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I wrote the first draft of this post a week ago, and have been rewriting (to try and avoid going in the direction of yet another quest presets discussion) and removing unnecessary parts since then. It's still not perfect (missing some ideas and a little longer than I'd like), but at some point I need to say "good enough" :P |
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The tensions I have around quest groups are conflicts with other features. For example, I think it would be a good idea if "prerequisite" quests (ex: building type is a prereq for house number) would be upgraded in priority to the highest quest that depends on them (building type quests for buildings with no house number should have the same priority as the house number quest, if it is higher). But this isn't needed if we use groups for prioritizing and make a group for building-related quests, since they wouldn't be far enough apart in the priority order for it to matter. On one hand, this is good— groups are a simpler implementation to accomplish the same thing. But it feels like "perfect is the enemy of good" in reverse; implementing the "good enough" solution means the feature that requires no user interaction doesn't get built. |
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So, something like #2308 ? Grouped quests do sound useful, but their implementation and user actions needed to make them useful is IMHO likely to be too complex (sorry to sound like a downer again 😄) Few thoughts that immediately come to mind:
At this point, I'm generally of the opinion to wait for next major release with |
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(There were also Layers idea #2461 which might be related, depending if it would support multiple related quests per layer / multiple active layers) |
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Agree. Less important should be disabled by default, as https://github.com/streetcomplete/StreetComplete/tree/quest-order already does it for some I think? Then only users who are bored (so likely do not mind extra complexity) would go into settings and enable extra lower-value quests.
Technically, it will still increase linearly, so O(n) complexity. But do note that if the groups are not hardcoded but user-configurable (and I for one only see utility if groups would be user configurable, otherwise they would effectively totally negate usefulness of
Well, maybe it might be one way to do it, but see above - it might even increase complexity instead of reducing it. There might be other ways to make easier to detect and thus modify new quests (perhaps color new quests differently after upgrade?) which is the biggest issue I see with growing number of quests for existing users (completely new users will IMHO have to either use the defaults - most of them I guess; or browse the full quest list anyway to see what else is there and enable/disable what quests they want exactly) I agree with rest of the Base assumptions (1,3,4) and Conclusions (5,6) without extra comments. |
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@mnalis I suspected that this would be the case :) However, for the reasons you put into a great concrete list in #3209 (comment), I don't think that fully customizable quest groups are workable. At least, not alongside quest presets. In particular, I think that the ability to create custom groups overlaps too closely with quest presets. Instead, I think a fixed set of pre-defined groups, possibly allowing the use to customize which quests are in them, might be useful. SubquestsThese would be pre-defined groups with non-customizable membership (maybe allowing enable/disable individually). The goal is to reduce the length of the list. Basically, for situations where they are technically implemented as different quests, but are really the same.
I'm not sure how useful these would be, so I'm not going to propose it at this time. FavoritesThese would be pre-defined groups with customizable membership. The idea is that instead of comparing each quest against each other quest, you just need to assign it to a priority bucket. It's a simpler (I think) version of #3034 (comment).
I think I will end up proposing this in an issue. But I'm curious first about your opinion, as the relentless advocate for customizability :D. It reduces the granularity of your control over the quest order, but I wonder how much granularity is needed. From a different perspective: how many "buckets" would you need to accomplish your desired order? If you want, we could actually test this by implementing it with a number input instead, where higher numbers are sorted first and equal numbers are sorted in the default order. |
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Personally I would like quest groups, I find the huge list of quests unmanageable. I would offer the user quest groups by default but have an option to turn off groups if you want full control. To me it would work like this. The group screen would offer a list that can be reorderer and would have a high and low priority for each group. You could reorder them all except you couldn't put a Low Priority above the High Priority of the same group. High Priority Cycling Clicking on either a High or Low priority group would launch a separate screen which would show all of the quests within that group and offer you three radio buttons for each and you select one of them. Bicycle Parking High(0) Low(x) Off(0) |
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Goals
I would like your help refining the idea of quest groups. It is a pattern that could be used in/alongside many different proposals, including presets. It has been floating around in my mind for a while, but I haven't articulated it clearly until now (I hope 😄).
Explanation
I still don't have an airtight definition, so I will explain by example.
In the context of sorting quests, groups might be something like: instead of showing separate entries for parking type, access, and fee which could be re-ordered individually, there is just one entry for "parking". To avoid getting hung up on details: Perhaps it can be expanded to still enable/disable individual quests. Perhaps groups would be user-customizable. The point is that they allow you to change (re-order, or enable/disable) multiple quests at once, not just one.
So, yeah— all of my previous suggestions were quest groups… which is how I noticed the concept to begin with. I currently suspect that I'll be happy with any form of quest groups and none of the other details matter, so I'm happy to close all those previous threads; this discussion supersedes anything I said in them.
Note: I don't count quest presets as an implementation of quest groups (even if they technically are). The reason is: they don't divide the quests. Every quest is in every group and there's no way to combine them (e.g. "show all the quests active in either of these presets"). However, they are compatible with groups: the order (or enabled/disabled status) of quests within a preset could be set using groups.
Why I think it's a good idea
Aka, all the things you might disagree with.
Note: I couldn't find a word to concisely represent the concept of "any feature that helps users answer the quests they're interested in— quest presets, ordering, display density, showing all quests for one point, etc." So I made up a word to refer to it concisely: QF (from "Quest customization Feature", but I'm using it to describe the concept, not a 1:1 substitution with that phrase).
Base assumptions
Conclusions
Misc
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