Talk:Dinos/@comment-70.173.249.160-20120728013353/@comment-5220945-20120730074911

I also agree that the accidental purchase, expansion, hurry, etc. is something that can just make your heart drop. However it's happened, I'll bet that it has happened to 99% of the people playing. Personally, I feel that it is a flaw in the interface design. The problem is, how would you fix it. In this case, I think that something that has already been discussed in the off-topic would be a good fix. The inventory system is entirely too basic. For this scenario, I would propose an addition of the inventory system, which instead of giving you a warning, it would give you a warning AND show you a picture of the item, and bring up a scrollable list of your inventory where you would have to assign a spot to the item.

I agree with Robin's "conditioned response" explanation. However, I disagree that, in this case, it was something that has been intentionally done to exploit players. As an aside, an example of somthing that DOES further her point on that front would be the introduction of the coin chain.

I also predict that a LOT of players are going to read this and think "OMG, I have to refute Geo's proposal on this because it would make getting my hurry 10 dinos SO ridiculously annoying to get". All I'm going to say is, please don't go there with me.

The take back idea, which Oioiaussie proposed, is good in theory, but it would pretty much add an a/p exploit, and build it in to the game. That is, of course they make exceptions for certain buildings, functions, etc., and that kind of adds yet another problem to solve. For what she is most likely referring to, such as accidental crystal hurries, long recipes, etc., (give me "Things that happened during a chain"), there does need to be a fix for that as well. But, that's not what happened here, so, different topic, different time. Plus, it's time for me to stop, so I'm going to go over there for a while :)