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is the game becoming too complex?

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=4881
Printed Date: 17 Apr 2022 at 03:00
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: is the game becoming too complex?
Posted By: twilights
Subject: is the game becoming too complex?
Date Posted: 19 Mar 2013 at 13:33
is the game becoming too complex? are others finding it too time consuming? with the addition of broken being added and factions coming alive and battle magic are others like myself spending more and more time to not only current game play but concern about new additions making the game too time consuming? what are others thoughts and suggestions to make the game more time manageable? i suggest quicker build time, reduction in allowable castles and quicker delete times for inactive accounts. the game is changing, older game basics need to change also or be corrected.



Replies:
Posted By: Darkwords
Date Posted: 19 Mar 2013 at 14:01
The game is a complex and time consuming as you make it, the issue here is about players being unwilling to accept that you are meant to specialise your account for a role in this game, which has always been the devs intention and has been stated from the very start.

Yes if you want to manage an account that can hunt, harvest, trade and has strong military and magic capabilities, all on a competitive basis with players that actually bother to specialise; then you will have a hard time, but that is not how the game should be played.

Regarding your views on how to make it more manageable;


I do not see how quicker build times will mean less work as it will mean queuing construction more often, nor can I comprehend how anyone would not see this fact.

A reduction in allowable 'cities' will do nothing that you can not do yourself, if you cant handle 10 cities then dont build 10.  How many times (and how many threads will you make) will you try to have such a limit placed on other players? just cause you cant be bothered to put the time and effort in.

This is and always has been a long term game, setting delete times too quick would be VERY detrimental to its long term player base.



As an aside, from reading through your many posts here I would just like to ask WHY you play illyriad?  You constantly suggest huge changes to this game (which so many people love so much) which would make it like some Evony clone.  If you want a game more like Evony then why not spend your time playing Evony?

P.S. please put any response on this forum thread, rather than sending me a mail, I am tired of the lies that you send to me in mails.


Posted By: twilights
Date Posted: 19 Mar 2013 at 14:09
please stop trolling me


Posted By: Aral
Date Posted: 19 Mar 2013 at 15:29
Gameplayer, you spend inordinate amounts of time suggesting things that the GMs will probably never implement, and then you take offense when someone disagrees with you about something that you posted on a SUGGESTIONS forum.  The very point of this forum is for ideas to be suggested, and then for other members of the community to agree/disagree about how useful the changes would be in the game. Darkwords did just that.  

Furthermore, when he questions your overall opinion on this game and suggests an alternate game to play, he isn't attempting to troll you.  He is just asserting HIS opinion, and just as you asserted yours, you are fully entitled to respond respectfully with a continuous assertion of YOUR opinion.  Name-calling doesn't help you in the least bit, since it won't sway his argument OR gain respect from other people.

Please note this is MY opinion, and again I say that you are fully entitled to respectfully disagree with it.  


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Aral Llc is not responsible for any grievous bodily harm sustained while reading this signature. No rights reserved.


Posted By: Brandmeister
Date Posted: 19 Mar 2013 at 16:28
I find the game's complexity to be just fine. It does take me a significant amount of effort to coordinate all my hunting, harvesting, trading and crafting. If the game were simpler I would find it too repetitive. You can reduce complexity by choosing not to hunt, gather and craft. Restrict yourself to five cities if you wish. Many players do that.

I will probably stop at six cities. 1 capital, 1 plate steel crafting city, 1 general equipment city, 1 geomancy city, 1 brewing city and 1 mining city.


Posted By: Brandmeister
Date Posted: 19 Mar 2013 at 16:30
P.S. It is unlikely that I will participate in Broken Lands. I think another set of cities would be too much work.


Posted By: Aurordan
Date Posted: 19 Mar 2013 at 17:00
I would like to propose that anyone considering using the word "Evony" (Or, for that matter, "Farmville") take a minimum of thirty seconds to consider whether it is actually leading to productive discussion.  Usually, they just seem to be people telling others with different play styles to leave the game.  And yes, I did this.   


Posted By: Darkwords
Date Posted: 19 Mar 2013 at 17:24
I took longer than that Aurordan (its been months in which I've resisted saying that to GP), but it was merely honest advice from my viewpoint.  If a player here is constantly moaning that this game takes too much time, has too little combat, etc, etc...

