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How to build things with StoryNexus

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Nigel Evans
Nigel Evans
Posts: 212

10/8/2012
This thread is for your suggestions for features or improvements to StoryNexus. Tell us what would help you out.


We've got a lot of big plans. So before suggesting something, you might want to have a look here to see if it's on the roadmap already:


http://bit.ly/SNRoadmap


And if you like someone else's suggestion, I'd recommend the thumbs up button. Let us know that something's popular.

So, suggest away!
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Micah Linscott
Micah Linscott
Posts: 3

10/17/2012
I'd like to be able to change the percent chance of a rare default (or rare success). Currently I have to re-create the branch to make the change, which is annoying.

Micah Linscott
edited by Micah Linscott on 10/17/2012
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Erik Harrison
Erik Harrison
Posts: 51

10/9/2012
I would still like to be able to control handsizes, preferably by area. Also, something like the second chance items in FL.
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Ruaidri O'Ruadhain
Ruaidri O'Ruadhain
Posts: 33

10/8/2012
@Torrain: Any reason you're doing that instead of switching areas between the intro and the rest of the game? I find that much quicker to set on a card.

That out of the way, I'd like to see some more options for filtering (or not filtering) the list of qualities. Like 'show all', 'show all (this world only)', 'things (this world only)', 'status (this world only)'.

Most importantly, I think, can the quality filter stay set to whatever it was last set to, instead of always going back to 'things'. It's kind of a pain when I have to edit a stack of statuses. (Which keeps happening to me, because I'm trying to figure out what 'appropriate design principles' look like, in this context.)

--
Cats? Social actions? Conversations about the Fourth City? Newspaper interviews with light-fingered folk?
@proudcockatrice | Ruaidri
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Shadowcthuhlu
Shadowcthuhlu
Posts: 1557

10/8/2012
As a player, rather then a creator, I would like a way to save player created worlds to my account. It would make checking up on new content easier.

--
https://www.fallenlondon.com/profile/Dirae%20Erinyes. Closed to calling cards, but open for all other social action. I also love to roleplay.
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@_The_Bard_
@_The_Bard_
Posts: 14

10/18/2012
In the StoryNexus editor, you should be able to reorder the Branches of a Storylet. Something dynamic like drag-and-drop to move the branch and it's results, to make it easier to edit and follow.

If this could be done in the Live Editing though , even better ;o)

EDIT: You can reorder them now, though it's a clunky process (change the Ordering value in the dropdown under advanced options, save and refresh)
edited by Alexis on 11/25/2012

--
http://curio.storynexus.com
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sjjh
sjjh
Posts: 7

10/10/2012
Hello Failbetter,
Is there any chance we could have a way for creators to dump out their StoryNexus games to XML, JSON or a similar format?
Similarly, any chance we could have an import from some format?

I'm off line for two hours a day during my commute. It's a great opportunity for me to write stuff, but I can't use that opportunity to write my StoryNexus game, since the tools require me to be on line.

Cheers, Jim
Story Nexus idea: Ninja Soap Opera
Nanowrimo participant
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Cochise
Cochise
Posts: 9

10/12/2012
I like a visual difference between saved and not saved storylets (or automatic saves). Maybe the "Saved!" text can be used. A "Not Saved!"by default. When I click in save it changes for "Saved!" and if i type in the box it changes agin to "Not Saved!".

We've got a 'not yet saved' notification showing up now, as of the INSTRUMENT release.
edited by Alexis Kennedy on 11/8/2012
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Nigel Evans
Nigel Evans
Posts: 212

10/9/2012
From the previous suggestions thread, so we have stuff together:


triptych wrote:
I have a very basic / simple request. When you are editing a field for the first time and there are "..." in the field, can you select all of the text in that field when you click into it? Otherwise you have to click into it, select, delete, then start typing.


@_The_Bard_ wrote:
Is it possible to have a 'Save All' feature. I tend to make multiple changes to multiple branches and then scrolling back to click on 'Save' on each thing that's changed is very annoying.
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Hierophant
Hierophant
Posts: 782

10/29/2012
We'd really like a way to name Quality categories and organize them by category for our players.

Example: we've got Ally and Connection and Style Qualities. I'd like to be able to designate categories for each (which would only be cosmetic) and organize them by category below the fold on the player's sidebar.

