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  1. I'll write few smaller 2.0 issues in a single post, and then write about larger issues in separate post. bug: The Capture icon lost the background progress bar. Small font and low contrast added, it's very hard now to check remaining time, especially when on the move. bug: Binocs icon for regional stats is missing (does not appear on the map). bug: The new squarish font does incomplete unicode support. Certain polish diacritics are not supported (ł,ą,ę), which is weird, since I see others supported. bug: The resource icons disappear for a while, whenever one jumps into Earth View back from any tab. bug: The trade resource selector: once the value has been edited manually, pressing + and - buttons tends to concatenate "1" and "-1" strings to the end existing values instead of changing the value suggestion: The dark notice popup appears over the GPS button. Would work better if centered, so that it doesn't cover the icons on neither side. suggestion: Resource icons should link to resource purchase screens! (finding the UBT purchase screen is still hard!) suggestion: The TP resource icon is misleading, looks more like a land/land lv measure. This one needs something dedicated. suggestion: The bottom main UI buttons: once the capture button was moved to the bottom right corner, its really hard to hit with thumb when holding phone in a single hand, also, the spread variant looks worse than the previous one; I'd suggest to revert to the previous alignment (left-aligned) suggestion: The bottom main UI buttons: I liked circles more, but... if you use hex to make the design more interesting, perhaps try to use the fact, that these are hexagons, and try to align icons like the honeycomb? (screen) Update 2020-01-02 20:06 bug: the "rename" button is missing both from lands and from bases bug: the trackbar for attack wave begins ~20% filled bug: the attackers/defenders number is aligned left, should be centered Update 2020-01-02 20:24 bug: in the Perk tab, the popup box describing each perk is missing bottom border Update 2020-01-02 21:00 bug: the action buttons on the main screen have labels that are not localized suggestion: the font used for some elements has a very special rendering of lowercase letter k (looks like an R with a vertical line protruding upward), which makes it much less readable; if possible, I'd recommend a font with a less decoratve / more standarized rendering Update 2020-01-04 06:05 bug: the value pickers (trade, build army) ignore the input, ie.: open "build army", type any value, press "build", only one soldier will be built; open trade dialog, type any amount of resources and trade, button-set values will hold, manually typed values will zero. Update 2020-01-06 21:17 bug: while the building Upgrade button has been moved to the Construct screen and appears alternately with the Build button, this doesn't work correctly with lv100+ lands: the button always shows Build for making new instances of the building, but if a building already exists, there is no place for button to upgrade it; noticed by @Luna and [USSR] MaX Update 2020-01-07 22:41 bug: base points are not being added after the capture, or the My Lands screen is not properly updated, base points and base levels do not grow upon captures I will post new bugs in this main post.
  2. The new flags introduced in 2.0 are very large, way too large. Also, they comprise of two squares ("waving" flag) which, in crowded area, look like two separate flags, cluttering the screen. Suggestion 1: Simplify the flag The waving effect is not realy visible because the tone differences between the front and back (folding) side of the flag are very small. Perhaps we could resign from this effect completely? It's still a nice flag, but much clearer now. Suggestion 2: Use flag image to show sanboxes and turrents The UI shows us either flag or a building (sandbags, turret or missile launcher). This is quite inconsistent. On large areas, you end up with a mix of simple green elements (some flags) and rich colourful objects (resources, resource stations, flags with buidlings). I would like to suggest a following solution: for a flag, always use the flag; if there is a special building on a flag, show it using the flag (like a shape or an icon) instead of replacing the flag completely for standalone objects (missile launchers, turrents, sandbags) use a similar icon based on a different shape Example implementation: flags with sandbags are squares, without sandbags - triangles icon left to flag shows the offensive building standalone sandbags and offensive buildings use same icon/shape without flag, yet with smaller pixel-like flag to depict ownership (useful in dense areas and overlaping large lands) This itroduces some more information on the screen and may seem harder to new players, but I'd say the existing system is far more complicated (sometimes same icon is a flag, sometimes not, etc.). Now at least a flag is always a flag:
  3. There are several panels in game that show information about a list of objects. The 2.0 update brought several updates to these panels, some of which improved the experience, while others, especially the graphic style, decreased their readability and usability. I'll make a general comment first and then will jump to specific panels directly: General comment There are two concepts introduced in new UI that, together, dramatically decrease the readability of various screens: the extreme use of various frames, borders, varying backgrounds, the ui paradigm further moving away from a tabelar/grid layout towards a chain of specialised UI boxes. These two together make it harder to find specific informations, or to quickly review them in a batch. I'll show exact examples below with change suggestions: My lands screen What was a single row of actions has now been split into two lines. It made the list longer and otherwise very cluttered. The middle row wastes a lot of space, and yet the icons feel kind of hidden, unimportant, or not even a button. It's now very hard to read through all the bases to inspect if they are not lacking in soldiers. The base name is lost in the clutter, due to the size and new font. The "produces" row: for 95% of gamers, or even more, this row will always show 0 on theirmain base and 99,99% it will show 0 on all bases that are not currently played in. It was far beter before, when it only showed values when they really existed. Suggestions: Messages screen Not much changed, but suggestions: time in same row as title, right-aligned (better position to compare and focus eye on in grid, less space); a way to quickly recongize message type (war, trade, alliance, share etc.) - perhaps an icon column to the left of the whole message block, or a small icon + color coding of the header background? smaller action buttons, in-box (so that user knows it's related) and bottom-right aligned Build screen "View details" totally not needed - contains 95% same info as already displayed (the only difference being defence/attack stats) resource cost very unclear due to items being spread along the row; lots of horizontal bars, again - hard to differentiate different blocks build time placed in quite a wrong place; building level in two unrelated locations; squares icon (to the right from base name) - I was even surprised it leads to anywhere; nor really clear; Suggestions: Edit: Trakced players screen This screen would also love an update to one-liners with two single buttons at the end. The player-specific "Track" button should be renamed to "Show" or "Show player", as the player is already tracked (misleading), also the same label is used for new players (so if we leave the first one "Track", perhaps this one should be "Add"?) The add new player button ("Track") is very small as it was before. Many new players have trouble noticing it. Perhaps a bigger, gold one should be used? (same for other similar screens, I assume)
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