I honestly think they would be best off playing something different, rather than spending their time in the forums moaning that this game should be changed to suit their type of game style.  After all, many of the regular players here, played Evony first and came here to get away from that type of game and its players.



Posted By: Epidemic
Date Posted: 19 Mar 2013 at 17:28
Most of the added additions to the game are welcomed. I was attracted to the harvesting aspects of the game, but it became too time consuming, so I don't really bother with it more than once a day now.

Adding 10 more towns, for a total of 20, is definitely not a good addition. Alliances/Confeds will become too strong and will dictate their rules to all of Illy. Before others comment about this you should know the devs have already said future movements between continents is likely.

The bonuses/penalties in game should be defined better on the official forum, not a 3rd party app.

I agree that build times are fine, but some tweaks could help keep the game interesting and worth playing in the long run...Unlimited queues for levels up to 7 or 12, reducing the exodus penalty to 16, letting towns exodus when they're being attacked or have incoming attacks, letting us terraform our surrounding squares are just a few tweaks that could make the game more enjoyable.


Posted By: DeathDealer89
Date Posted: 19 Mar 2013 at 18:27
I agree with changes should be made to make the game less time consuming.  I disagree with almost every single suggestion made for that though.  

@GP
You already made a thread about 5 cities, so i'll just point you to it to see everyone's rejection of it.  In fact quicker build time was brought up in another thread as well.  So once again go see that one.
As for delete time, how long it takes accounts to get deleted has no bearing on how much time it takes you to play.  I find 90 days to be fine.

@Epi
Yea I kinda agree the BL 'expansion' seems to just be server 2 in all regards.  Especially given there is 'almost' no interaction between the two.  But Alliances/Confeds will be no more powerful than they are now.  Simple fact is if you play a team game, and come alone the other team will stomp you.  

Yea totally agree there on the bonuses/penalties.  

Actually after that they just seem like ur suggestions rather than actual time saving things.  

I suggest a type of repeat harvest where we can tell our harvesters to return to the herb/min/anat patch.  As well as a similar thing with vans.  Ex 'if maxed wood, send wood to hub x'  

Also for hubs can we have a 'pick up' option.  IE one where we send a van from town x, the van picks up the good and then comes back.  Rather than the current method where we have to send a van, tell it to stay, then ship the van back to town x and tell it to stay again?

I would suggest a auto-fill adv res que, but you can just stack 10k goods in it and not worry about it for a year.  




Posted By: Kumomoto
Date Posted: 19 Mar 2013 at 18:45
+1 DD!

I believe that complexity in games gives them longer term playability. Complexity makes things interesting and provides far more options for players who enjoy different aspects of the game to have fulfilling experiences each in their respective games. That is super cool. Having said that, I too think that managing 20 cities per account (times 2 because I have an alt) will be quite a burden. As such, I'd love to hear people's ideas on tools that could make city management easier across multiple cities, because that is what I think I am going to enjoy the least.

I'll start with a few of my own (which may or may not have been suggested by others before in the Forums, I simply don't have time to thoroughly research, so if I am restating yours, sorry!:
1) Ability to queue more than two techs (but you'd be risking a sabotage, so there is a downside)-- would enable folks to not worry about switching techs all the time
2) Some way to make managing basic production (cows, saddles, LA, etc) less tedious. Adding to the queues is a constant time sink. (production AI advisor?)
3) A military production AI advisor or way to simplify military builds (ie. being able to set rules such as "if the resources are available, once a day queue up as many Trueshots as you can automatically. If not, queue up Marshals." Something like that...
4) Notifications if someone settles within x squares of your city, or occupies with an army within x squares (maybe up to your diplo visibility limit?)
5) A tax AI advisor (I know this is a little far fetched, but being able to set rules that will change your taxes upon reaching certain threshholds).
6) A building queue of more than two buildings (and also a destruction queue of more than two)
7) A "Max Skillpoint" button to the commander screen so I can allocate all 10 sps (or in some cases fifteen) at once as opposed to hitting the button slowly 10 times for each many, many times for every single commander I want to retask.

I sincerely hope that other folks at #s 8-100 to this list!

In short, this is just a start, but I strongly hope that the GMs make this game MORE complex, not less! I want Factions, Naval, and all the other cool stuff they have said they are working on! Having said that, a few pieces of functionality would make the less fun administrative functions of city maintenance much, much easier. And I think the player base, as a whole would thank them profusely!

