06NOV18 - New User Interface (UIv4) Alpha Test |
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Mordok
New Poster Joined: 20 Jul 2014 Status: Offline Points: 11 |
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Nice but please make it playable on a mobile device..i need a excuse to buy a new smartphone eheh
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Ruarc
Greenhorn Joined: 04 Dec 2015 Status: Offline Points: 61 |
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Some feedback on the new UI.
Good stuff
Bad stuff
Other stuff
Edited by Ruarc - 17 Nov 2018 at 18:52 |
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Arcania
New Poster Joined: 17 Nov 2018 Location: Virginia, US Status: Offline Points: 2 |
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Looks great at present. World map much easier for these old eyes to see!
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rajput
Forum Warrior Joined: 19 Jan 2017 Location: Punjab Status: Offline Points: 254 |
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Hi Folks,
Overall I'm pretty happy with the direction taken for the new interface. Super liked the idea of map being main background or the table and we are simply opening and working on different scrolls on top of it. I dig that. ๐ง Interface is fluid to work with when loaded completely, but there are jitters and delays when working at a pace. ๐ I really like how sovereignty is depicted on map. Very easy for me to follow. ๐ I have issue with the small strategic map at bottom left of the screen. The strategic map is collapsed a bit and does not focus correctly. However, on MS Edge there are no Zoom in/out buttons. Plus it seems we cannot zoom using mouse/touch-pad or touch-screen. Like few players have already pointed out, the compass-like-navigational button in UIv3 are quite useful. I think they can be added without cluttering the the interface in similar fashion as the Map Options dialogue box. Similarly the town scroll/change buttons. A very small thing but very useful as it helps speed up the click-away routine passes which all of us make many times on daily basis. ๐ Also on map screen, I cannot see harvesters harvesting a square. I can see them traveling to the square but after that they are not reflected on the map. ๐คจ Cannot see the NPC camp size... This totally kills the purpose of having Foreign Office in town, if one have to scout out every camp to approx. their size. ๐ Cannot see diplo units activity on the map. ๐ Other than that... Love the in-game music... So now I can rest my Nightwish and Buckethead collections. ๐
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Warning! Author of this post has weird sense of humor... |
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Wraith
New Poster Joined: 14 Nov 2018 Location: Russia Status: Offline Points: 1 |
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A little thing that I don't like is that many textual elements of the new GUI became impossible to select as text and copy to the clipboard, making it not so convenient to share some info to other players, e.g. a line with your stored basic resources.
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GM ThunderCat
Moderator Group GM Joined: 11 Dec 2009 Location: Everywhere Status: Offline Points: 2183 |
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Yes, completely.
Though your feedback on the new UI and what you don't like about it; or what could be better, would be very valuable. |
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Yitshak
Wordsmith Joined: 28 Apr 2016 Status: Offline Points: 179 |
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I concur. In fact GM Stormcrow actually asked for feedback - FEEDBACK We'd very much like your feedback, suggestions and bug reports; please submit these either as petitions in the old UIv3 - or as comments in the relevant subject thread in the forum. We really, really want to hear what you think. This is a massive update, and this is just the alpha test, the first look at the partially complete UI. There are bound to be things that don't work as expected, and the more eyes on, the quicker any issues are picked up. I notice some of the issues previously mention have already been addressed So, a bit more feedback. Sov. The sov is hard to see on many forest tiles without the border, especially yellow or green colours. There are some inconsistencies in sov colour. Whilst blue for own cities and pink-ish for alliance cities looks consistent, the green for confed cities is not. Most confed cities have green sov, but some have yellow, even from within the same alliance. In fact there are a couple of cities I see with both yellow and green sov tiles. Watching all the activity during a siege is much more engaging, with much more information on screen than before. Seeing the race of moving units, their diplomatic status as well as the eta and target tile when close is a nice touch. Of course, when there are a lot of movements close together, some of the details are hard to see. Fog of war I guess. |
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Remember to be nice to the squirrel.
