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User talk:Dkpat/Category

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Recently, you said that I've taken over the re-categorization project. That's not entirely true, though. I'm really only working on item categories, or at least right now. I did, however, look over some of your ideas, and I'd like to share my opinion(s) on them:

  • We already have a category for offensive Psynergy, so you can take that off the list. I don't think a non-elemental Psynergy category is very practical, though. To my knowledge, there are only four non-elemental Psynergies: Force and a few of the Psynergies available to the Tamer class series. I don't think that alone is enough to justify an entire category.
  • I don't know if separate sub-categories for each element's Summons is necessary. It's not a bad idea, mind you, but I do think it's a low priority.
  • I already made a category for consumable items (which you hopefully remember, as you first brought this list to my attention after I made it), but I don't know if creating sub-categories for recovery and offensive consumable items is the best idea. Now, if you wanted to create categories for all items (consumable and equipment) with healing or offensive Use effects, I could understand, but just consumable items? That's what we have pages like these for. P.S. You also suggested a stat-boosting consumable items sub-cat, but to my knowledge there are only six such items and they're all on the same page. Even if they get split, though, I don't know if that's the best of ideas...
  • As you may (or may not) have noticed, I've already taken care of re-working the forgeable items categories, so unless you disagree with my current plan you can probably check that off the list too.
  • You've suggested removing the Quest items and Unique items categories. I don't understand why you'd want to get rid of the Quest items cat, though. The Unique items cat I can sort of understand, as it was somewhat out-of-date for a while, but I'm currently reworking that category (and adding a few sub-cats) so I don't think we should get rid of it. Although I'd still like to know why you want (or perhaps wanted) to throw out the Quest items cat.

Like I said, I'm currently focusing on item categories, so I haven't looked over/considered all of your ideas. And I don't expect you to agree with my reasoning, either (I'll be the first to admit that I'm not always right). If you do disagree with me, though, I'd like to know why so we can come up with a plan we can both agree on. The World's Hungriest Paperweight 13:52, 16 July 2011 (CDT)

My My, what a thought out response. I hadn't expected such a reply. I'm sorry if I seemingly assigned you the task; I hadn't intended to, I just thought that you had. Before I even get started let me say that this list is a few months old now, so not all of it applies anymore.
  • It seems I created the Offensive Psynergy category, so I guess I just never marked it off the list. Oops. As far as Non-Elemental Psynegry I wanted to create that category to get those few in a different in a different category than the Psynergy category, making it easier to find them. There may be future non-elemental psynergy as well, only time will tell us that though.
  • I always had issue with the summons categorization personally, due to the ambiguous nature of half of the summons (Flora, Zagan, etc). But I thought it may not be a bad idea, and since we have them categorized anyways in the nav template... lol
  • Expanding on the same idea I just mentioned, in the consumable items template, we have the items separated out by type, therefore, why not have a category for each one? To me it seems that doing so would further reinforce what type of item it is. With Stat-boosting ones, I suppose they are all on the same page.
  • Forgeable items are in much better shape now than they were. Thanks!
  • The next one I was trying to bring clarity to. We have items we call Important Items, we have Category:Quest items, and we have Category:Unique items. All of these three are extremely similar. Further, we also have Rare Items. You might even factor in Category:Limited items. All of these similar titles are confusing to me. I simply do not understand the differences in these different names. If I don't understand it, it led me to believe that a reader wouldn't get it either. So I wanted reform regarding these.
Hope that makes things clearer to you with what I was thinking. ~ dkpat 14:28, 16 July 2011 (CDT)
Well, it doesn't sound like there are any major issues to deal with, but if you're confused about the difference between Quest items and Unique items (and related item "types"), I'd be glad to help clarify.
First of all, the only real difference between the Important items and Rare items is that Rare items can be sold while Important items must remain in the inventory until used. Aside from that, they're effectively the same and could even be merged into a single article if we wanted to. In fact, I think that the only reason they were separated in the first place was for the sake of convenience (knowing what can be sold and what can't). Anyways, the Quest items category ignores whether an item can be sold or not and simply encompasses both Important items and Rare items, eliminating the need to give them separate categories.
Now for Unique items and Limited items. Quest items are basically those that help advance the plot, with a few other items (like the Sun Saga) tossed in because they don't fit anywhere else. The Unique and Limited categories, on the other hand, are less about the items' role in the game and more about the quantities they come in. Although we don't have a category for them, many items come in a limitless supply, meaning we don't have to worry much about accidentally selling/dropping/using them. Unique items, on the other hand, are those you can only acquire one of per-game, and Limited items are those rare in-between cases where you can acquire more than one of the item, but not as many as you want.
Now, I can understand trying to find some way to merge the Unique and Limited categories together, but Unique items and Quest items aren't quite the same thing. I'll admit that the vast majority of Quest items also qualify as Unique items, but there's a lot of equipment (and even a few consumable items) that also qualify as Unique. It's kind of like how all squares are rectangles, but not all rectangles are squares.
Anyways, I hope that clears things up! ;) The World's Hungriest Paperweight 17:05, 16 July 2011 (CDT)
Ok, so keeping that all in mind, Why don't we simply merge Important and Rare items, and name both Quest Items. That would satisfy all my confusion. ~ dkpat 17:14, 16 July 2011 (CDT)