Thank you though, GMs, for making a game that I have and continue to enjoy so immensely!


Posted By: Deranzin
Date Posted: 19 Mar 2013 at 20:46
Originally posted by gameplayer gameplayer wrote:

please stop trolling me

I have now officially read it all !!! LOL


Posted By: Gemley
Date Posted: 19 Mar 2013 at 21:36
Originally posted by gameplayer gameplayer wrote:

please stop trolling me


What?! Gameplayer is calling another player a troll!? lol

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�I do not love the bright sword for it's sharpness, nor the arrow for it's swiftness, nor the warrior for his glory. I love only that which they defend� - J.R.R. Tolkien


Posted By: Sisren
Date Posted: 19 Mar 2013 at 22:42
Dezanzin, Gemley...
At least she's trying to bring a different viewpoint.
Rather than criticizing the person, criticize the point made.

You are trolling when you can't critque the viewpoint, and instead make it personal.
Try staying on the topic.


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Illy is different from Physics-
Reactions are rarely Equal, and rarely the opposite of what you'd expect...


Posted By: Beecks
Date Posted: 19 Mar 2013 at 22:43
Originally posted by Kumomoto Kumomoto wrote:

+1 DD!

2) Some way to make managing basic production (cows, saddles, LA, etc) less tedious. Adding to the queues is a constant time sink. (production AI advisor?)



All good suggestions but if I had to choose one to be implemented it would be this one. Doing queues for my 19 cities is incredibly tedious and I would love to be able to instruct my cities to automatically queue advanced res.

In addition it would be nice if cities could automatically send all the advanced res in a city to a designated hub once a week. Right now I have to do that manually and it takes a lot of time.

Go easy on Gameplayer Wink. I don't agree with most of her suggestions but I think she sincerely is trying to improve the game.


Posted By: Rorgash
Date Posted: 19 Mar 2013 at 22:45
:( please limit troop numbers to 5 per town and only 1 town and no more then 50 pop and 1 building type.

i just cant handle more, but its unfair against me and those like me if some get to have all this..


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Posted By: Angrim
Date Posted: 19 Mar 2013 at 23:02
* better control of which igms one receives (such as the ability to suppress quest or trade notifications, selectively).
* the ability to set repetitive, scheduled shipments of goods between one's own cities.


Posted By: Albatross
Date Posted: 19 Mar 2013 at 23:19
I've been thinking similar thoughts on game-driven automation, and knowing that bots are not allowed, it could only be done by an 'expert' NPC role in the city, perhaps using researched technologies and a building.

However, if such a thing were to appear (and I expect it will not), it would have to give a mediocre result, rather than the best result. I say this in the interests of game balance, because you want people to be able to find their own opportunities to do better than others (given a level playing field of opportunity), and having advisers of limited usefulness gives players the headroom to make a difference.

Also, the advisers cannot be too good at scheduling long build queues, because that would allow players to build without interacting with the game (players would be sleeping on the job!), and it would allow 'fraudulent' accounts to be created easily.

I actually have no objection to the long growth path that is open to a player. The same opportunity is offered to all players. I see objections where new players look at established players and see the capability gap: they think it is unfair that they can't yet play with the big toys. Conversely, I see the oldest players observing newer accounts growing more quickly than they themselves could. Broken Lands is a good response to these objections. Indeed, I believe there should be a new continent/server every couple of years, so that a land can be populated without the 'I'm powerful only because I got there first' advantage that is a consequence of a long growth period. For this to work, Illy needs a fast-growing player base: enough to keep filling continents, so that new players can grow in a lively land of opportunity.

Last, a slightly controversial statement: this game needs patience, time, a reasonably analytical or mathematical approach, and gratification is not instant. Illyriad is not for everyone; other games may satisfy their needs, and people should play whatever engages them. It's fine to say "this is not for me"; I just hope that before people reach that point, they gave it a good try.

Having said that, there might be scope for a 'Minillyriad' variant, where build times are shorter, buildings can only go to level 15, and the settler function is more generous. It would result in a very fluid game, but perhaps one where being offline for two days is disasterous.


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Posted By: Brandmeister
Date Posted: 20 Mar 2013 at 00:25
Originally posted by Angrim Angrim wrote:

* better control of which igms one receives (such as the ability to suppress quest or trade notifications, selectively).