This is semi-implemented. As with my reply to Lily, only semi, cos Slots double as organisational tools and equippables.

We'd also like it if qualities above the fold didn't appear below the fold as well. Space is a premium!
edited by Alexis Kennedy on 11/8/2012

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Matt Peairs
Matt Peairs
Posts: 12

11/3/2012
I would certainly appreciate a "Save All" button on the storylet editing page. If I'm about to navigate away from a storylet with a bunch of branches, I get paranoid and start clicking the "Save" button on every branch and result, just to be safe. >.>
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Hanon Ondricek
Hanon Ondricek
Posts: 417

4/24/2013
Loin wrote:
Have you considered making mobile apps from most successful games?


+1 this. I'd love to play on my phone without side scrolling.

Either a standalone StoryNexus app or just a "mobile mode" where the text was formatted to the width of the screen with larger go buttons (screen width at bottom of branch) and a grand swipe gesture to switch between storylet and status/inventory.

That also said, a standalone fallen London app would give the game a huge burst of visibility in an app store.
edited by HanonO on 4/24/2013
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Loin
Loin
Posts: 21

4/23/2013
Have you considered making mobile apps from most successful games?

--
http://fallenlondon.storynexus.com/Profile/Lendl
@LoinVad
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Hierophant
Hierophant
Posts: 782

2/4/2013
Enhanced analytics! What I'd like specifically:

- How many players have played at least one action in the current day, current week, current month, and historical months;

- The average number of actions played by players in the current day/week/month and in historical months;

- Number of players who have spent Nex in above timeframes;

- Average Nex spent by players who have spent at least one Nex in above timeframes;

- Some way to track peak times of day/days of week when players are spending actions;

- Some way to track, big picture, how people are spending Nex on your world.

I know that's asking for a lot! But having these metrics would go a long way toward helping creators understand how our players are using our worlds.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Lily Fox
Lily Fox
Posts: 346

10/8/2012
A little request - I would like Storylet notes to be displayed besides them in the Story list. In this way the author can, say, see what storylets are in Draft, Edit, or Ready. Or to communicate/remind what work needs doing on a storylet.

Notes are actually displayed on the 'recently edited storylets' column on the RHS. We will be improving the Storylet view, though.
edited by Alexis on 11/25/2012

--
@LilyLayer4
Fallen London character: Lilith B.
Author of Maelstrom - Play - Discuss
Author of City of Phire - Play - Discuss
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Lily Fox
Lily Fox
Posts: 346

10/17/2012
This might have been mentioned before. I would like it if usable items were highlighted in the Inventory some how, or always placed at the top of the list.

As of THE INSTRUMENT, we've (semi) implemented this - items will show up next to the slot they're associated with. I say 'semi' only because some creators may use slots for organisation rather than for equippables.
edited by Alexis Kennedy on 11/8/2012

--
@LilyLayer4
Fallen London character: Lilith B.
Author of Maelstrom - Play - Discuss
Author of City of Phire - Play - Discuss
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Hierophant
Hierophant
Posts: 782

11/19/2012
Also, some way to categorize Status Qualities the way we can use equippable slots to organize Item Qualities! smile

--
Head Writer
Zero Summer
zerosummer@outlook.com
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digiexpert
digiexpert
Posts: 13

11/6/2012
Currently, the Dropdown for worlds only shows Failbetter worlds and World of the Season winners. However, I wonder if it would be possible to also have worlds on either a "Favorites list" or worlds you have top level access (I can never remember what that one's called) to added to the list?
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

11/8/2012
Several of these suggestions have been implemented now, folks, especially in the last release - which we'll be announcing soon when we've finished final testing.


Scroll up and take a look at my edits for more.
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Hanon Ondricek
Hanon Ondricek
Posts: 417

11/12/2012
I would like to suggest that qualities don't print a message when they don't change, or to have a tick box that controls this behavior.

For example, in a Mystery I can draw a card that represents "Alexis walks into the room" and sets a quality "Alexis is here" to 1, which prevents me from hiding evidence. Since this is a somewhat random occurrence and may or may not happen, when I leave the area, I don't know whether Alexis is in the room, so I need to set "Alexis is here" to 0 if it's greater than 0.

