Tdeadly, post: 2610, member: 364 wrote:
What I am saying you do is have a color just for mass like blue. Min dam green. Max dam red and can have after inning an items a color part yellow for needs a re to be worth it. More as a help part if you feel like doing that. The no flag will help incase someone does not notice the colors. Plus if someone is color blind can’t make the difference.
You mention the Legends system being "lame" and "way out of order" but their colour pattern matches the rarities you'd find in items in the vast majority of modern RPGs:
Grey - Junk (This colour wasn't used by them by default, but I know some people modified theirs to use this colour/tier.)
White - Common
Green - Uncommon
Blue - Rare
Purple - Ultra Rare
Yellow - Legendary
Red - Epic
Legends assigned letter grades with base colours according to this template (both for part rarity AND for their performance), and their "+" grades were lighter versions of the same colour to help stand out. I believe Resto actually included the rarity % in each stat, which I think would be a more informative system than just a colour and letter grade (as letters on their own with no context are up to interpretation.) Besides, Legends allowed you to customize the colours to your liking, so if you do have some form of colour blindness, (or just hate the standard colours chosen, whatever they are) you can easily tailor it to a palette that is comfortable for you to look at using hex colours like the game already supports, unless a system is added ingame to easily change them.
The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still.
You're right that it's very easy to just open and use the notepad ingame, but wouldn't you rather spend more of your time actually in space, flying, playing, and using your loot rather than sitting at Kash all day, staring back and forth between stats on an out-of-game resource to check whether your parts are worth keeping or not, and for what quality of a build to use them for?
I can't tell you how many times I've needed to re-check parts whereas having a simple easy-to-see highlight system will tell me that information at a glance, saving a tremendous amount of time. Before this system on Legends, comparing parts hurt my eyes and gave me headaches, and I was in a guild where that grievance was shared, especially because we ran group convoys every week and would loot 20+ crates each session. The notepad just did not cut it at that point if I wanted to retain my health and life outside of SWG.
Adding an automatic no-sell flag to parts that meet the thresholds would be an interesting solution! I just want to comment on my concern about it being a bit oversimplified:
If you made a Weapon 10 with high max damage and low minimum damage, it would be extremely inconsistent in DPS and would lower its performance and potential value. If it also had a high EPS and low Refire, you'd sap your capacitor clean in no time flat (especially with multiple). Some of those stats actually round up and/or down during the RE process as well, so I think it's important to preserve the quality of part stats within the information given, not just simple categories of KEEP, TRADE, SELL TO VENDOR, if that makes sense.
If you're at the stage in your space career where you look at parts in Keep/Trade/Vendor categories, then you can just use the system for assigning a colour to how many credits signs you see, lol.
I get where you guys are coming from though, it's just that JTL's loot isn't as simple as we'd like to appropriately treat it with a simple system, much as we'd love that to be the case.