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Forums: Village pump → New-style quest rewards display
(This topic is archived. Please do not edit this page!)

So, the new questing paradigm is lots and lots and lots of possible quest rewards, with something appropriate for the player's class & spec being the only option presented. Now that at least one of the databases is showing quests, we can get started adding them to articles rather than just the mage rewards I've been getting.

However, putting all of the rewards looks bad in tooltips/the questbox (e.g. H [85] The General's Edge). Maybe we could put something like "Item level 372 weapons" in |rewards= and leave the full list for the ==Rewards== section? Just if there's more than 6 rewards (the old limit), not all the time.

I would also generally prefer a table view of the rewards rather than {{lootbox}}es or {{itembox}}es for that many items. The full view just takes up so much vertical space when we get to that many possible options... --k_d3 17:16, 10 April 2012 (UTC)

We probably don't even need to use the |rewards parameter anymore for the infobox, but I agree, some quests have like 12-14 rewards associated with them and it would be massive. A table for the rewards section would likely be best, as with it we can show what class/type is eligible for the reward. SnakeSssssssssssssssssssssssss Coobra sig3For Pony! (Sssss/Slithered) 17:46, 10 April 2012 (UTC)
Both of the templates you linked are table views of the rewards; {{itembox}} in particular would take up about the same amount of vertical space as a normal darktable with one item per row. Consider making an example of the layout you're envisioning. — foxlit (talk) 19:16, 10 April 2012 (UTC)
Sure. See A [86] Tipping the Scales. If we do go this route, there are a few things we may be able to accomplish with this, since we're putting all of the data on the page:
  • Sorting - The only real wrinkle I've run in to is that clicking on a sort button moves the rows that that class has rewards in to the bottom and not to the top. Fixed, but bleh. {{sort|<-1>}} for cells with data in them and a {{sort|<0>}} for those that don't.
  • Hover-highlighting - Row and column highlights based on the location of the mouse pointer. Important for readability purposes. Easy. Just a css tweak. done. Just a css tweak.
  • Class filtering - Choose (somehow, somewhere) that you only want to see quest rewards for your class and that's all you'll ever see again. I don't rank it that high on the feasibility scale. Needs cookie/js support.
  • Remembered sort columns - instead of outright hiding all other classes' rewards, put your class to the top of the table automatically on all pages, not just the one you're looking at. Feasible. Needs cookie/js support - we already do this for {{faction disambiguation}}-ed quests, shouldn't be tough to extend it.
I rather dislike wowdb's way of displaying rewards [1] and wowhead hasn't come up with anything yet [2], so we don't need to be constrained by their design choices. What we're showing also doesn't appear in-game, so my usual complaints of us not sticking to the game's display style don't hold here.
I realize the mockup I've implemented sucks as far as data-entry/data-duplication is concerned. What I would really like is if the databases expose the classes/specs on the items themselves (and not just the quests), we get those botted in to the itemtips and then via UsingData, pull that info to the quest pages without having to do all of the data-entry on each quest page. If we can pull that off, we can just keep using an {{itembox}}-style list of rewards with no class data, but still displayed somewhat like my mockup. --k_d3 03:01, 12 April 2012 (UTC)
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