Resource Use Straight From Keys
Resource Use Straight From Keys
I have seen this before. When crafting, the needed resource is used from the proper keys, just like Magery uses reagents from the reagent keys. This way, you don't have to pull out boards or leathers or ingots every time you need them. Just whip out the keys!
Re: Resource Use Straight From Keys
Just reading this post makes me drool. This would be so convenient.
What would be *really* nice in combination is a smart tooltip for the keys as well which gives a rundown of the contents. It would be a long tooltip, like for metalworker keys, the tooltip would be 14 lines long (aside from the itemname/insured lines).
This way, in regular crafting, you would never need to open the keys and keep the cumbersome gump somewhere every time you want to access new materials, and can check your remaining supplies at a quick and easy glance.
What would be *really* nice in combination is a smart tooltip for the keys as well which gives a rundown of the contents. It would be a long tooltip, like for metalworker keys, the tooltip would be 14 lines long (aside from the itemname/insured lines).
- Metal Worker's Keys
insured
Iron: 10045
Dull Copper: 3294
Shadow Iron: 2990
Etc etc...
This way, in regular crafting, you would never need to open the keys and keep the cumbersome gump somewhere every time you want to access new materials, and can check your remaining supplies at a quick and easy glance.
Re: Resource Use Straight From Keys
I know just enough about RUNUO coding to be dangerous. I am only a bit familiar with what is used in an XML spawner, so that it the extent of my knowledge. You masters would be better at figuring this out than I would be BUT here is my thinking.
It would seem that the same coding needed to make the reagents accessible from the Mage's Keys could be used for say, Tailoring, Smithing, Stoneworking etc. Somehow tie it in with the tool request the same way casting a spell accesses the Mage's Keys.
It would seem that the same coding needed to make the reagents accessible from the Mage's Keys could be used for say, Tailoring, Smithing, Stoneworking etc. Somehow tie it in with the tool request the same way casting a spell accesses the Mage's Keys.
Re: Resource Use Straight From Keys
Need to edit the key scripts to allow a certain amount of material be removed.
Also the crafting scripts to check the keys for materials.
Spellcasterkeys.cs and spells.cs already use that.
I think, I'm sure i looked into it yesterday or something, for me the definition of day/night/week
has become a bit randomized
Also the crafting scripts to check the keys for materials.
Spellcasterkeys.cs and spells.cs already use that.
I think, I'm sure i looked into it yesterday or something, for me the definition of day/night/week
has become a bit randomized

Failure is not an option, it's a standard.
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- Apprentice Scribe
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Re: Resource Use Straight From Keys
Considering the keys are 0 weight this would just make things too easy in my opinion.
Re: Resource Use Straight From Keys
I think having to remove the materials from keys is unnecessary complication, if it can be changed.
Can't see why it shouldn't be changed if someone manages to do it. (I'm looking into it right now but
I'm a newbie in this stuff
)
Can't see why it shouldn't be changed if someone manages to do it. (I'm looking into it right now but
I'm a newbie in this stuff

Failure is not an option, it's a standard.
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- Journeyman Scribe
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Re: Resource Use Straight From Keys
I agree with purplesmurf... it stinks, yea.. but we need something to do, too... why not just have an animal that can mine for you so you just have to follow it around and take the ingots (example)?
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- Apprentice Scribe
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Re: Resource Use Straight From Keys
Or we can just put a stone in TC that you click and 2000 ores of each color pop up in your bag *sarcasm* The easier mining becomes the more useless it will eventually be.
Re: Resource Use Straight From Keys
Dear god. What in the world are you guys talking about?? (purplesmurf for one) Being required to click a bunch of things in game is NOT the way the game becomes difficult. It is what causes things like carpal tunnel syndrome. This has nothing to do with the effort required to gather the materials.
A change like this is about saving your hands from repetitive and meaningless motions, much like the macros you use for your skills because I'm 100% positive you didn't do all your skills by hand.
It's not like there is anything preventing you from withdrawing materials from the keys. You want the admin to add a couple game menu's to withdraw gold from your bank too? The way it is right now just seems too easy.
A change like this is about saving your hands from repetitive and meaningless motions, much like the macros you use for your skills because I'm 100% positive you didn't do all your skills by hand.
It's not like there is anything preventing you from withdrawing materials from the keys. You want the admin to add a couple game menu's to withdraw gold from your bank too? The way it is right now just seems too easy.
Re: Resource Use Straight From Keys
Everyone is entitled to their opinion, I totally agree with this statement.
Having things usable from the keys would make playing the game easier, I also agree with this.
However, I'm a firm believer that when too many things come easy in an activity or game, people start to become less interested in it. I mean, look at what we have already...we have resource keys and tool houses, we have brushes for training Animal Taming to 120 (versus hanging out at the bull pens for months...those were the days), we have world teleporters and some have personal world teleporters, we have leashes so we don't have to escort our pets everywhere we go, we have a lot that makes our gaming experience easier than it would be in other shards.
