Quick search, Favorite button, quantity Create not button mash. (QoL) feats, collections, R&D craft

Discussion in 'Gotham City (General Gameplay)' started by DDice_day, Dec 14, 2024.

  1. DDice_day New Player

    Hello,

    Just a few came to mind when opening tabs while playing:
    quick search for feats, collections, briefings, investigations (similar to broker and base deco/base items search). So we dont have to go through all of the lists and tabs we can search whats in progress, whats missing etc.
    On duty menu has the Favorite (heart) option for instances, maybe we can Favorite other things too, similar?

    R&D crafting we have to click/press buttons for every single piece we want to create, can we just write the number of how much to create? Some things need dozens of crafts/create tap/clicks/press and some needs hundreds (like some create feats) its time consuming and also can damage the controllers and mice.

    Easy to get lost in all the scrolling in every tab, and also time consuming
    • Like x 7
  2. Aiden_Warren Dedicated Player

    It definitely needs a revamped UI.
  3. Eve Creator League, YouTuber

    Adding to the feats part: being able to track them. There are feats, like open world feats, that you need to find or take down x amount of adds, etc. Having to open the feats menu for this everytime is not fun and slows down the process.
    • Like x 4
  4. KidKretz Committed Player

    i do like that they added the icons to the feats menu, now that i have gotten to know which is which, it def is a quick helper and i can spot the open world ones much faster now.

    however, i can only imagine how overwhelming the feat menu can be for a brand new player. thankfully for me, most my episodes are green minus alerts and raids over this many years
    • Like x 1
  5. DDice_day New Player


    Sounds good!
  6. Reinheld Devil's Advocate

    While I agree, and have suggested the same...for both create AND buy items...I think one reason is you KNOW there will be some doof who comes in wanting to create 10 soders, and instead creates 1000. Either through carelessness, not understanding the controls or the ever popular DCUO vendor 'you might have pressed X....you might have not...nah, just kidding, you pressed it 3 times now, congrats on that stuff you didn't want or can't use'.

    And while I believe that after an initial period where even the most inattentive player would learn when to press slooooowwwwwlllllyy each button, I'd guess they anticipate the onslaught of "Gives me my monies back!!" when you buy/craft 2 or 3 (or 1000) things by mistake.

    Maybe some 'press and hold' if the number is higher than some threshold. So if the guy doesn't expect to be holding it, bells and whistles would go off when he does...and he can let go.
    • Like x 1
  7. DDice_day New Player


    Hahh :'D
    we were safe from that for ~14 years. and still are.

    tho i managed to buy dozens of stuff manually 1 by 1 FROM THE WRONG things, also created many, misclicked, messed up etc.
    slowly surely and painfully. with these we could do the same but much faster. maybe a doublecheck window would help a bit, ARE YOU SURE TO WANT TO CEATE THAT...,
    TO BUY THAT...
    TO DO THAT...?
  8. Reinheld Devil's Advocate

    And you could still do that...just in bulk. There is no accounting for people who don't pay attention to what they are doing/pressing. However, they WILL complain/cry/wail about the issue when it happens. I'm fine with confirmations, but at a threshold. Knowing this game they will go the wrong way and make the feature even MORE tedious than what we have now.

    I was slotting new base mods the other day...all 48.4s I created and it asked me each time if I was sure I wanted to over write the previous mod, all of which were lower. Seems like if they can detect the level of things and you are putting something larger/better in, the confirmation is a waste of time. That's why I suggested a threshold for confirmation, like at 10+ or whatever.

    Same with the confirmation on slotting tac mods in your gear because it's in your armory. Like why does that matter? If anything ask when I'm slotting something that is NOT in my armory, as I might have just picked up something and applied it for a style but forgot to remove it.

