Closed SafeteeWoW closed 6 years ago
In a word, this feature makes it possible to fully simulate Blizzard group loot method for some items when the loot method is master. This feature works very similar when you click "Request roll" on the blizzard loot frame. However, Blizzard roll feature is awful because it doesn't show roll result until everyone has rolled, or 3min has passed. This feature fixes that.
Imo rerolls shouldn't be autopassed - it's the only way to "force" a player to roll on a item. That's basically why you added "reroll items the player can use"?
I don't think the button for rolls on each session is necessary - if they really want a roll on specfic session they can do it from the rightclick menu.
I'm also not quite sure if I like the amount of buttons in the rightclickmenu - should probably consider nesting more of them.
Other than that I like it.
Also reroll shouldn't send out awarded items. It doesn't matter if it isn't mentioned - you wouldn't expect already awarded items to be rerolled by default - if you want that you should specificly only reroll that item.
Imo rerolls shouldn't be autopassed - it's the only way to "force" a player to roll on a item. That's basically why you added "reroll items the player can use"?
Only no autopass to single item on single person makes senses. No autopass to all items dont. I have removed "reroll items the player can use". If ML wants to override autopass, he really don't need to use "All Items" to override autopass. If the guild really needs to override autopass using all items, ML should ask everyone to disable autopass in the settings.
Also reroll shouldn't send out awarded items. It doesn't matter if it isn't mentioned - you wouldn't expect already awarded items to be rerolled by default - if you want that you should specificly only reroll that item.
Now RCLootCouncil supports to change award. No need to only reroll unawarded items because I can change the award to someone else.
I don't think the button for rolls on each session is necessary - if they really want a roll on specfic session they can do it from the rightclick menu.
I think it's needed. Otherwise if the ML wants people to roll on an item, everyone has to click lootFrame on that item once, then ML requests to roll, everyone has to click lootFrame again. I really don't like this redundancy. Sometime it's obvious to see an item is bad and only worth to be offspec/transmog rolled, or ML decides to just roll on everything unless there is a high Titanforged item, then he would request roll in the session frame. Sometime ML decides to roll only until he sees everyone's response, then he would click request roll buttons in rightclick menu.
I'm also not quite sure if I like the amount of buttons in the rightclickmenu - should probably consider nesting more of them.
I agree. I am considering how to nest them makes the most sense
I have done nesting the menu. How is this?
SortData
does not correctly sorts rows with the same responses by rolls. I use SortData
twice to fix it.I have tested and finished this PR
I'm fine with autopassing on "Reannounce all items", I just read it like all rerolls would be autopassed. As long as "Reannounce this item" isn't autopassed, then it's fine.
The base usecase hasn't changed - no matter which features are implemented. By default you wouldn't even start to award an item if you knew responses are missing. The usecase is someone timeouted/something and we want to reannounce the items to him. Since he autopassed/couldn't use the first two items, we went ahead and awarded them - but we need his response for the remaining, and only the remaining, non-awarded items. The reaward thing is mainly for fuckups, and is not included in any basic reannounce usecases.
The reason I don't like the roll buttons on the session frame (besides the extra complexity it adds) is I don't think it's worth putting such a minor feature as rolls on a front row seat. The intent with rolls is to add some randomness when it's needed - which it rarely should be. I understand some people wants to always show these rolls (which they already can) and thus not really use the addon as a loot council addon. But at its core it's intended for use as a loot council tool, not a "easy random roll machine".
You're arguing those buttons needs to be there because the roll is tied to the lootframe - in that case maybe the rolls shouldn't be tied directly to the lootframe. I think your former "manual roll" was fine. If you want to make it more automatic, why not just do a print("You rolled xxx")
in the candidates chat? Or maybe do a popup if you really want to involve the users.
I see no reason why you'd like to have class, rank or role as a seperate entry to reannounces. Even response and roll doesn't really seem necessary. Imo it's all just clutter that'll probably never be used.
Okay
I can remove class, rank, or role, but response and roll are definitely useful. Roll is used to break ties in case roll is the same. Response is used in case you want to request rolls from people who clicked "Need". In those scenarios, these options are very very useful.
I understand some people wants to always show these rolls (which they already can) and thus not really use the addon as a loot council addon. But at its core it's intended for use as a loot council tool, not a "easy random roll machine".
- Even if the addon is used as a loot council addon, roll is the essential part of the decision making of the loot council tool. It happens a lot when council cant make decision then the council will need the roll.
- You don't need to have council to make decision for every item. I'm sure council would prefer group loot or personal loot on some item. besides the extra complexity it adds
- I don't think 60 lines are complex. If you want to make it more automatic, why not just do a print("You rolled xxx") in the candidates chat?
- Only know what your own roll is not useful. You need to know everyone's roll. Therefore, print in chat is required.
- Again, it's different feeling to roll for yourself instead of ML rolling for you. No matter if ML's roll result is printed to you.
print()
with the right color to make it indifferent from the server roll. The actual code used for the roll is not different.Except in my opinion rolls should not be related to reroll/response. I.e. requesting a new roll (1-100) should not prompt a new response request.
I do see some potential in requesting a reroll for a certain response (albeit that would probably be very rare). Likewise, it's a fine way to handle ties (but I prefer your addition that makes ties impossible) - but it doesn't relate to having people seeing the loot frame again. I honestly think that people would have requested it if they thought they needed more "roll" stuff, but all I've ever seen was a request to extend the current "ML rolls for you, without you seeing your roll" thing to be automatic. Tying rolls to responses is bad, as it's literally two different things, and we don't need to show the loot frame to make a /roll.