+1

I don't need to get mails for caravans or quests. Once I hit 5 towns, the notification screen also became almost useless. There should be a disable for every category of notification (separate for outgoing, harvesting start, returning and delivery) plus a filter to view events for a specific town.

I don't know that the game is becoming too complex. It just needs a usability overhaul, particularly for harvesting and trade hubs. I've worked on plenty of big software projects that evolved over time. The requests that people are making in this thread are typical of users trying to manage several layers of bolt-on upgrades.

Illy just needs some refactoring.

P.S. The requests for tools like auto-queue are only superficially reasonable. Such systems are complex to engineer because they require a lot of exceptions for infrequent cases. What if a thief robs your resources, and your next auto-queue can't start? If someone sends you 200k of each resource, should your inventory bank that in the trade hub or queue another resource build? I worked with manufacturing machines, and every one of our customers had their own quirky setup for achieving their preferences.


Posted By: The Duke
Date Posted: 20 Mar 2013 at 01:13
Alot of good suggestions here in this thread- I usually just Browse through ppls responses however Ive actually read each post so far and without further delay heres my two cents worth. 

I love the complexity of Illy. I think it really filters out alot of the "trolls" you find in other games. However if I were coming to Illy as a new player I would for sure find the game very deep and hard to comprehend. I also think that this is why we have so many training alliances. Some better than others and I trust that those leading training alliances can teach players how to specialize or point them in the right direction at least. These things are key moving forward. 

Suggestions: 
I would love some kind of Auto que for adv res as well. Also love the igm to be sorted. Just yesterday I lost a scouting report among 50 some System mails. 
As for me Id like these things to be added that havent been suggested yet- 

Poison Herbs- Id like to have the ability to plant Poisonous herbs- If harvested they would Kill the herbalist/Cotter. Not sure what unit would plant the herb- I was thinking Herbalist but maybe a new unit. 

Thats all that Ive not suggested previously


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"Our generation has had no Great Depression, no Great War. Our war is spiritual. Our depression is our lives."


Posted By: Meagh
Date Posted: 20 Mar 2013 at 01:17
Originally posted by Albatross Albatross wrote:

I've been thinking similar thoughts on game-driven automation, and knowing that bots are not allowed, it could only be done by an 'expert' NPC role in the city, perhaps using researched technologies and a building.

However, if such a thing were to appear (and I expect it will not), it would have to give a mediocre result, rather than the best result. I say this in the interests of game balance, because you want people to be able to find their own opportunities to do better than others (given a level playing field of opportunity), and having advisers of limited usefulness gives players the headroom to make a difference.
this was / is a big thing in lord of ultima. Basically after the first couple of cities if you do not purchase and use advisors you will not be be competitive. No matter how good you are and how much time and energy you invest you cannot compete with botting... and that is what it is.. just sanctioned... i hope they don't go that route because if they did how would I keep up while feeding my ocd? :P






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Posted By: abstractdream
Date Posted: 20 Mar 2013 at 03:26
Complexity is what makes a game "deep." This really is a case of play a different game.

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Bonfyr Verboo


Posted By: The_Dude
Date Posted: 20 Mar 2013 at 04:35
Illy is not complex.  

Illy has a click-intensive, cumbersome, non-intuitive user interface.  Illy is designed to require frequent player attention - setting up queues (factories, barracks, techs, bldgs, etc), Sovs, harvesting, trading, questing, timing army and diplo launches.


Posted By: Kumomoto
Date Posted: 20 Mar 2013 at 04:45
I agree. Despite a couple random comments, this is possibly the most useful suggestion thread I have ever seen in the Forums!

I have another couple that would be really, really time saving...

If you could click a button that says "keep claiming sov while the troops are still there", it would save TONS of time.

Also, If there was a "build to maximum" button for sov buildings, and a "destroy one level" sov building option, it would save TONS of time!




Posted By: scottfitz
Date Posted: 20 Mar 2013 at 05:52
Illy is not nearly complex enough. More please!

(but I would love to be able to reduce sov claims just one level at a time)


Posted By: Sisren
Date Posted: 20 Mar 2013 at 09:29
Kumo - that idea wins the game.  Thank you sir, well played, well played indeed.

