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Old New Trading Interface

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  #1  
Old 04-22-2007, 09:17 PM
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New Trading Interface

The newest of my ideas is to alter the trading interface to allow more to be seen, and more to be traded - including rooms!

With the current trade window you need to scroll too much, and since we can't do anything else while trading, why not take a cue from the Quest engine window and use more of the screen to do a better job at trading.

The trade window for all current items will have a quantity counter (as well as a possible quantity selection for trading). This way you will see a single item with a numerical representation for how many you have.

Last edited by gpdot; 12-31-2009 at 01:11 AM.. Reason: relinked images
  #2  
Old 04-22-2007, 09:21 PM
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These are absolutly amazing! How do you do it?
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  #3  
Old 04-22-2007, 09:22 PM
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Haha. I don't think it could possibly take longer than my usual trades!

Very nice design, as always!
  #4  
Old 04-22-2007, 09:25 PM
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great idea.. specially the room trade option..
  #5  
Old 04-22-2007, 09:27 PM
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Old 04-22-2007, 09:27 PM
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Great idea! The part about Neoteny made me laugh! lol
  #7  
Old 04-22-2007, 11:02 PM
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LOL Very nice, I love all of your VMK interfaces.

And very funny part about Neotony.

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Old 04-22-2007, 11:05 PM
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Old 04-23-2007, 03:55 PM
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Nice ideas! Sadly for some, Yavn has already indicated through this forum that rooms can't be traded because of the way the game engine is designed. I would assume that this is the same reason we cannot trade quest kiosks. Would be fun if we could, though...
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Old 04-23-2007, 03:58 PM
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Quote:
Originally Posted by GoofyGeggy View Post
Nice ideas! Sadly for some, Yavn has already indicated through this forum that rooms can't be traded because of the way the game engine is designed. I would assume that this is the same reason we cannot trade quest kiosks. Would be fun if we could, though...
If rooms can be sold (and they can), there's no logical reason why they can't be traded, too. Simply delete the room from one player's inventory the same way you would if the room were sold (only for zero credits), and add it to the other player's inventory the same way you would if the room were bought (again, for zero credits).
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Old 04-23-2007, 04:07 PM
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I really like that quantity counter idea. VMK really needs it and it has been suggested many times already. Another idea that I saw on the forums awhile ago was a "bank idea." In the bank you could store extra furniture, pins, posters, clothes AND credits (storing credits would help some members no to spend so much). The bank can be located on Main St (just like in the real parks) and be a system much like the music mix maker. Most games now a days implement a banking system that INCLUDEDS a quantity counter (Runescape, Neopets, even Toontown with the jelly beans) all have counters. I know it would easily eliminate junk rooms and make finding things MUCH easier. Think about it. Somebody wants to trade you red generator. Do you still have it? Not sure? No worries with the new banking system! Just got to the bank and see if you have any stored there. Turns out you have 2, but you can always use another. See how fast and simple that was! Much better than going from room to room to look for items.
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Old 04-23-2007, 04:09 PM
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I hate having to keep all my furniture in storage rooms. I'd much rather carry everything with me.
  #13  
Old 04-23-2007, 04:09 PM
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Quote:
Originally Posted by Neoteny View Post
If rooms can be sold (and they can), there's no logical reason why they can't be traded, too. Simply delete the room from one player's inventory the same way you would if the room were sold (only for zero credits), and add it to the other player's inventory the same way you would if the room were bought (again, for zero credits).
Well, considering that I'm not a game designer and have no clue how the game engine is set up, I can't say something is "simple" or not. All I can go on is what Yavn has indicated. Perhaps your solution is adequate, and perhaps it's not...
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Old 04-23-2007, 04:12 PM
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Quote:
Originally Posted by GoofyGeggy View Post
Well, considering that I'm not a game designer and have no clue how the game engine is set up, I can't say something is "simple" or not. All I can go on is what Yavn has indicated. Perhaps your solution is adequate, and perhaps it's not...
That's valid. I was just pointing out that they have already coded methods of adding and deleting rooms, so it would appear that even if the actual room "object" cannot be transferred for some reason, they should be able to delete a room and add a new room of the same kind, thus accomplishing a "trade."
  #15  
Old 04-23-2007, 04:15 PM
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I like the "bank idea" a lot. But gpdot, this is just amazing how you do these things. You're making all the stuff that everybody wants! (Now if only VMK would add these to the game..)


-warner

P.S. You could use the number counter thing that you also made up for the rooms instead of showing like four of the same room.
 


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