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Tooltip Improvements

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Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 3,914Adamant 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 and degradation behaviour (degrade-to-broken/dust) in the tooltip. Please give the amount of pieces required to activate a bonus (e.g. (3) for warpriest), this will be extremely important for sets, that work with partial set bonuses (e.g. (Attuned) Crystal Armour). Items with extensive amounts of passive effects (Task Armour, Slayer Helm, Comp Cape) should rather have a right-click check option (similar to augmented items).

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

Luck enhancers should show their tier of luck.

Sets not displaying set bonuses:
- Combat: (Attuned) Crystal, Void Knight, PvP Hybrid, Castle wars, Ghost hunter
- Skilling/Other: Citharede robes, Trahaearn exoskeleton
- Unconfirmed: Penance, Fist of Guthix robes
- Clarify the tooltip further: Warpriest, Raids
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:15:47 - Last edited on 06-May-2018 05:45:53 by Rikornak

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 3,914Adamant Posts by user Forum Profile RuneMetrics Profile
1.1 Weapons:


Weapons should show in addition their

- Attack damage shown as min to max damage (more important now due to some invention perks)
- EOC only: Ability damage
- Attack range
- a short description of their special attack (if they have one). A Name alone won't tell the player anything.
- Show attack speed as a numerical value (e.g. fastest as 2.4), maybe rename it to attack delay

1.2 Armour:


Armour additionally needs to give information about damage reduction (PvP / PvM for Tank Armour).

Rename remaining 'All'-class armour to 'Hybrid' (as it is nowadays absolutely identical)

2. Consumables:


While food already gives information about it's primary effect (life points healed), it doesn't do so for secondary effects (buffed stats, heal of over time,...). This fully applies to potions.

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 & Spells:


As I said in the preamble abilities are mostly fine. They just should get information about exclusive abilities (those they share a cooldown with).
Melee and Ranged abilites should have weapon damage reworded to ability damage.

Combat Spells need to show their damage.

Furthermore rearrange the Tabs in Equipment to Ability | Mainhand | Offhand with selected Ability in EOC and Mainhand in Legacy by default.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:15:55 - Last edited on 23-Apr-2018 12:41:38 by Rikornak

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 3,914Adamant Posts by user Forum Profile RuneMetrics Profile
3.1 Buffs & Debuffs


Those on the other hand are a total mess: Partially extremely vague and partially they don't exist at all. The following can fix and improve the system:

- Change the (de)buff bar to an interface element that can be moved together or split up into 4 individual units. All elements can be disabled individually using a setting:
*Combat mode icon
*Buff bar
*Debuff bar
*Stat modification, 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 (including but not limited to the shooting star benefits and non-combat stats (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.

4. 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

5. Settings:


- Allow players to 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.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:16:03 - Last edited on 03-Apr-2018 10:45:26 by Rikornak

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 3,914Adamant Posts by user Forum Profile RuneMetrics Profile
6. Conclusion:


Feedback is generally 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.

7. Change log:


02/09/15 Initial post in the Ninja forums
02/11/15 Several Skilling Sets now show their Set Bonuses
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
10/04/17 Buff bar improvements have been released
18/04/17 Checking progress on cape requirements has been improved
29/08/17 Improvements for the achievement system have been released
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
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

02-Sep-2015 08:16:44 - Last edited on 23-Apr-2018 12:43:55 by Rikornak

Nelson
Jul Member 2018

Nelson

Posts: 1,977Mithril 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

BoltáBunny

BoltáBunny

Posts: 910Gold 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 Gold Premier Club Member 2013

Rikornak

Posts: 3,914Adamant Posts by user Forum Profile RuneMetrics Profile
BoltáBunny said:
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

BoltáBunny

BoltáBunny

Posts: 910Gold 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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