I remember when I was mining on another shard, I had to do it naked with an inventory full of pickaxes (no tool houses for storage/merging). Then, I had to click-drag-drop the whole way back to my house...hoping I wouldn't be seen by a PK. Here, people have mobile forges, can potentially make 60k use shovels and pickaxes, and can even have a crazy heavy stack of raw ore sitting in their large bag of holding. With lumberjacking, you don't even have to make the logs into boards. You just target them with the keys. There are so many differences between this shard and others, and I think this shard is a decent overall balance of difficulty/challenge and time investment. Others who are waiting for magic stones and jade amulets may suggest otherwise, but I said overall.
While I respect the opinion of direct resource use from keys being a good change, I will say that it may be good to focus on having a key storage for some other items. For example, the staff could make a new key that stores organics, ointments, green thorns, orange petals, maybe some items for feeding pets (ribs, apples, fish), blank runes, perhaps the misc items found from lumberjacking (parasitic plant..fungus...), how about the crafting items from peerless? (diseased bark, essence, blight, corruption, etc...), repair deeds? XD (This is personal, because I "know" I will fail on the first attempt, so I make 3 or so and it turns out I have 2 left over. So, I just throw the extra somewhere random). How about a key for holding the items obtained for the mages inquisition quest? It could hold main pieces like the horn of defeat and magic stones, as well as the summoning pieces like the left leg and the shattered crystal.
Like staff needs more proposed ideas (lol), but I can see these being hot items if they were only available via donation. That means more revenue for Colibri's hard work and hardware upgrades in the future...
-Licos
Having things usable from the keys would make playing the game easier, I also agree with this.
However, I'm a firm believer that when too many things come easy in an activity or game, people start to become less interested in it. I mean, look at what we have already...we have resource keys and tool houses, we have brushes for training Animal Taming to 120 (versus hanging out at the bull pens for months...those were the days), we have world teleporters and some have personal world teleporters, we have leashes so we don't have to escort our pets everywhere we go, we have a lot that makes our gaming experience easier than it would be in other shards.
I remember when I was mining on another shard, I had to do it naked with an inventory full of pickaxes (no tool houses for storage/merging). Then, I had to click-drag-drop the whole way back to my house...hoping I wouldn't be seen by a PK. Here, people have mobile forges, can potentially make 60k use shovels and pickaxes, and can even have a crazy heavy stack of raw ore sitting in their large bag of holding. With lumberjacking, you don't even have to make the logs into boards. You just target them with the keys. There are so many differences between this shard and others, and I think this shard is a decent overall balance of difficulty/challenge and time investment. Others who are waiting for magic stones and jade amulets may suggest otherwise, but I said overall.

While I respect the opinion of direct resource use from keys being a good change, I will say that it may be good to focus on having a key storage for some other items. For example, the staff could make a new key that stores organics, ointments, green thorns, orange petals, maybe some items for feeding pets (ribs, apples, fish), blank runes, perhaps the misc items found from lumberjacking (parasitic plant..fungus...), how about the crafting items from peerless? (diseased bark, essence, blight, corruption, etc...), repair deeds? XD (This is personal, because I "know" I will fail on the first attempt, so I make 3 or so and it turns out I have 2 left over. So, I just throw the extra somewhere random). How about a key for holding the items obtained for the mages inquisition quest? It could hold main pieces like the horn of defeat and magic stones, as well as the summoning pieces like the left leg and the shattered crystal.
Like staff needs more proposed ideas (lol), but I can see these being hot items if they were only available via donation. That means more revenue for Colibri's hard work and hardware upgrades in the future...
-Licos
"Lead me not to temptation, I can find it myself."
Re: Resource Use Straight From Keys
I too think they have a valid point. The keys already take away most of the disadvantages of ores having weight when gathering them. Making you able to smith from keys would take alot of the weight factor out of smithing too.
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Re: Resource Use Straight From Keys
Licos wrote:Everyone is entitled to their opinion, I totally agree with this statement.
Having things usable from the keys would make playing the game easier, I also agree with this.
However, I'm a firm believer that when too many things come easy in an activity or game, people start to become less interested in it. I mean, look at what we have already...we have resource keys and tool houses, we have brushes for training Animal Taming to 120 (versus hanging out at the bull pens for months...those were the days), we have world teleporters and some have personal world teleporters, we have leashes so we don't have to escort our pets everywhere we go, we have a lot that makes our gaming experience easier than it would be in other shards.