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Illy is different from Physics-
Reactions are rarely Equal, and rarely the opposite of what you'd expect...


Posted By: Ossian
Date Posted: 20 Mar 2013 at 11:02

No. Please don't make it any more complex than it is. This will only breed another slew of analytical posts from some players on subjects like:

  • the relevance of marker armies;
  • the nuances of thievery;
  • the optimum square distance for an effective soveriegnty boundary;
 This kind of stuff is mind numbing.
 
Play the game people don't complicate and analyse it. Lets have fun. Pinch
 


Posted By: Auraya
Date Posted: 20 Mar 2013 at 11:37
I think the game should be more complex actually. I like that it can be played quickly (most days it takes me 15 minutes to fix my villages for the day) but that if I have time, I can spend hours adjusting my sov, hunting, gathering, crafting etc. 

I'd like more magic options so that I can specialise my cities more and I'm happy that the devs are working on that. 

The biggest thing which would save time for me is a notes section which has been suggested many times. Not having to analyse every city in depth to see what I was working on in each city would save heaps of time and probably allow me to expand into the Broken Lands. As it is, there's no way I could handle another 10 cities. 

A small change which I'd be happy to pay prestige for: 'Demolish all' for a building, which would take the same amount of time but mean I don't have to keep a constant eye on that city to keep demolishing. 5 prestige or something to 'demolish all' would be very worthwhile imo.


Posted By: Kumomoto
Date Posted: 20 Mar 2013 at 15:05
+1 Auraya! Love the "Demolish all" idea! this is turning out to be the best ideas thread I think I have seen in a long, long time!


Posted By: Timrath
Date Posted: 20 Mar 2013 at 16:01
Originally posted by Ossian Ossian wrote:

This will only breed another slew of analytical posts from some players on subjects like:
  • the relevance of marker armies;
  • the nuances of thievery;
  • the optimum square distance for an effective soveriegnty boundary;


You make it sound as if that were a bad thing. Tongue
It's quite the opposite. To me, and apparently to many others, gaining an edge by thoroughly analysing things, is actually great fun.

Let Illy be even more complex! Geek



Posted By: The Duke
Date Posted: 20 Mar 2013 at 16:08
Originally posted by Auraya Auraya wrote:

I think the game should be more complex actually. I like that it can be played quickly (most days it takes me 15 minutes to fix my villages for the day) but that if I have time, I can spend hours adjusting my sov, hunting, gathering, crafting etc. 

I'd like more magic options so that I can specialise my cities more and I'm happy that the devs are working on that. 

The biggest thing which would save time for me is a notes section which has been suggested many times. Not having to analyse every city in depth to see what I was working on in each city would save heaps of time and probably allow me to expand into the Broken Lands. As it is, there's no way I could handle another 10 cities. 

A small change which I'd be happy to pay prestige for: 'Demolish all' for a building, which would take the same amount of time but mean I don't have to keep a constant eye on that city to keep demolishing. 5 prestige or something to 'demolish all' would be very worthwhile imo.
At the moment only your first 3-4 notifications show up in your notifications bar without expanding it- Similar to whats suggested here- I think if this could change as you cycle through the cities to show just that cities notifications it would be a huge benefit. As I have been setting each city to their relative specializations - Its hard to keep track of multiple cities undergoing constant changes. Simply seeing what I had done in the city the last time there would save loads of time and keep us more on track imo. 

Also Id love to see a notification when someone harvest or has an army on my sov- Similar to when a friendly harvest a spot your army is on - we get notified  PLayer X is harvesting and is being protected by your forces. A similar notification would be nice for sov claimed land. 


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"Our generation has had no Great Depression, no Great War. Our war is spiritual. Our depression is our lives."


Posted By: The_Dude
Date Posted: 20 Mar 2013 at 17:43
Changing over Sov structures is a very time-consuming, click intensive process that diminishes the player experience in Illy.   I'd like to be able to select sovs and then with a single command order them to demo current structure and build a new structure.  

Automated harvesting - standing order to send herbies, cotters, etc to a site on a preset timetable.

Advance notification of an army's occupation time nearing expiration would be nice.  Lead time of notice set by player for each army.

Ability to filter notifications by city.

Subfolders for organizing mail.

The system deleting system mails after 7 days requires me to mail myself the important reports that I anticipate needing beyond 7 days.  We should be able to mark system mails for permanent retention, also customizable subfolders to organize.