However, StoryNexus prints a message "Alexis is here didn't change because it's less than one" which is a little messy if I have several characters, or several qualities that I need to make sure get unset.

If we could tick a box to suppress notification messages on quality changes that would be helpful, or it seems as though it would make sense if a quality is at zero already and doesn't change in any manner that by default it should not print a useless message.
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Kyle Willey
Kyle Willey
Posts: 63

11/24/2012
LukeMcMillan wrote:
A nice addition to the world directory could be to indicate the last day a world has been updated, to have an immediate idea if new content has been added since the last time a world was played.


I think this should happen, but also include a note from the author and be done manually; for instance, I updated Orchestra to support certifications last night, but without gear to use them with they're useless, so even though I added a storylet and heavily revised it, it's nothing to go on the StoryNexus list yet. The same goes for the healing item I added: worthless to players right now but it includes a usage storylet, which would probably trip the update checker.

--
Creator of Orchestra.

Current Development Arc: Full Mechanics

Also, check out the art I'm working on for Orchestra. It's in the public domain, so anyone can use it or modify it entirely without restrictions.

Check Orchestra out on Facebook!
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

11/25/2012
Something we implemented last week but forgot to announce: Persistent qualities. They sit somewhere between standard qualities and metaqualities.


Ordinary qualities last until a GAME_END_EFFECT.
Persistent qualities (just tick the Persistent box when editing the quality) will survive a GAME_END_EFFECT and be applied to the user's next character in that world (and only in that world).
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Uberman
Uberman
Posts: 19

12/14/2012
I'd like some qualitie sto be hidden from the player. It's no real problem, it would just be more elegant.

So for my intro quest, there's 'First Mission' quality I use to make sure things occur in the right order. But this number is meaningless to the player. It's not a problem that the player can see it, but it would just be neater if that kind of purely mechanical value were hidden away behind a curtain.
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Hierophant
Hierophant
Posts: 782

10/8/2012
Thanks for the suggestion box Nigel!

I'd like a quality class that persists across characters for its world only.

(So: a Hungry Quality that persists across characters for a given account in Sandwich World, but isn't usable in Zero Summer or Fallen London or &c.)


EDIT: Now implemented! Though it still says 'forthcoming' in the help text. Tick the Persistent box on the quality-edit page to make it survive.
edited by Alexis on 11/25/2012

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

10/12/2012
Something I'd like:

A way to create "referral" access codes.

So: I create an access code called ReferAFriend for Zero Summer and email it to my players. It's only usable by new accounts. They share it on Facebook and Twitter with their friends, all of whom -- wisely -- click it, and start playing.

When they start the game, players with the ReferAFriend code are prompted to enter another player's character name. The referrer then receives a little thank-you from us: a little bump of in-game currency and +1 to their Social Networking Quality, which if it dings 50 (or 100 or whatever) will fire a storylet with more goodies.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

10/17/2012
Distribution, btw, is still deprecated, and we'll be removing it at some point.


This as per Alexis.

We use this option in Zero Summer to do something we couldn't otherwise: ensure certain cards come up more often without duplicating them and exposing the player to a situation where they have multiple copies in their hand at once.

We'd really, really like it if this could be recommended against but not removed. It's been a definite net positive for us, and we think it has been for other worlds, too! smile

This is deeply enough embedded in enough worlds that it won't be practical or fair for us to remove it. So it's staying, with a warning.
edited by Alexis on 1/3/2013

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Brandon Carbaugh
Brandon Carbaugh
Posts: 13

10/17/2012
I understand this is a known issue and isn't on the slate to be fixed any time soon, but I'd just like to add my voice: I think the ability to delete storylets and storylet branches is extremely critical, and needs to be implemented badly. As is, it's the equivalent of a word processor which allows you to type characters, but not delete them. Yes, you can avoid having to delete storylets or branches by making sure your prepwork in Word or whatever is 100% sound, and being careful not to make any mistakes while constructing a storylet, lest the whole thing get scrapped -- but that seems pretty cumbersome.
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Torrain
Torrain
Posts: 77

10/18/2012
Brandon Carbaugh wrote:
I understand this is a known issue and isn't on the slate to be fixed any time soon, but I'd just like to add my voice: I think the ability to delete storylets and storylet branches is extremely critical, and needs to be implemented badly. As is, it's the equivalent of a word processor which allows you to type characters, but not delete them. Yes, you can avoid having to delete storylets or branches by making sure your prepwork in Word or whatever is 100% sound, and being careful not to make any mistakes while constructing a storylet, lest the whole thing get scrapped -- but that seems pretty cumbersome.


