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#1 |
Apprentice
Join Date: Jan 2008
Posts: 83
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Redundant commands
Do we really need to have separate commands for _ and < and > and g?
Do we really need to have separate commands for v and f? Do we really need to have separate commands for c and j? Do we really need to have separate commands for B and T and D? Do we really need to have separate commands for d and k, now that squelching has been implemented? Do we really need to have separate commands for s and ,? Do we really need to have separate commands for a and q and z and r and u and m and p and E and F and t and w? You should be able to inscribe items with letters, so that they are always labeled with that letter, regardless of their inventory position. The inventory list would not be alphabetical, but that shouldn't matter. Reducing the number of commands would free up more keys for keymaps. The way it is now, you can keymap over a command key, but then you have to hit backslash to use the command normally. |
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#2 | |||||||
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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#3 | |
Apprentice
Join Date: Jan 2008
Posts: 83
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[EDIT] I can think of enough reasons why you'd want to have d and k be separate to justify two different commands for that.
What I mean is, you'd never perform 'c' on a tile that could have 'j' performed on it, and vice versa. Same with f and v: if you can shoot an arrow with the bow you're using, you're not going to want to throw one. Stairs and items cannot be on the same tile, unless you've changed something. Quote:
Last edited by Zero; January 9, 2008 at 20:45. |
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#4 |
Knight
Join Date: Apr 2007
Posts: 590
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The current inscription system works perfectly well when used, if a bit more verbose. The 0-9 digit range might not be enough if inventory wasn't locked down to 23 slots, but I don't see a compelling need to make it easier for greedy players to die by slowness.
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#5 | ||
Apprentice
Join Date: Jun 2007
Posts: 78
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#6 | ||
Apprentice
Join Date: Jan 2008
Posts: 83
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Remember that c and j require a direction. easy_open makes it slightly easier to close an open door if there's only one adjacent, but how often do you close doors? Quote:
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#7 | |
Adept
Join Date: Dec 2007
Location: Portsmouth, UK
Age: 56
Posts: 228
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Don't assume everyone plays the same way you do. Personally, I prefer to have discrete commands for specific actions; it means I always know exactly what I'm doing. Using the same command for multiple actions would be confusing and lead to potentially fatal mistakes. |
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#8 |
Knight
Join Date: Apr 2007
Posts: 590
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Before Hounds start showing up, closing doors habitually is my preferred method of preventing death by unexpected lice (and other multipliers). After then, not so much. (Hounds both have extreme telepathic range on the player and bash down doors efficiently.)
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