A notepad for each city for me to make notes about plans for the city.


Posted By: Rorgash
Date Posted: 20 Mar 2013 at 20:11
yea, the need for players to click does not = fun, ever heard of quick time events? mashing space to open a door is NOT fun and adds NOTHING to the game except a bad disposition towards the rest of it.

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Posted By: Kumomoto
Date Posted: 20 Mar 2013 at 20:54
Originally posted by Rorgash Rorgash wrote:

mashing space to open a door is NOT fun


We all know you'd rather be mashing people, Rorgash! ;)


Posted By: Albatross
Date Posted: 20 Mar 2013 at 21:54
Other discussion: http://forum.illyriad.co.uk/forum_posts.asp?TID=4743&PID=62495&title=demolish-to-level#62495" rel="nofollow - Demolish all; Demolish to level

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Posted By: DeathDealer89
Date Posted: 20 Mar 2013 at 21:55
Another thing to consider for sov.  Is the annoyance of sending an army waiting 5min, then claiming.  Why not have a claim sov, and then send army rolled into one.  

I also agree with the demolish sov by 1 lvl.  In fact i agree with a new sov UI.

Why not be able to do it from the world map itself?  Currently I have the click back and forth to make sure i'm soving or desoving the right sq.

Also can we add rising/falling on the world map as well.  That way I don't send to a sq already rising.


Posted By: Brandmeister
Date Posted: 21 Mar 2013 at 00:27
It would also be nice to see all sov structures and levels simultaneously on a map, so you could immediately see which squares you might want to rearrange. The list is kinda meh.

If we are making general requests: RECALL FOR HARVESTERS. Just sayin'.


Posted By: Gossip Boy
Date Posted: 21 Mar 2013 at 07:59
I would like to see two new things immediately


1.Recall options for harvesters.

2.New sov UI

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Elessar2
[08:34]<Rill> when you've just had part of your brain taken out, you lack a certain amount of credibility
<KillerPoodle> I can say anything I like and it is impossible to prove or disprove


Posted By: Aha
Date Posted: 21 Mar 2013 at 23:07
Better sov management please


Posted By: KillerPoodle
Date Posted: 22 Mar 2013 at 03:36
City Mgmt page please.  view all pertinent info about all cities on one page.

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"This is a bad idea and we shouldn't do it." - endorsement by HM

"a little name-calling is a positive thing." - Rill


Posted By: abstractdream
Date Posted: 22 Mar 2013 at 04:08
Originally posted by KillerPoodle KillerPoodle wrote:

City Mgmt page please.  view all pertinent info about all cities on one page.


Best Suggestion Ever!

This one addition would make Illy so much less of a grind fest, imo. I regularly miss stuff or just ignore it cuz of time constraints. A single city management page would take a lot of the chore out of it....for me.

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Bonfyr Verboo


Posted By: Ossian
Date Posted: 22 Mar 2013 at 10:11
Originally posted by abstractdream abstractdream wrote:

Originally posted by KillerPoodle KillerPoodle wrote:

City Mgmt page please.  view all pertinent info about all cities on one page.


Best Suggestion Ever!

This one addition would make Illy so much less of a grind fest, imo. I regularly miss stuff or just ignore it cuz of time constraints. A single city management page would take a lot of the chore out of it....for me.
Awww c'mon BV


Posted By: Drivind
Date Posted: 22 Mar 2013 at 13:30
I think complex is nice to a degree, however World of Warcraft became way to easy and I quit playing. So its a balance i think.


Posted By: Rorgash
Date Posted: 22 Mar 2013 at 14:15
 well complex i think is the wrong word, depth and many many features.

:P im sure they could make it really complex and remove the interface and have us learn code instead :D


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Posted By: Kumomoto
Date Posted: 31 Mar 2013 at 02:49
Another really big winner would be to have something that has changed since you last logged in viewed highlighted... great example is new sov on the sov screen. That way you don't have to look through all the sovs to see if one is new... Not sure how easy it is, but would save tons of time...

But I think the concept can be extended to other things, interface wise... knowing what is a delta number really helps daily maintenance...


Posted By: The_Dude
Date Posted: 31 Mar 2013 at 04:08
What he said ^^^.  deltas highlighted.



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