Prevent use of Materials from quick menu

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Escher

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I always get paranoid when I pick up materials. Because I could accidentally use them when I mean to use a fluid. I wonder if it could be made so you cannot use materials from the quick menu. Thanks for reading. :)
 
You just made an enemy of everybody who plays Challenge mode. :mad: You can easily prevent materials from appearing in the quick menu by making all of them have red boxes, but then using them becomes a PITA in Challenge.
 
Ah yes. I suppose it would be a good idea to have it being separately from challenge mode for that reason.
 
I've brought this up before and pissed off the cartel. Though I do have to wonder if it is even possible to make it separate from challenge mode anyway.
 
It could be, if you tap into the function the populates the quick menu.
Somewhere, where the item's stars are checked (if that's how it actually works)
 
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If the Cmode elite want to save 0.2 seconds at the risk of someone permanently screwing up their character in the normal game, then we need something that allows you to cheaply remove one or two used mats without a full mat reset. Compromise.
 
If the Cmode elite want to save 0.2 seconds at the risk of someone permanently screwing up their character in the normal game, then we need something that allows you to cheaply remove one or two used mats without a full mat reset. Compromise.
Ives already said how it could be solved by making them 9 stars (or more?) and have them be red boxes (affecting all modes), but that probably is less likely to happen than some other (more complicated) way that separates it from cmode.
 
no offense, and I understand the frustration when you fuck up your mats, but you guys are very close to talking about recontextualizing materials as a game mechanic for the sake of navigating a menu correctly. I think if there's a way to take mats out of the quick menu without screwing up the cmode menu, then that sounds dope and it should happen, but things like cheap incremental mat resets? nah man. you're responsible for your button presses.
 
Having to open your whole inventory and scrolling down each time you need to use a mat in cmode- sounds like fun :lenny:

How about don’t pick up mats you don’t want/don’t need, mat your characters fully before playing or picking up any mats, allow a couple of spaces for error margins ie -2 def mats until you have enough to complete, or just don’t use materials accidentally :rolleyes:

Mat plans are never permanent, and honestly I’ve never been that sympathetic to people who eat one extra pow mat instead of dfp and become p upset bc muh gold numbers.
 
Weren't TP mats a red box for a little bit eliminating then from the QM ? I think I remember not being able to use them in the quick menu when I was playing cmode a while back.

I've eaten a few mats on accident over my 17 years of playing this game and usually it is when I'm just starting on a fresh server( when moving from DC to GC, to Xbox, scht, eph). Each time it became a reminder to how the quick menu worked and got me reacquainted with the system pretty fast due to my mistakes. If you mess up your mat plan just suck it up and take it as a learning experience while being more cautious the next time around. PvE in this game is simple and doesn't require that much awareness, so we really shouldn't be making it "easier" or "less complex".


no offense, and I understand the frustration when you fuck up your mats, but you guys are very close to talking about recontextualizing materials as a game mechanic for the sake of navigating a menu correctly.

+1

Hopefully all of these changes I see in the suggestion forum don't end up happening, or by the time I come back to Ephinea for the summer it'll be Ron Popeil's Phantasy Star Online: Just set it and forget it.

 
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I like how a few weeks ago, some individuals were saying some people are not veteran or elite enough to know about the economy of pso so they should not be allowed to vote. Well my philosophy has always don't trouble yourself so much on the mats. If youre playing for the long term, youll eventually find its not that much of a difference and youll find them back anyways.

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Do people use evade and def mats in c-mode anyway?
I wonder about luck as well just cause I don't think enough luck mats really would drop enough to make much of a difference. Granted I guess luck mats are at least useful still so yeah its nice to use em still.

Granted my original reason for when this was brought up in the past was because of Luck Mats and how they are pretty much pd rare and liking how they were easier to find on schthack cause they were red. I don't think we had drop checker in the schthack days (or at least I didn't have it) as well so the time spent opening menus in c-mode I would have though would be made up from the lowered amount of time of having a free location of the red box containing a luck mat but oh well.

This server has pretty much made it impossible to miss a mat if you want it now though, which was my reason for asking for luck mats to be made red anyway.

The idea of using a mat by mistake has never really bugged me personally though. Granted I'll totally jump with someone's side even if I don't agree with them on the same issue just to help push my own ideas for things along the way lol.
 
Do people use evade and def mats in c-mode anyway?
I wonder about luck as well just cause I don't think enough luck mats really would drop enough to make much of a difference. Granted I guess luck mats are at least useful still so yeah its nice to use em still.
Considering materials in Challenge Mode give +10 in stats compared to +2 in stats, they most certainly do make a difference. Even Def Material and Evade Material.
 
I've eaten a few mats on accident over my 17 years of playing this game and usually it is when I'm just starting on a fresh server( when moving from DC to GC, to Xbox, scht, eph).
To be fair, there's no such thing as accidental material usage on DC, since there is no global material cap, and you can undo your mistake on GC by pressing the power button. BB is the only version where you can permanently ruin your plan by using a material by mistake, since everything you do saves instantly.

Even so, this is easily mitigated by either a) not picking up materials at all, or b) piping to deposit them immediately if you suck at using the quick menu, so adding tons of new code to the client to exclude materials from the quick menu except in Challenge mode is hardly warranted.
 
Considering materials in Challenge Mode give +10 in stats compared to +2 in stats, they most certainly do make a difference. Even Def Material and Evade Material.
Oh well I didn't actually know that. That is pretty neat. Yeah a -2 damage from every normal def swipe actually is a good deal.
 
Ives already said how it could be solved by making them 9 stars (or more?) and have them be red boxes (affecting all modes), but that probably is less likely to happen than some other (more complicated) way that separates it from cmode.

Why not clone the base item of Materials in the database, copy paste those clones with the default functionality and replace the materials drop in the Challenge Mode drop tables with the cloned vanilla materials. Then change the normal mode materials to have the new functionality. Red box materials for normal mode, while the cmode materials stay the same as vanilla.

Something like that possible?

Considering materials in Challenge Mode give +10 in stats compared to +2 in stats, they most certainly do make a difference. Even Def Material and Evade Material.

Also considering this, aren't normal mode materials and challenge mode materials separate entities in the database in the first place? Then it would be straightforward to simply change normal mode materials while not affecting cmode material.

If there are technical hurdles that cannot be overcome in implementing this change in a satisfactory way, then I understand. The topic can be closed in that case.
 
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