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QoL: Relog to... menu option


BogyOne

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Hi all, Devs,

I wish to share an idea which would make live of altoholics much easier. What do you think about new magical button in game menu replacing Logout button or perhaps set next to it (I use Quit Game if I don't want to play anymore)?

 

When clicked it would expand the character lists and would allow the game automatic reload to another character on same server. Code permitting, perhaps cross server relogs?

 

Altoholics unite and help out with this idea!

 

Regards,

B1

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  • 11 months later...

This one is a useful idea. I have played a game that added it, and yes, it was cool. (They also had a shortcut to switch servers easily in the same way.)

 

The idea about crafting materials is interesting but less useful, since the exported information becomes out-of-date very, very quickly if you are doing craft-while-play or gather-while-play.

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The idea about crafting materials is interesting but less useful, since the exported information becomes out-of-date very, very quickly if you are doing craft-while-play or gather-while-play.
Please let me point out that it is a matter of coding it appropriately both on log and parser side. The exemplary solution is here, Altoholic addon for WoW.
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Please let me point out that it is a matter of coding it appropriately both on log and parser side. The exemplary solution is here, Altoholic addon for WoW.

Not the logged information. The *exported* information. Logged information is obviously valid as soon as the log is written and the *totals* summed across the logs are equally valid. Exported ("press button, get .CSV(1) file") information is out of date the moment you craft something, get a companion mission result, buy white materials from a vendor, or harvest something in the field.

 

(1) CSV is a *horrible* format(2) to export data in, especially if the data contains fractional numbers or text with embedded apostrophes, like SWTOR character names. (I don't think there are any fractional numbers involved in crew skills, BUT a line that says "47,23": is that "forty seven point two three" (hint: in a European version of Excel, yes) or two numbers, 47 and 23 (in a non-European version of Excel, yes).)

 

(2) It might even be worse than merely "*horrible*".

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Perhaps we should move to the parser section. :) In any case I appreciate the comments.

 

Nevertheless, I don't share in your concerns, for me these inner workings which we don't need to get into as players - unless like me would want to write a parser for your own use. We're getting into discussing how the game engine works without having the first hand knowledge but if the game knows how to correctly update the server db in response to ingame events so in same manner it can write a file on a disk.

 

Moreover there are so many solutions to tabulate and make the data available to parse (e.g. lua tables like in WoW, json format like Wargaming games do or can be xml) and up to date (e.g. prompt via API timestamp of the last server update to inventory and crew skills and upon change refresh status or write new log file on each change which can be monitored locally).

 

This looks like walk in the park next to the combat log parsers and I wanted to stay away from suggesting technical solutions trusting that BW coders will have much better ideas than I could have.

Edited by BogyOne
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