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 Post subject: Guide idea
PostPosted: August 30th, 2008, 6:59 pm 
♫ Hakuna Matata ♫
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When I usually use a quest guide or so... I first get all the requirements done, and I have to keep remembering what item I still need and what item I have, so in my opinion if there were check boxes next to each requirement, i could check it and it would be easier to remember.... this would be especially useful in long lists and if I think of it, it's not that difficult to code them either :P so what do you think about it?

EDIT: Also, what I find very important in guides is if they tell you what to bring, because often you can;t carry every item and you have to store some, so an inventory suggestion would be very useful :P

EDIT2: Like for example right now I'm doing Spirit of Summer quest, and I had to go back twice, because first I couldn't bring everything. So maybe you could add that you should bring a ghostspeak amulet in the first step. + in step 11 it is good that it is mentioned, but maybe it, that you should make sure you have the hammer, nails and planks, but would be better if mentions before, because then a lot more time would be saved. (Or mention that you can just make the steel nails with a hammer and the steel bar spawn nearby and the anvil in the building)

Anyways, pretty useful guide there, gj team :)


Last edited by Dark Paladin on August 30th, 2008, 8:10 pm, edited 3 times in total.
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 Post subject: Re: Guide idea
PostPosted: August 30th, 2008, 7:45 pm 
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I think that's a great idea, and I know exactly what you mean too. That'd be awesome to know what you have and what you need to get. Great Idea in my Opinion!

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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 5:11 am 
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It would be a tremendous task to start editing check-boxes into every quest guide we have now, but we can add that in as we go, I guess. We've also only recently started linking the required items to the Items Database, and stats to the Skill Guides also after suggested (well, we did it a small bit before, but it's basically a standard now), so it wouldn't be too hard to add things in as we go.

But, as you can guess, the quest guide pages will be overhauled a great deal for RV2.0, and (here's hoping this isn't a massive leak or anything) that's one of the many planned changes.


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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 6:29 am 
♫ Hakuna Matata ♫
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wow haha cool :D thanks Donut


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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 7:28 am 
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No problem. :)

How's this? Simply check the items you have, and alternatively you can use access keys to check the boxes if you'd like. The access key for each checkbox is the letter/number that the phrase starts with. (Candle and Lantern = C, Spikey Helmet = S, etc.)

For those of you who don't know, access keys can be activated by pressing Alt + Shift + Character on Firefox, Alt + Character on Internet Explorer, and Shift + Esc + Character on Opera, and are basically a keyboard shortcut that can activate things instead of your cursor.


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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 8:19 am 
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I'm a bit against using access keys for (un)checking checkboxes to be honest. But I do agree on the general idea of adding more information on when to bring which items. On top of the guide we could put up the overview of items you'll need during the quest, and during the guide which items to bring, when to bank, etc.

If you people didn't know yet, there's also an access key for the submit button on the forum: "S".
I am probably going to check where the forum currently has access keys and will be implementing more of them where I see the need. What I'll do for example would be add the access key "N" for the next page, "P" for previous page, "R" for posting a reply, "T" for posting a topic, "H" for going to the home page, "C" for chat, ...
Note that I'm currently not aware if any of these are already in place, but that's what I intend to add.

- Greetz Glodenox :cheese:

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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 8:28 am 
♫ Hakuna Matata ♫
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I wouldn't mind using access keys to check them, but don't think it's that necessary. I've never coded for access keys, so I can't say if it's worth it :P

EDIT: I don't know about others, but I use the "View your posts" link A LOT! To see if people replied. So I would like it if there was an access key for that, but the ones you mentioned would be very useful too :) .


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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 9:00 am 
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Added a bunch of access keys:

  • N - next page
  • P - previous page
  • H - go to http://www.runevillage.com/
  • Y - View your unanswered posts
  • U - User Control Panel
  • F - Search
  • M - Memberslist
  • I - PM Inbox
  • S - Submit

More can be added later on.

I'm aware some access keys such as the Next page and Previous page can result in just highlighting the link towards the next or previous page. The reason for that is that the link is displayed twice. I sadly enough see no easy way to prevent this from happening...

- Greetz Glodenox :cheese:

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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 9:13 am 
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Oh wow, those will be helpful, Glode. :o Perhaps they should be added to the FAQ, or somewhere else.

But, agreed, with these accesskeys for unchecking or checking boxes would be slightly useless.

Glodenox wrote:
I'm a bit against using access keys for (un)checking checkboxes to be honest. But I do agree on the general idea of adding more information on when to bring which items. On top of the guide we could put up the overview of items you'll need during the quest, and during the guide which items to bring, when to bank, etc.

I like that idea. I'd assume we'd state when to bank and what items to bring during the guide steps? That certainly would be more useful for the reader. That's why at times I prefer how some fansites don't use steps, but explain the whole guide in two or three steps, but having large paragraphs for each, and labeling the items needed for each step so the reader doesn't wander around with items he/she doesn't need at that particular point.


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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 9:23 am 
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Of course we'd put that information somewhere inbetween the steps :) They wouldn't be of much use if we wouldn't :)

- Greetz Glodenox :cheese:

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 Post subject: Re: Guide idea
PostPosted: August 31st, 2008, 9:42 am 
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Well, having them in the steps wouldn't necessarily negate the reader from bring unnecessary items if they read the whole quest's required items. We'd have to specify that these are needed throughout the whole guide, but you only have to bring certain items for certain steps, or something. Alternatively we could just specify in step one what items are needed for the next few steps.


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 Post subject: Re: Guide idea
PostPosted: September 1st, 2008, 8:59 am 
♫ Hakuna Matata ♫
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just noticed...
It views unanswered posts, but not your unanswered posts... :s don't think that was intended.


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 Post subject: Re: Guide idea
PostPosted: September 1st, 2008, 9:24 am 
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Alternatively, we could do something like tip.it does in most of their guides. (Not actually alternatively, but we could do it as well).
As a step in the quest guide, they tell you when to bank (as we do), but they also highlight exactly what items to withdraw, by showing the information in a little box.

Example shown under the spoiler tags.

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 Post subject: Re: Guide idea
PostPosted: September 1st, 2008, 9:31 am 
Zoboomafoo!
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That is pretty neat, Halley. We could take a couple leaves out of Tip.it's book.

Their guides aren't much to look at, though. I'd become slightly bored reading those, considering there's no pictures or other eye-candy.


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 Post subject: Re: Guide idea
PostPosted: September 3rd, 2008, 2:47 pm 
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They are somewhat boring, but I can always rely on them to have exactly what items I'll need. Now that we've got these checkboxes, I'll be using RV's guides for sure! Thanks for the updates Donut and Glod. :)

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