joedobo

Improve event messages for mail sent and accepted

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Players often complain about a lack of mail history. Adding data that the client already has to an event message would be a simple solution. It's not the most user friendly; but it's much easier than redesigning a new GUI window.

 

Sending   You sent a  > pickaxe, iron, rare, 91ql, 0 dmg, 2 kg, RBzL < to Jimbobgoogol for 5 silver COD. You expect the mail to arrive in less than ten minutes.

 

Receiving  You accepted mail of a > pickaxe, iron, rare, 91ql, 0 dmg, 2 kg, RBzL < from Jimbobgoogol for 5 silvers and a 1 copper mailing fee.

 

Note that the atl+click item-tooltip doesn't work inside the event.txt file. And thus it's bad for future documentation reference.

Please point out if I missed other important details that should be shown.

Suggesting other standardized grammar formats would also be appreciated.

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+1 I wouldn't mind keeping track of sales that way. All the info is already in the database, too.

 

One question: If you mail items inside a container (say, a backpack full of needles), how would you keep the message text from overflowing and spamming the Event window?

 

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One solution is to have a check box on the mail send and mail receive GUI windows that enables participation in the information system. I'd prefer that it remembers its (un)checked status.

 

One solution to message spam is to group exact same messages. Wurm does it already and here is an example,

"[01:53:27] You hear a voice in your head saying that the cordage rope is of a lower quality than the "a  100" will allow, which is at least 100. (x20)"

Other than something like that grouping, you'd need the messages to document mail history.

 

Say a container has many items, the client isn't going to crash from doing 100 or more event lines. And do players constantly mail 100's of items at a time? I'm wondering how annoying this would be even if someone did mail say 138 pizzas. There are 138 skills so that might be an affinity for every skill in the game.

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