects exploiting susceptibility as separate calculations for accuracy and damage.

7 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

8 Conclusion


Feedback is appreciated and hopefully you like my suggestion. If I have forgotten something or you just think you've got a good idea please notice me.

9 Change log


02/09/15 Initial post in the Ninja forums
07/12/15 Buff bar extension implemented, thank you :)
08/02/16 Several Armours now show their Set Bonuses
09/05/16 Ability tooltips now reflect more accuratly their effects
14/06/16 Augmented items now show their progress
29/08/17 Improvements for the achievement system
13/11/17 Many item related tooltips have been released
22/01/18 Auras now have proper tooltips in the aura bag
03/04/18 Auras now have proper tooltips on the buff bar
23/04/18 Food now displays its constitution requirement
12/11/18 Potion tooltips have been added
10/06/19 Set bonuses now display the amount of pieces needed to activate
02/09/19 Improvements to the buff and debuff bars
23/11/20 Ninja Strike 15: Combat Tooltips
12/07/21 Ninja Strike 24: Combat Bonanza
16/08/21 Spells now show their maximum potential
18/01/22 Various tooltip related improvements
08/08/23 Item and ability related tooltip improvements
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:16:44 - Last edited on 08-Aug-2023 06:36:01 by Rikornak

Nelson

Nelson

Posts: 1,977 Mithril Posts by user Forum Profile RuneMetrics Profile
support, this is very important.

why should people have to go to offisites to figure out what their gear does and how it works.

barrows best tooltip in game, pls update void, raids, warpriest and other items in game with similar tooltips.

abilities need updating too, there's no reason for the most integral part of the combat system to not display accurate information.

game needs clarity.

kelpie pls.

02-Sep-2015 14:07:58

Bolt Bunny

Bolt Bunny

Posts: 910 Gold Posts by user Forum Profile RuneMetrics Profile
I would definitely like to see the tooltips include special effects on armour.

..Oh, and everything else in the thread.. Yes.. Yes! Although, I'm not quite sure about numerical values on weapon speeds and how much it would actually help over the current system (Slowest < Slow < Normal < Fast < Fastest), unless of course there's an underlying set of conditions that you don't see; as in: something between 3.0 and 2.4 seconds still counts as fast rather than fastest or vice versa, but I don't think that's the case at the moment.

However, definitely support everything else!
Papa
bless.

02-Sep-2015 16:46:11

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I would definitely like to see the tooltips include special effects on armour.

..Oh, and everything else in the thread.. Yes.. Yes! Although, I'm not quite sure about numerical values on weapon speeds and how much it would actually help over the current system (Slowest < Slow < Normal < Fast < Fastest), unless of course there's an underlying set of conditions that you don't see; as in: something between 3.0 and 2.4 seconds still counts as fast rather than fastest or vice versa, but I don't think that's the case at the moment.

However, definitely support everything else!


Thanks for the support

Regarding weapon speed, it may not have an immediate impact, but a numerical value is more of use for a new player than just a word with no explanatory power (see the even more extreme special attack thing, you don't know exactly what it does, you only have a relation to other things), it isn't the most important thing, but if we get new tooltips this relic should be gone as well (but yes of course, the rest is way more important). Maybe it should even be renamed to attack delay (the time between 2 attacks), as attack speed would imply the amount of attacks in a certain interval
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 18:56:46 - Last edited on 02-Sep-2015 18:57:46 by Rikornak

Bolt Bunny

Bolt Bunny

Posts: 910 Gold Posts by user Forum Profile RuneMetrics Profile
I'm still on the fence for attack speed, I honestly don't know what they could do with it.

Due to abilities it seems kind of irrelevant since all the weapons in a tier equate to each other (ex. daggers - low damage, high speed; longsword - high damage, low speed) in dps according to abilities. The only time I could see knowing the actual intervals being useful would be if you use legacy or momentum; where the player is relying solely on the weapon rather than player skill, so to speak.

Also, while on attack speeds, why did Jagex give maces the fastest speed? It truly boggles my mind..

In the end though, maybe I'm missing the bigger picture and it's infinitely more useful to new players rather than me. Like, I really don't care if it showed how many seconds it took for each attack to initiate or if it stayed how it currently is, I just don't see how either is better than the other in the current combat system. It totally would of made more sense to me had they showed the intervals rather than the ambiguous "fastest" to "slowest" like a decade ago.
Papa
bless.

02-Sep-2015 19:59:30

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