Consuming Through Containers

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Consuming Through Containers

Look, I recognise the value of being able to "consume" a nanobot medical kit charge without taking it out of the container first, but can we not consume already identified (unidentified is fine) poisonous mushrooms through the backpack?  That consume button difficulty is not game difficulty but merely UI difficulty (and I never respect designers who make UI or display (poor lighting, bad angles) difficulty part of the challenge of playing the game).

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I agree this is an issue.  Maybe certain containers (backpacks and plastic bags) could be marked as no consume.  I don't see anyone filling either bag up with the same type of item for the consume through the container feature to be useful.  Of course I think the feature should stay, I really don't want to have to put each water bottle into my hand to consume the water, for example.  By tagging "general storage container" items as such this problem could be avoided.

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G'day,Not sure if I agree on this one.As far as accidentally eating mushrooms in your pack that you've already identified as poison I think how it is already is reasonable. When you hover over a mushroom with the consume mouse tag you can easily see whether the mushroom is edible or not (provided you've already ID'd it).If you have unidentified mushrooms in your pack and you started munching into them at random then all your are doing is playing a game of 'fungus roulette'.In real life if you had a mix of edible and poisonous mushrooms in your pack you wouldn't be shoving your hand into your pack and eating the first one that you came across. Nor would your pack  automatically close up and tell you - in a suitably deep and sonorous voice - that 'you shouldn't eat that'.I'd imagine you'd be inspecting each mushroom within your pack very carefully. Then again why would you even carry a mix of mushrooms in the first place given the consequences of eating the wrong one? I live in an area where mushrooms are prolific and there is a steady one or two people a year who get rushed to emergency, about to breathe their last, 'cause they have chomped down on the wrong piece of fungus during the picking season. Keep in mind that these are people who collect mushrooms for fun, not because they are starving.Beware the fungus. Beware the fungus lurking in your backpack even more...Cheers,Plugger

I agree with everything you've said but at the same time I think you might have missed the point of the post.  Of course plunging your hand into a bag of mixed mushrooms and eating the first thing to come out should have serious consequences. The issue at hand here is that the consume through container feature works on backpacks and plastic bags.  Maybe there should be a way to just eat the first thing you can grab in these containers, but as of now it is more of an annoyance made by accidentally having click to consume active when you go to move a bag.

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I do not carry a mix of mushrooms in my pack.  I identify all mushrooms on site; eat the good ones there then save the bad ones as trade goods.  As you say "In real life... you wouldn't be shoving your hand into your pack and eating the first [thing] you came across."  So why can we do it in the game?  Why is it the default option when you've previously consumed anything at all?  (Here's a hint; it's the way the UI is designed; and the UI is not part of the character's universe, it's part of the player's universe.)

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G'day Gordon,Fair enough.Cheers,Plugger

My wonder about this issue is when do you consume through the back pack? i always have the backpacks open unless i have set it on the ground or in the junktrade market. The only time i can see myself doing that is if the bag was in a shopping cart.

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If you accidentally have consume active and then try to move a bag, you will consume an item in the bag instead of moving the bag.  Consume works great to drink water from bottles or use medical supplies from a medical kit, but it is easy to accidentally consume something while moving storage bags around if you haven't checked what cursor you are using.

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These are some good points, and I'm all for making the UI more streamlined and transparent. UI should definitely not be part of the game's challenge. The consume cursor can be problematic if one forgets it's active, because the motions of consuming and transferring objects is identical. Generally, modal UI like that is a no-no for this reason.That said, I'm not sure what the right fix would be just yet. A few have asked for the UI to have some special slot for consuming items, like dragging the item to the paper doll's face to eat an object. I think consuming via a slot like that would be clearer, for sure. But I worry it would also make using things clunky, requiring too much mousing. If a player was eating a row of food items, they'd have to drag each one to a target, as compared to switching to the "consume" mode and just clicking each in turn.Also, as Corwin points out initially, there are some items which are more convenient if one can consume through the container (medkit, water in bottles). In fact, there will be future items (like the medkit) which use their contents as charges, and can only be used if the item has charges. However, I don't see that being broken by having a "Use" slot somewhere, as long as the whole object + charges are dragged.Alternatively, I could make the "consume" cursor immediately switch back to it's previous state after each click. In this case, the player would have to click the "consume" mode (or hit the 3 hotkey) before each item consumed. It's a bit clunkier than the current way, but it's also probably faster than dragging each consumed item to a target on-screen. It also reduces the chance of forgetting the cusor is in "consume" mode, as the player has to deliberately choose that mode to consume in the first place, and it goes away once they do consume something.Apart from those mechanisms to consume an item, are there any other ideas?

Dan Fedor - Founder, Blue Bottle Games

I think the current consume mode/cursor is just fine, it just leads to accidental consumption.  I would recommend keeping it, because some people can't be bothered with clicking consume again each time (me included), and some players just refuse or do not understand the keyboard shortcuts.The solution in my mind is to only have certain items tagged as "consume through" - this would be bottles, medkit, pill bottles, future items? I don't think anyone intentionally clicks to consume on a backpack when they want their character to eat.  A simple "you can't consume that" message would be sufficient, but even better would be having consume not work at all when a player clicks on something like a backpack.  Even better than that would be small error sound if you tried to consume an item that wasn't a "consume through" item.

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I've been thinking about this and would it be better to add a confirm tag to poisonous things (you would have to id them first). This way you could still consume them if you wanted too but if it was a misstate you can stop it be for it's too late. The set up would go like this.  You have consume on you try to pick up your backpack it then tries to consume a known poisonous item in the backpack and you get a note "DO YOU WISH TO EAT THIS POISON ITEM". Then just have a exit or confirm buttons. If you hit yes to this and poison yourself then you have only yourself to blame.   

Sounds good, I support it.  Only for identified items (like you said) of course.

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I agree with the fact that backpacks shouldn't be consumable, but please keep the consume button as it is now - the pointers really don't look the same, it's not that hard to look twice.

Secondly, unless I missed something, why would you want to keep identified poisonous mushrooms? They really don't sell for enough to carry around, IMO.

A lot of people suggest keeping boots for trade goods. In the space you can keep 2 boots (worth up to $100) you can keep 30 poison mushrooms (worth $300).

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