It strikes me more as the equivalent of a word processor which allows you to create files, and edit files, and rename files, but not delete files. I'd like to see the branches being deletable, instead of producing the General Error fault (although even that annoys me so relatively little I haven't checked to see if it's a NoScript/browser thing), but that's a personal preference; when you can edit a Storylet so completely that it's basically the same thing as creating an entirely new card with a preset number of branches, and can tag them all as something to be recycled in the meantime so they don't clutter up your story screen, I'd hesitate to call it critical. Which isn't to say I object to the functionality! smile

Tangent: I would love the ability to be able to put more than one tag on a storylet.

L&c,
F
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Hierophant
Hierophant
Posts: 782

2/4/2013
Now that we've got a quality Cap, what about a quality Floor? "Once above this value, this quality can't sink below it."

The use I'm thinking of: for long-term spectrum qualities. E.g. an alignment quality that starts at 5 and runs from 1-11. You never want the player to use it but you're often moving it up and down.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

3/27/2013
Colored storylet borders seem to have dropped off the roadmap (or am I imagining that they were ever there?)

I think they would go a long way toward making StoryNexus worlds more user-friendly. Like colored lines on the walls of hospitals: follow yellow to Slay Dragon, follow blue to Save Princess, follow red to Steal Throne.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

2/24/2013
Could we have Menaces positioned somewhere else on the sidebar? I'm fine with them being on the front page, but having them mixed in with Sidebar and Basic Abilities is confusing.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

1/3/2013
I'm bumping this thread to indicate that I've replied inline to some suggestions. I'm working on the roadmap for Q1 today - so more information about upcoming features soon.
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

1/3/2013
Gordon Levine wrote:
I don't know much about the FB and Twitter terms of service. What about them prevents incentivized "echoing?"
I'm pushing on this a little because I remember reading (a looong time ago) that even though you folks didn't like spamming people, it was your primary way of expanding the EBZ user base. It seems like it worked out pretty well, and I'd like to be able to do something similar!


Yeah, this is worth discussing a little more.

(1) FB and Twitter both forbid too direct a means of incentivising posts - because it means more spammy, low-value content which, crucially, doesn't earn them advertising revenue. Various companies attempt loopholes and workarounds. We took expert advice on whether it was worth us continuing to do it, and the result was, no, because

(2) we're really small. If Twitter or FB sanctioned us, the customer support burden alone would be a serious issue.

(3) and actually? it was never a very effective way of driving recruitment, because we weren't prepared to be aggressively spammy, but it was hard to tell that from outside. So we had all the PR problems of viral social games but few of the advantages. Consequently, we've always been fairly niche. When we turned off echoing, our daily recruitment numbers barely flickered. Most users just weren't that enticed by what iooked like an unknown application posting something weird through their friend's feed. If you're reading this and thinking 'wait, I clicked one of those links!' - well, that's selection bias.

We primarily get users through word of mouth; good press; and people bringing their friends in to help them with social actions. The first two are available to creators, and the third will be soon.

If it were an effective way of getting new users, we'd have to make a tough call about whether to implement it. Growing and retaining the user base is a big deal for us - that's why I prioritised the promotion tools and messaging, and why we've been hustling to get the infrastructure ready for social actions. Please do keep making suggestions about (ethical) recruitment features - but, Gordon, incentivised echoing isn't the silver bullet you want.

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Jon Erikson
Jon Erikson
Posts: 37

1/4/2013
As a player, it would be nice to be able to mark worlds as favourites and have them pinned to the orange Storynexus bar at the top - even better, to have them highlighted if there's new content since the last time they were played smile

--
http://fallenlondon.storynexus.com/Profile/Jon~Erikson

No stabby stuff please; social grinding and spare Overgoats welcome, apparently having just the one is out of fashion...
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Richard
Richard
Posts: 304

1/7/2013
(Separate post because this is a separate thing - apologies if it looks like I'm spamming the thread)

I've been thinking a bit recently about the initial experience, for people who haven't played Fallen London or other StoryNexus games before. I've set up a new account and tried to imagine what it would be like starting from scratch. The good news is that in general it's a really smooth experience :-)

There are just a couple of things I noticed, which might be off-putting during that crucial "first impressions" stage. They aren't big changes, so I thought I'd mention them here.

