Autosell UI

I'm not pushing either for or against autosell. But if the autosell feature is implemented, it can be fully accomplished without any extra UI. To switch on autosell, the user sells 100 units when he has 9 or less units in his inventory. This matches the existing behavior of players - players already do this precisely when they want autosell on. It is triggered voluntarily, and can be avoided voluntarily. Autosell is turned off by buying any quantity of that resource. This handles all cases without any extra effort on the part of the player.

The user doesn't have to worry about managing autosell states. Whenever the user wants autosell on, it'll already be on. When he wants it off, it'll be off without any extra clicks.

Mainly, I thought about this issue after seeing pbhead trying to sell his food into debt: https://youtu.be/y5vFVaqGsaQ?t=327

33,160 views 7 replies
Reply #1 Top

It's already been added to next-version

Reply #2 Top

I didn't care if it was added or not, I just wanted any potential implementation to work well. If it's toggled by shift-sell and buy, it automatically deduces the user's wishes, instead of being an extra attention requirement. You didn't use autosell in the last stream. When you were both consuming and using life support, it would have sped up your upgrades a great deal by turning debt into cash.

Reply #3 Top

oh man. autosell is so strange.

so strange. 

 

 going to take a lot of getting used to not mashing the spacebar every 2 seconds.

Reply #4 Top


I'm not pushing either for or against autosell. But if the autosell feature is implemented, it can be fully accomplished without any extra UI. To switch on autosell, the user sells 100 units when he has 9 or less units in his inventory. This matches the existing behavior of players - players already do this precisely when they want autosell on. It is triggered voluntarily, and can be avoided voluntarily. Autosell is turned off by buying any quantity of that resource. This handles all cases without any extra effort on the part of the player.

The user doesn't have to worry about managing autosell states. Whenever the user wants autosell on, it'll already be on. When he wants it off, it'll be off without any extra clicks.
End of quote

 

I can just imagine the confusion of a new player trying to figure this out. It's not a pretty thought.

Reply #5 Top

Quoting Zultar327, reply 4


Quoting ,

I'm not pushing either for or against autosell. But if the autosell feature is implemented, it can be fully accomplished without any extra UI. To switch on autosell, the user sells 100 units when he has 9 or less units in his inventory. This matches the existing behavior of players - players already do this precisely when they want autosell on. It is triggered voluntarily, and can be avoided voluntarily. Autosell is turned off by buying any quantity of that resource. This handles all cases without any extra effort on the part of the player.

The user doesn't have to worry about managing autosell states. Whenever the user wants autosell on, it'll already be on. When he wants it off, it'll be off without any extra clicks.



 

I can just imagine the confusion of a new player trying to figure this out. It's not a pretty thought.

End of Zultar327's quote

Off by default.

Reply #6 Top

I think auto sell is a welcome feature.

I hope this will solve the issue of pb's VODs being 99% sell-all noise and 1% pb voice.

Reply #7 Top

Quoting Cubit32, reply 6

I think auto sell is a welcome feature.

I hope this will solve the issue of pb's VODs being 99% sell-all noise and 1% pb voice.
End of Cubit32's quote

 

yes. actually yes. i am doing my best to relearn this right now.

 

Its hard though. Addiction is a powerful thing.