It might be important sometimes, but as a general rule, it's not. Even if you really want to have rolls every time (there's an option for that), that doesn't mean you should choose per session. Everything or nothing (and then a few, (i.e. "request rolls" if you change your mind)) is enough.
The extra width in itself is complexity enough. Not to mention mousing over an empty frame just to see a faded dice button appear (btw, I think that's a nice touch) - I don't imagine people knowing what that means. Eitherway, it's complexity for the majority that probably won't use it.
- Only know what your own roll is not useful. You need to know everyone's roll. Therefore, print in chat is required.
- Again, it's different feeling to roll for yourself instead of ML rolling for you. No matter if ML's roll result is printed to you.
Now we're back to your orignal roll feature.
- The main reason that I added rolls button on session is that I don't like redundancy. I don't want to be forced to let raid members response once, then request rolls from raid members, then they need to click again, even if I want to request rolls at the beginning. This does not feel good.
But yet you're still offering that. And that's also excactly why lootframe and rolls should be different things.
But yet you're still offering that. And that's also excactly why lootframe and rolls should be different things.
See Blizzard Group Loot Frame for example. There is reason that roll is binded with NEED/GREED/DISENCHANT/PASS response in the group loot. It is important to differ need roll and greed roll. On the RCLootCouncil perspective, this should be done in the loot frame. It happens often when people change his mind when ML says roll on this item, so it is needed to roll inside the loot frame.
Purpose of the roll feature. I totally undestand. But with that argument, your original "/roll" thing makes more sense.
See Blizzard Group Loot Frame for example. There is reason that roll is binded with NEED/GREEE/DISENCHANT/PASS.
Because it's the basis of group loot. You don't want people to press "need", and then once another does the same, ask for rolls. You know before hand that you almost always need the rolls to determine the winner.
You don't do that in a loot council. You only need the roll after the response can't determine the winner. <-- That's the base usecase we're really catering for.
For people using the addon because they can't use ML, the use case is the same (and that's PL btw). <-- Second group we're serving.
Then there's those that's emulating group loot (and maybe a few of the above), but also wants to see people's gear. They either want rolls on everything (most likely) or nothing (not really likely). There's no reason to do anything in between (but it's still supported, in the rightclickmenu). <-- These are the people whose "needs" shouldn't overpower the above groups.
Either way, shape or form, I see no compelling reason to always tie rolls to responses.
You don't do that in a loot council. You only need the roll after the response can't determine the winner.
The extra width in itself is complexity enough. Not to mention mousing over an empty frame just to see a faded dice button appear (btw, I think that's a nice touch) - I don't imagine people knowing what that means.
There is a tooltip telling what it means when mouseovering the dice.
Eitherway, it's complexity for the majority that probably won't use it.
You shouldn't predict that "majority" won't use it.
Then there's those that's emulating group loot (and maybe a few of the above), but also wants to see people's gear. They either want rolls on everything (most likely) or nothing (not really likely).
No one rolls on everything in master looter. If they do, why running master loot? Roll only applies to some items in master loot
You don't do that in a loot council. You only need the roll after the response can't determine the winner.
Keyword: AFTER. You don't know that beforehand, in which case it's nice to add/ask for rolls, which shouldn't include a new response request. People that changes their mind is not supported in a loot council. You state whether you want the item or not, anything after that is up to the council.
There is a tooltip telling what it means when mouseovering the dice.
Except it's a new concept in RCLootCouncil, that's not usually used in a loot council.
It's not the time to predict that "majority" won't use it.
Maybe not, but I prefer having data to support a statement, and when I don't, I prefer to go with my own experience - and that tells me that this has never been requested, nor does anyone I've talked to wanted to actually use it.
Maybe not, but I prefer having data to support a statement, and when I don't, I prefer to go with my own experience - and that tells me that this has never been requested, nor does anyone I've talked to wanted to actually use it.
"A lot of times, people don't know what they want until you show it to them."
People that changes their mind is not supported in a loot council. You state whether you want the item or not, anything after that is up to the council.
The different conditions given by the ML(roll/not roll) causes the decision. If the guild runs DKP/EPGP, item being rolled has no "price", it affects the decision so much. This is similar to why the quantity of duplicate items should be shown in the loot frame. Technically, I can choose to not show the quantity because you are expecting people do the same response, no matter how many items. However, in reality, people don't do that. Their decision is affected by the quantity of the items.
I have applied your suggestions:
Before dice is clicked After dice is clicked. The frame will be hided after 1s
The current icon size is the maximum size to be correctly shown in zhCN locale
Steve Jobs might have been somewhat inspirational, but in this case I prefer "I cannot give you the formula for success, but I can give you the formula for failure--It is: Try to please everybody."
You show the number of items because people likes to know it, and showing it saves them the time to go look at the boss. Guilds running epgp would probably always have rolls enabled thus not needing to decide per item.
I actually really like that! But what about requesting rolls for all sessions before starting it?
This requires another design, no one want to click twice for single item
Not sure how to do it and I prefer way to do this is still the session frame changes I did a while ago.
ML can choose to if he wants to request rolls from raid members for each row in the session frame.