1. At the top, there's a lovely highly-visible "Help" menu with an "FAQ" under it. But, if you click that, you get sent to FAQs which are almost all for StoryNexus creators (the first one is "how do I delete a storylet", for example). I can see that being confusing for first-time players. Maybe there could be some friendlier initial FAQs like "What is StoryNexus?", or maybe that link just shouldn't be there at all unless you're using the creators' tools.

2. Again exploring the orange menu at the top, I'm drawn immediately to "Buy Nex", because I'm a suspicious person and want to know what I'm getting into. But the screen where you buy Nex doesn't give any explanation of what Nex are actually for, so I can imagine myself being discouraged because I assume I'm going to be asked to pay to play. I think it would benefit from some generic text explaining that (in most worlds) you can do a lot for free - maybe based on the equivalent page in Fallen London.

(3. For what it's worth, I think the page you see when you click "Create your story" is a bit abrupt too, and would benefit from a paragraph of general explanation before the two blue buttons. But that's not really any of my business because it doesn't really reflect at all on my world.)

Hope this doesn't sound too picky... I mean, it is picky, but first impressions matter a great deal.

Cheers
Richard
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Jamilah S. Wolf
Jamilah S. Wolf
Posts: 122

5/2/2018
This thread hasn't been touched in 4 years; I will see if there is any reward to blowing the dust off of it. A suggestion for the journal mechanic: a way to search through entries. Whether by keyword or quest association tags or dates, this function is desperately needed. Sifting through pages to find a particular note is impractical, and some form of organization to these notes would be much appreciated by everyone.

--

Jamilah
, a most fascinating Lady of the Neath who finds herself mingling with Society and aligning with Criminals. This Licentiate Extraordinaire would love to align with the Masters, given the chance. A Shattering Force.
Huarwar Ceiswyr, a Welshman and detective lured to the Neath to Seek. The toll it has taken does not hide itself, nor does he bother to. On hiatus.

Open to all actions, delicious friends. Messages required prior to harmful ones. PM for hints Enigmatic.

She wishes for nothing more than to be close to the Masters, for who else can unlock the Mysteries of the Neath?
+2 link
cyberpunkdreams
cyberpunkdreams
Posts: 527

5/4/2018
Iona Dre'emt wrote:
I'd like there to be a detailed how-to or a storynexus for dummies sort of thing with troubleshooting and diagrams so that I don't have to bother support or dig through the wiki to find what I'm looking for. My own problem is that I get frustrated and give up too easily, but I think if it was more user-friendly from the getgo it would be more usable for people like me who have no idea what they're doing haha



Yeah, the manual's kind of okay but a bit out of date. You can always ask on here though.

--
Seeking alpha testers for a new StoryNexus cyberpunk RPG.

Welcoming friends, rivals, sightseers; a life of some importance in the Neath.
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The Revered Abolitionist
The Revered Abolitionist
Posts: 23

5/4/2018
I've emailed in about this as well but actions that can decrease stats need to be labeled in someway. It's frustrating that months of work grinding notability to go over the level cap can be undone by something as innocuous as a chess option ("Fight to recall the Game" is the one in question)

--
http://fallenlondon.storynexus.com/Profile/The%20Revered%20Abolitionist
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Nicole Poweleit
Nicole Poweleit
Posts: 2

4/24/2013
For my own sanity, I'd really like it if the storylets and qualities pages could be better organised/more customizable/have increased navigation efficiency. Specific things I'd like are:

1. The ability to create a super folder to put my tag drop down menus in. When I finish writing part one of my story, I'd like to be able to shift all the storylets, tags and all, to a super folder called Part I. That way they'll be out of my way when I write Part II, but still organized the way I remember, allowing me to find a storylet faster if a playtester has an issue with it.