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Alcie
Forum Warrior Joined: 02 Dec 2012 Status: Offline Points: 313 |
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Initial comments:
-There are obviously a lot of submenus in overview and city map that don't exist yet. Search, friends, mail, etc. also seem to not work yet. The more I look, tons of menus don't work or exist yet so I won't comment more on those. I do hope every menu we currently have gets shoved in somewhere--over the years a lot of handy things have been added. -Random center drift by zooming out and in again is weird/bad. -Hard to Tell NAP/confed/etc. I believe the colors are messed up. I see my town green-ish, confed green, some NAPs green but some are yellow for some reason? My alliance towns are now.. pink? FYI, my color vision is normal. Colors need to be distinct and consistent. -Please add the standard options in a reachable place to remove/add terrain/encampments/towns etc. The new map is pretty but even the normal simple map is too crowded for many purposes so it is handy to turn things off when you don't want them. -Because menus can now be left all over the screen, super useful would be a button in the upper corner to shrink/close all menus. This way if you want to see the whole screen you could do so without having to close/shrink 3 different menus. We are used to being able to go to map with 1 button press so this would be similar. Also, is there any reason you can't open a city view and a trade view at once? In the current UI there is no room, but in the new UI there is clearly room if you have a big monitor. It would be also nice if we could resize the non-chat menus, though the multiple windows open at once would be handy even without that. -As others have said, it is slow/kind of hard to switch between cities right now. -When the city view window pops up, it is a bit jarring visually and retro looking even though it is what we are used to seeing. The other menus which currently exist (such as the training menu) meld reasonably well with the new art/UI. The city view though really just looks like older art in a square in a bigger square in an even bigger square of a different style. For some reason you suddenly expect to be able to move around the city view or zoom in etc. I don't really have a suggestion here, just a comment that it is aesthetically jarring. -Overall, it looks pretty. The animation when you are automatically sweeping along the map to a location is gorgeous. And the long npc arrows are nice. Once it is finalized I think it will take awhile to get used to and many people will complain because it is different, but I bet most people will like it when they get used to it. |
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Timrath
Wordsmith Joined: 24 Feb 2012 Location: Austria Status: Offline Points: 107 |
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1. It's virtually impossible to distinguish sov levels and encampments on the map past a certain zoom level. 2. The background texture on the map is too noisy. The pattern burns after images into my retinas that persist for almost a minute after looking away. The old map looks much cleaner. 3. The map doesn't remember the last position and zoom level. 4. The icons on the left are semi transparent, which adds more noise to their already noisy design. 5. There's no way to resize the popup panel. It has always bothered me how you can't resize the notifications panel in the old version, but now that you made it even smaller, it has become completely useless. If it's to remain a fixed size, it needs to be at least 4x as tall. That, or be freely resizeable.
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Whakomatic
New Poster Joined: 07 May 2014 Status: Offline Points: 12 |
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I do not agree with "wait until it is done to provide feedback" as the whole point of an alpha is to get reactions and comments from us, the players.
For the good: Full size screen is clearly awesome. The speed of load and scroll is great. Stained glass UI elements are cool and interesting. Using popups for all menus makes sense considering the UI is full screen. Now the comments. I wont mention obvious things that are missing like screens & choices and focus instead on what is currently implemented. 1) Left click on map opening an "action menu" popup is annoying. I just want to move the map around and randomly clicking on it is habit since it is the entire screen. Windows UI paradigm is to open that menu with a right click instead and left click is just distracting. 2) The "action menu" showing the terrain type is redundant to the upper right "current square" information area so it can be removed without losing anything. I would just keep it as the right click action menu to send diplo, troop, etc. 3) The "action menu" should remove "send resources" unless it is on something it is possible to send resources to. Same applies to other relevant actions. 4) With the map being so large and easily scrolled, a "center in map" choice is not useful enough to dedicate an entry in the menu. 5) When you hover over a sov square it gives information about it in the "map info" area, specifically the city name. However when you hover over the city itself, the info area does not show the city name. 6) Moving units and camps are not clickable. Even if you dont have any details about them my impulse is to click them and the fact I cannot feels annoying. Edited by Whakomatic - 11 Nov 2018 at 19:11 |
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