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Water Arrows


JPMaximilian

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It is possible to make guis where you drag things, and I imagine such an interface for carrying objects would be possible in D3.

 

Honestly, I rather like the hold-to-snuff idea where the flame draws down over the period of about a second as you hold frob. I'm not sure it would make sense for torches, but my personal opinion is that it sounds like an elegant and intuitive solution for candles.

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We already have a method for frobbing candles. The candles are separated into two models--frobbing the candlestick itself puts out the flame. Frobbing the candlestick holder picks the candle up without putting it out.

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This is a ridiculous idea. When you quench a flame with water, it goes out pretty much instantly.

Especially with candles, if you lick your fingers anyone can pinch a candle and put it out immediately, if you have thick calluses you can likely do it without bothering to lick them.

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Seriously a general purpose 'pick object currently highlighted up' button would be best. It could solve a few other things, like how do you drag heavy objects (ie furniture) as opposed to needing to push them all the time.

 

There are already 3 buttons to deal with objects in your inventory, use it, drop it, put it away. Adding pick it up to the list would be far more effective than putting a delay or specific targeting. I don't think it would be any harder than coding a delay timing system, it wouldn't need any tweaking to get the right amount of delay. And if an issue like this in the future arises you've already solved the picking an object up side of it. delay selection on other objects may not be feasible.

 

The only question i would have is, what happens when the only action is to pick it up, can you still use the use object button to pick it up or do you have to use the pick it up button from now on?

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I know, how about a semitransparent pop-up menu with a series of text options that appears whenever you approach an interactive object.

 

Even better, let's devote the rightmost quarter of the screen to a permanently-visible inventory window with animated icons that could be dragged-and-dropped onto world objects in order to interact with them.

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