2. Whenever I go back to the storylet or qualities home screen, the tag that is alphabetically first is expanded and the others collapsed. I would prefer it if the tag drop down I was just working in were left open and/or

3. Would like the ability to navigate between storylets/qualities without having to return to the home screen. Like a "next storylet" button on one side and a "previous storylet" button on the other allowing me to navigate through all the storylets with the same tag easily. (Because let's say I have a ten storylet quest and I screwed up the counter so the quest unlocks when a certain quality is 2 instead of 1. This error propagates through the quest, I realize it at the end and have to go back and change that value in every storylet. If I could navigate between storylets the amount of clicking I would have to do would drop dramatically, making the process faster and me less angry at myself.)

Those are just suggestions, really I would be happier with any increased convenience in navigation for the world builder. I think right now it's a bit clunky and hard to organize a large amount of stuff in a meaningful manner. Overall, I think the StoryNexus engine is great though, thanks for making it public!
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Hanon Ondricek
Hanon Ondricek
Posts: 417

5/26/2013
Suggestion - a way to empty an entire mailbox. I sometimes would like to get rid of old messages from Fallen London. Perhaps a "select all" checkbox? Or is there a way to do this already that I am missing?
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Alessandre
Alessandre
Posts: 7

5/27/2013
Suggestion - If, in addition to the if at least and if no more than requirements on storylets, you could make slots for a different quality controlling a different quality's enhancement. For instance:
Quality Affected Change by/Set to If >= If <= Advanced Remove
Invigorating Foodstuffs (edit) Change by: 1
















The only way you could get the quality Invigorating Foodstuffs, was if you had at least 3 of the quality Fatigue.
That would be cool.
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Ian Welsh
Ian Welsh
Posts: 13

6/24/2013
Suggestion: automatic progress bars for pyramid qualities, or at least for basic abilities which are pyramidded. Or a check box to put in a progress bar. You do get a "strength is increasing" message, or whatever, but no visual representation of progress. But at higher levels it takes a LONG time for pyramid qualities to increase and player feedback is very important. Fallen London has these, moving that functionality over to the general storynexus system would be great.
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UrsulaV
UrsulaV
Posts: 25

3/7/2014
Oh wow! I just now noticed that you can search through storylets based on what qualities they affect--that's new since the last time I was really poking at my game, and it's SUPER helpful. I know this is probably way after the fact, but thank you guys for implementing that!
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Hyoscine
Hyoscine
Posts: 11

1/13/2013
Apologies if this has already been suggested, but I would love to able to view my most recently played SN titles from the toolbar, or perhaps easily access ones I choose to favourite/bookmark.
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dewinduvae
dewinduvae
Posts: 2

1/15/2013
I think a variation of this has already been posted.
I know that the [q:quality name] thingies don't work at the moment. but when they do, I would like to be able to modify the output in the actual storylet.

For instance: "[q:gender,the person,he,she] is a really sneaky thief. Will you help us catch [q:gender, him,him,her]?"
Branches into "help them catch a suitable fake"
"Turn yorself in" and other things.

The above example assumes that the gender quality is 0:nothing 1:male 2:female. With no possible numbers afterwards.

It would be really helpful. Thank you. smile
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Richard
Richard
Posts: 304

1/15/2013
dewinduvae wrote:
I think a variation of this has already been posted.
I know that the [q:quality name] thingies don't work at the moment. but when they do, I would like to be able to modify the output in the actual storylet.

In actual storylets, they do already work. You can see an example in the manual (to find it you can search, rather thrillingly, for "body in the attic").

The place where they don't work is in QCDs - the messages you see next to a little icon when a quality increases or decreases.

dewinduvae wrote:
For instance: "[q:gender,the person,he,she] is a really sneaky thief. Will you help us catch [q:gender, him,him,her]?"

But that, sadly, you can't do. All you can do is to include the actual value of the quality, or its QCD (text description) if it has one.

Still, with cunning phrasing, that might be enough... lots of worlds have an "Addressed As" quality to allow NPCs to say "Sir" or "Madam", and so on.

Cheers
Richard
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Hierophant
Hierophant
Posts: 782

1/18/2013
Intentional downtown is much preferred to unintentional downtown. Otherwise you risk stranding without change for bus nor cab.

