#91668: "Planetary effects resolution can be a bit hard to follow"
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Ennen ilmoituksen tekoa, tarkista onko sellainen jo olemassa samasta aiheesta
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# | Status | Votes | Game | Type | Title | Last update |
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Tarkka kuvaus
-
• Kopioi/liitä virheilmoitus näytöltäsi, jos sait sellaisen.
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
-
• Selitä mitä halusit tehdä, mitä teit ja mitä tapahtui
• Mikä on selaimesi?
Google Chrome v114
-
• Ole hyvä ja kopioi teksti englanniksi oman kielesi sijasta. Jos sinulla on kuvankaappaus tästä bugista, voit käyttää Imgur.com:a sen lähettämiseksi. Kopioi ja liitä linkki tähän.
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
-
• Onko tämä teksti saatavilla käännösjärjestelmässä? Jos on, onko sen käännöksestä yli 24 tuntia?
• Mikä on selaimesi?
Google Chrome v114
-
• Selitä ehdotuksesti tarkasti ja ytimekkäästi, jotta se on ymmärrettävissä niin helposti kuin mahdollista.
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
• Mikä on selaimesi?
Google Chrome v114
-
• Mitä näytöllä näkyi kun olit estettynä (Tyhjä ruutu? Osa pelin käyttöliittymästä? Virheilmoitus?)
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
• Mikä on selaimesi?
Google Chrome v114
-
• Mitä osaa säännöistä BGA:n sovellus ei noudattanut
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
-
• Onko sääntörikkomus nähtävillä pelin toistossa? Jos kyllä, mikä on siirron numero?
• Mikä on selaimesi?
Google Chrome v114
-
• Minkä pelin toiminnon halusit suorittaa?
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
-
• Mitä yritit tehdä tämän pelitoiminnon käynnistymiseksi?
-
• Mitä tapahtui kun yritit tehdä tämän (virheilmoitus, pelin tilapalkin viesti, ...)?
• Mikä on selaimesi?
Google Chrome v114
-
• Missä vaiheessa peliä ongelma ilmeni (mikä oli silloinen pelin ohje)?
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
-
• Mitä tapahtui kun yritit tehdä tämän pelin toiminnon (virheilmoitus, pelin tilapalkin viesti, ...)?
• Mikä on selaimesi?
Google Chrome v114
-
• Kuvaile näyttöongelmaa. Jos sinulla on kuvankaappaus tästä bugista, voit käyttää Imgur.com:a sen lähettämiseksi. Kopioi ja liitä linkki tähän.
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
• Mikä on selaimesi?
Google Chrome v114
-
• Ole hyvä ja kopioi teksti englanniksi oman kielesi sijasta. Jos sinulla on kuvankaappaus tästä bugista, voit käyttää Imgur.com:a sen lähettämiseksi. Kopioi ja liitä linkki tähän.
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
-
• Onko tämä teksti saatavilla käännösjärjestelmässä? Jos on, onko sen käännöksestä yli 24 tuntia?
• Mikä on selaimesi?
Google Chrome v114
-
• Selitä ehdotuksesti tarkasti ja ytimekkäästi, jotta se on ymmärrettävissä niin helposti kuin mahdollista.
CURRENT IMPLEMENTATION:
The game currently shows a die being rolled,
Then communicates the impact as a message,
Then has you click a button to advance.
If there was an effect, it shows that effect in the button as icons.
ISSUES:
The player, however…
- May not be able to see both the track and the message at the same time (context is lost),
(And if the track is visible, it's quite small)
- Player may not have a good sense of what the planetary effect actually does in the game
POSSIBLE APPROACH:
To make this all a bit more obvious:
- the die is rolled
- we then see the token advance on a track shown near the die and on the sidebar
- the tipping point effect is communicated if a tipping point space is reached (spell it out more)
- a button is presented for the player to continue and apply the effect.
When the player clicks the button
- the player then sees the effects happen in the sidebar
This is in keeping with the pattern of say what happened, user acknowledges, and then the game shows it happen.
See (very rough) sketch below.
• Mikä on selaimesi?
Google Chrome v114
Raportin historia
Lisää jotain tähän raporttiin
- Toinen pöydän tunnus / siirron numero
- Ratkaisiko F5 ongelman?
- Ilmestyykö ongelma useita kertoja? Joka kerta? Satunnaisesti?
- Jos sinulla on kuvankaappaus tästä bugista, voit käyttää Imgur.com:a sen lähettämiseksi. Kopioi ja liitä linkki tähän.