I remember when I was mining on another shard, I had to do it naked with an inventory full of pickaxes (no tool houses for storage/merging). Then, I had to click-drag-drop the whole way back to my house...hoping I wouldn't be seen by a PK. Here, people have mobile forges, can potentially make 60k use shovels and pickaxes, and can even have a crazy heavy stack of raw ore sitting in their large bag of holding. With lumberjacking, you don't even have to make the logs into boards. You just target them with the keys. There are so many differences between this shard and others, and I think this shard is a decent overall balance of difficulty/challenge and time investment. Others who are waiting for magic stones and jade amulets may suggest otherwise, but I said overall.
While I respect the opinion of direct resource use from keys being a good change, I will say that it may be good to focus on having a key storage for some other items. For example, the staff could make a new key that stores organics, ointments, green thorns, orange petals, maybe some items for feeding pets (ribs, apples, fish), blank runes, perhaps the misc items found from lumberjacking (parasitic plant..fungus...), how about the crafting items from peerless? (diseased bark, essence, blight, corruption, etc...), repair deeds? XD (This is personal, because I "know" I will fail on the first attempt, so I make 3 or so and it turns out I have 2 left over. So, I just throw the extra somewhere random). How about a key for holding the items obtained for the mages inquisition quest? It could hold main pieces like the horn of defeat and magic stones, as well as the summoning pieces like the left leg and the shattered crystal.
Like staff needs more proposed ideas (lol), but I can see these being hot items if they were only available via donation. That means more revenue for Colibri's hard work and hardware upgrades in the future...
-Licos
I have to agree with pretty much everything Licos said. I would LIKE to have stackable granite, and not have to take out the resources, but, it really isnt that much of a inconvenience to me.. If something had to be done, i would rather see the economy/mining/lumberjacking fixed. Bees set up (hibernate) so when i have to run on the instant of a phone call and spend a week taking care of my grandmother I dont lose them all.. pets revamped to make more of them useful. It IS all a matter of perspective, some people see things as being more important than others.. to me those last three i mentioned are more important, but I respect any that disagree.
Re: Resource Use Straight From Keys
I think some of you are missing the point. How would using materials YOU ALREADY WORKED TO GATHER out of the keys make the game "too simple?" That argument makes absolutely no sense. You simply click the keys and remove the items. It's not like they got there magically. You already did the work remember.
The suggestion in this original post was to make it easier on your hands so that you don't actually have to click a million things to do the job. This has nothing to do with gathering or the time involved. The only thing this would change would be that your wrists wouldn't be crying at the end of a long crafting session.
Also, it would be really cool to have keys for different things. Those keys and the tool houses are something I just started using recently, and I find they are another reason I like this shard more than others. Anything to reduce pointless mouse clicking is good for all of you, whether you can see it or not.
The reason these keys came into existence is probably less to do with convenience and saving our wrists, and more to do with saving the server since a lower item count reduces load times and overall stress on the server.
The suggestion in this original post was to make it easier on your hands so that you don't actually have to click a million things to do the job. This has nothing to do with gathering or the time involved. The only thing this would change would be that your wrists wouldn't be crying at the end of a long crafting session.
Also, it would be really cool to have keys for different things. Those keys and the tool houses are something I just started using recently, and I find they are another reason I like this shard more than others. Anything to reduce pointless mouse clicking is good for all of you, whether you can see it or not.
The reason these keys came into existence is probably less to do with convenience and saving our wrists, and more to do with saving the server since a lower item count reduces load times and overall stress on the server.
Re: Resource Use Straight From Keys
And make me a pocket where I can store my cow, dagnabbit!
love,
Llexa

love,
Llexa
"We push and we push away,
For fear of facing our mistakes.
So we call it judgment,
And watch our friends, our world, ourselves... go comatose, inside."
For fear of facing our mistakes.
So we call it judgment,
And watch our friends, our world, ourselves... go comatose, inside."
Re: Resource Use Straight From Keys
Yes it would be simpler if we could craft right out of the keys.
And yes the keys are probably made to keep the items down not save us from clicking.
But the other point is that normally you can only smith the amount of ore that you can hold at one time. This limitation is built into the game and ment to be there (Thats why things have weight and there is an item limit on bags).
Consider or remember how it was without the keys. You could only carry so much without having to return somewhere and unloading. With the keys you pretty much get to buy pass the weight and item limit on what you are carrying or have in your house. That is a pretty good advantage as it is.
Also consider that most people at least use some kind of batch make last type of macro or something. So how much repetitive clicking is actually going on?
And yes the keys are probably made to keep the items down not save us from clicking.
But the other point is that normally you can only smith the amount of ore that you can hold at one time. This limitation is built into the game and ment to be there (Thats why things have weight and there is an item limit on bags).
Consider or remember how it was without the keys. You could only carry so much without having to return somewhere and unloading. With the keys you pretty much get to buy pass the weight and item limit on what you are carrying or have in your house. That is a pretty good advantage as it is.
Also consider that most people at least use some kind of batch make last type of macro or something. So how much repetitive clicking is actually going on?