<3

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Head Writer
Zero Summer
zerosummer@outlook.com
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PostalElf
PostalElf
Posts: 47

1/19/2013
Can I drop a suggestion here? I would murder a small insect or animal no larger than my thumb to be able to use quality values in a test. For instance, if I had a quality named Enemy Armour, let me do something like: "if Attack >= Enemy Armour then execute this storylet".
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

1/4/2013
We've got a big ongoing optimisation effort going on which will make both front end and CMS faster (including exactly rhe change spiralx suggests) but it means some fundamental changes so it's taking a while.

You will find that the CMS is slower when your world is busier. It is slightly slower with bigger worlds, but not perceptibly so - user activity is the deciding factor. Again, the optimisations will make a big difference here.

I use the tools in both Chrome and Windows RT IE (don't ask), and some other Failbetterers use Firefox. It's not strikingly faster in any of them, but as Richard says, mobile browsers can be weird[1], so it may be worth experimenting.

[1] which is in fact the reason that this won't show up in green]
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Richard
Richard
Posts: 304

1/7/2013
A suggestion crossed with a question: are there any plans for more detailed analytics? For example, being able to see how many people have played a particular branch or storylet, or have a particular quality at a particular value?

My main reason for asking is that I'm about to hack in my own ugly (though, hopefully, marginally entertaining) way of tracking players' progress, basically by asking them to press the Like button when they reach specific points. But I'd feel a bit silly if I did that, and then a "proper" solution came along in a couple of weeks' time.

Many thanks
Richard
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Hierophant
Hierophant
Posts: 782

2/25/2013
Also I would really like to be able to edit rare success/rare default %s.

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Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

2/28/2013
Oh my god Liam that slider is golden.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

2/28/2013
Having living stories that trigger based on actions played instead of time passed is a good solution. It has the advantage of (1) not needing to perform all sorts of platform-level magic and (2) not creating another kind of "weird" quality that deviates from the current setup of qualities as number buckets.

(I'm not against deviant qualities. I think Objectives are swell. And I desperately want universal qualities, which either exist independently of characters or simultaneously on all characters. But the Clock quality would be convenient, not an expansion of what SN could do.)

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Estelle Knoht
Estelle Knoht
Posts: 1751

3/18/2013
Here's a minor gripe I have:

Allow us to get rid of (any world) qualities or at least display them in a separate categories from other qualities on the quality screen? It looks a bit messy with these quality that I might not use being in the middle of groups of qualities.

--
Estelle Knoht, a juvenile, unreliable and respectable lady.
I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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Richard
Richard
Posts: 304

3/22/2013
Gordon Levine wrote:
I love the new reorder branches function.

Ooh, yes. Shiny.

ETA: and practical and functional and all those grown-up things too, of course. But predominantly, shiny.
edited by Richard on 3/22/2013
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Erik Harrison
Erik Harrison
Posts: 51

2/11/2013
Multiple rare defaults. I have a mechanic where the game is cyclical and I'd like to randomly set the circumstances of the coming cycle. Right now I have to use multiple rare successes and "A Matter Of Luck" which I think actually deceives the player about what's getting ready to happen.
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Torrain
Torrain
Posts: 77

10/18/2012
Would it be possible to include a link allowing people to buy Nex when the tip screen pops up? Or include a link to buy Nex at the bottom of the page? It just occurred to me that while I can like storylets in many worlds, I don't actually know where to buy Nex except in Fallen London, and that's due to personal experience rather than documentation.


There's now a Nex link from the account, and we'll be adding a Nex tab soon.
edited by Alexis on 1/3/2013
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Lily Fox
Lily Fox
Posts: 346

10/27/2012
Just a little thing: I keep expecting the Storynexus logo in the navbar to take me to the SN front page. I suggest that be made to happen.

--
@LilyLayer4
Fallen London character: Lilith B.
Author of Maelstrom - Play - Discuss
Author of City of Phire - Play - Discuss
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Hierophant
Hierophant
Posts: 782

10/10/2012
We really, really need a way to display a Quality's level in its QCD.

We could also use a way to bold things in QCDs so they match up with the standard QCD (which bolds Quality names).

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

10/9/2012
Sounding off in full-throated support of 'transient' Sometimes cards, as per a recent post of Alexis's.