    The best is the one when donating a piece of gear with a tac mod in it. Like you have an option to remove the mod? I suppose maybe recovery kits will make a come back now that we have the purchasable 'ultimate' mods, and then it would make more sense at least.
    • Like x 2
  9. TI99Kitty Loyal Player

    And yet, when you go to the R&D table to scrap it, not a single, solitary peep. Are you sure you want to slot that mod in an armory build? Are you sure you want to donate that gear, it has mods? But destroying it forever? Nothing.
    • Like x 1
  10. Reinheld Devil's Advocate

    Yeah, I've scrapped a few donatable items like Vendor gear or certain trinket drops like the mini starro. I try to make sure and 'lock' them as soon as I get them in inventory so that doesn't happen, but I'll take the trade off with an occasional mis-salvage than the "are you sure" we'd likely see EVERY salvage if they put some check in. Bleh...
    • Like x 1
  11. TI99Kitty Loyal Player

    Nah, I was more comparing how you have to verify you want to slot a mod to an armory gear, or verify donating a modded gear, even though scrapping it without verifying is perfectly okay. Honestly, I'm more likely to accidentally scrap a new, unmodded piece of gear I intended to keep, than I am to accidentally scrap a piece of modded gear I intended to keep. That's why I got into the habit of modding and equipping new gear first, then saving it to my armory, before scrapping at the R&D table.

    I would rather they get rid of the confirmation for adding a mod to gear that's saved to an armory, because it doesn't mess anything up to stick a mod in there; if you picked the wrong mod, just get another one from the vendor -- they're free!
    • Like x 1
  12. Reinheld Devil's Advocate

    Well...not as of late. Maybe that's why the prompt was left... that 'ultimate mods' were always planned. and as I said above, maybe they will bring back recovery kits to remove them, making the prompt about donating a modded item make sense too.

    Not saying I want that, and I don't really plan on using ultimate mods past these free ones, but it's possible they planned WAY ahead on this one.
    • Like x 1
  13. TI99Kitty Loyal Player

    Same here. The free mods from the base vendor are at least somewhat customizable, in that you can choose what effect you want when you choose the mod. The ultimate mods are just too generic, and useless (compared to the specialized mods from the vendor) if you play a support role.
    • Like x 1
  14. DDice_day New Player


    Still creating it. Click click CREATE, button mashing. Soon gonna be a content CREATEor with a crater on my hardware, where the buttons were once
    • Like x 1
  15. Reinheld Devil's Advocate

    Oh, don't get me wrong. I think the idea of bulk anything (buy, sell, open, create) would be a great addition....however, someone's going to F it up then contact support and cry like a baby about how they were robbed of coin/resources/mental stability. I'm sure DBG knows that too and would be 'ugh' at the prospect of the incoming tickets they need to reply 'sorry, we cannot make changes to purchased goods....be more careful next time' or the like.

    That having been said...bring on the 'create 10,000 soders' button so I can complete that feat on my alt account...before my remote is damaged beyond repair.:D
  16. DDice_day New Player


    '10000 days'
    Yes, of course :'D these functions are day 1 things (imo) and ~14 years in we still dont have these, non. There can be mistakes but it wont be exclusive to this nonexistent thing, mistakes can be made anywhere. And i bet and fear much more players get pushed away, left or considering leaving because of these functions are not there (with many many other ofc. and probably).
    Anyone plays the game and pushing through these buttons and tabs and windows everywhere, might lean towards having those than the current of not having any of those. A WILD GUESS, A BRAVE ASSUMPTION AND A STINKY OPINION.
  17. DDice_day New Player

    Addition:
    Warp Menu/Teleport shortcut(s), at least 1 for the Warp Rally Point.
    Opening Map -> Warp Menu -> selecting the available options could be cut short.
    QoL
  18. TI99Kitty Loyal Player

    I wouldn't mind being able to warp to my base from a HoL/Watchtower/HoD teleporter. It wouldn't even have to be the same teleporter that goes to the safehouses. Just a teleporter, either next to the safehouse teleporter or the league hall teleporter, that allows you to teleport to any base you've activated in the Warp Menu, rather than having to go through the Warp Menu (and then go through your base teleporter, if you're not going to your own base).