This is now implemented, as of the INSTRUMENT release.
edited by Alexis Kennedy on 11/8/2012

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Head Writer
Zero Summer
zerosummer@outlook.com
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Hierophant
Hierophant
Posts: 782

12/15/2012
Quality of life suggestion: if we could have a checkbox to keep us logged in past 24 hours, that would be lovely. smile

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Kir Talmage
Kir Talmage
Posts: 37

12/18/2012
If it's not already been asked (couldn't find it)

on the Analytics > Character tab ( http://YourWorldHere.storynexus.com/analytics?tab=Characters ) could the character names be queryable / visible also? It would be interesting to see how players name their characters and use that perhaps to flavor text (or NPC names) in later stories.
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Hanon Ondricek
Hanon Ondricek
Posts: 417

12/23/2012
Yet another...

I would like the ability to copy and paste a single branch. Along the top of a branch would be the options "Copy Branch" and "Paste Branch". Of course copy only remembers the last branch you copied. Paste would overwrite all values of the selected branch with the ones on the clipboard.

This would make it easy when you need similar branches for steps of a plot quality, or to have an identical branch with effects happen on multiple cards.
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Richard
Richard
Posts: 304

12/29/2012
A quick point on Slots. The reference guide says this:

"You can use Slots purely as organisational tools, not for equippable items. For example, you might have an Photographs Slot, an Eyewitness Evidence slot and a Forensic Reports Slot, even if all those items are just placeholders for readable descriptions. This will just help your players keep their inventories organised if you have a lot of items."

Which is a brilliant idea, and works very well. However, it does mean that the items can be "equipped" (even if that doesn't do anything), which some playtesters have found confusing.

Could I suggest an added option for "Is Slot" qualities, which turns off the ability to equip items?

(Apologies if I've missed an existing way to do this. As a workaround, I tried "Limiting to Area" to an area which is never accessible. Unfortunately that just makes it worse, because you still see the Equip button and then get an extra message when you click it... which makes it look even more like this is something you're meant to be able to do.)

Cheers
Richard
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Hanon Ondricek
Hanon Ondricek
Posts: 417

12/1/2012
Would it be possible to have a view where we can filter storylets by deck, area, and setting?
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

12/4/2012
I would like to do it, and it would be a civilised thing to do. But it would be a substantial amount of work; it's something that only a very small number of users care passionately about; it would make it much harder for us to change SN functionality, because there'd be pressure to stay backwards-compatible with exported content; and we have a very long list of much more urgent functionality. So maybe someday, but emphatically not any time soon, I'm afraid.
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Kyle Willey
Kyle Willey
Posts: 63

12/5/2012
I think enhanced analytics could greatly enhance the StoryNexus platform; as is I don't have a way to see what things are common, how many of them people have, how they got them, which storylets are popular, etc. other than by individual reports.

--
Creator of Orchestra.

Current Development Arc: Full Mechanics

Also, check out the art I'm working on for Orchestra. It's in the public domain, so anyone can use it or modify it entirely without restrictions.

Check Orchestra out on Facebook!
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Hierophant
Hierophant
Posts: 782

11/13/2012
Could we have branch requirements for items being equipped?

(So: I could only play Ask Jeanette Out if I have Goofy Poem equipped.)

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Hanon Ondricek
Hanon Ondricek
Posts: 417

11/18/2012
Any way you can highlight the "Starting Area" area to make it clear which one it is if renamed? It's not a problem if you understand how it works, but confounded me for about a day when I did not.

Maybe make it a special color in the list, or a tag "This is the permanent starting area. It may be renamed."
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Hierophant
Hierophant
Posts: 782

11/19/2012
Yes alright one more:

We could use a Down For Maintenance button -- something that prevents login and displays a maintenance message on the world's front page.

(We've had to do structural maintenance a couple of times, and this would have been really helpful. We worry about people getting caught in the cracks whenever we change something big.)

A workaround for this: Create a world called ZeroSummerMaintenance at zerosummermaintenance.storynexus.com . Put suitable content in it (a Must slet that says 'we're offline!' When you want to take the world offline, change ZS prime to a n obscured URL, and temporarily move the maintenance world to zerosummer.storynexus.com . The player experience for people online when you swap might be a little odd, but it'll work.
edited by Alexis on 1/3/2013

--
Head Writer
Zero Summer
zerosummer@outlook.com
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Guest

11/24/2012
A nice addition to the world directory could be to indicate the last day a world has been updated, to have an immediate idea if new content has been added since the last time a world was played.
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