Might & Fealty Community

Questions, Conduct, & Feedback => Conduct & Design Discussion => Topic started by: Tom on July 23, 2014, 09:23:32 AM

Title: The Big User Interface Feedback Topic
Post by: Tom on July 23, 2014, 09:23:32 AM
I'm looking to dramatically improve the interface of the game, to make it more easy and fun to play it, more pleasurable to do everything. So this is exclusively about the interface of the game, the menus and screens, lists and tables, the links you click and the information displayed on the screen.

Please help me. Let me know below which parts of the game interface, which parts of it you really like and which you don't. Let me know what I should do more and what needs to go and be replaced by something better. Let me know which parts add to the fun and which parts take away from it. If you have any ideas about how to improve them, also let me know.

Please let everyone have their opinion. No discussions of other peoples postings.
Title: Re: The Big User Interface Feedback Topic
Post by: cenrae on July 23, 2014, 02:40:04 PM
On the travel page please make the travel tab the top one instead of layers. As it is their is a lot of finger scrolling when using a phone.
Title: Re: The Big User Interface Feedback Topic
Post by: Andrew on July 23, 2014, 04:53:14 PM
When using my cell phone, none of the drop down menus (those you hover over with a mouse when a pc) are usable beyond whatever the main menu item. In short, I've not found a way to expand them.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on July 23, 2014, 05:31:53 PM
Loving the tabs on the side!!!  I have never liked opening a character and THEN having to go over to stats to check on my soldiers.  Same with the estate tab.  Really like this.

Now for a dislike... I do not like being unable to select soldiers easily.  Would like to see a select all button or select all without a group.  (I guess this could also be done by assigning them to a group as soon as they are done with training but that is not interface really so a diff. topic)
Title: Re: The Big User Interface Feedback Topic
Post by: Foxglove on July 24, 2014, 01:35:36 AM
The new side tabs are very good. Both in that it's easier to access the information and that they just look good and give a better visual for the interface.

The list of characters on the character screen could use more customisable groups than just primary and secondary so that it makes it easier to organise and divide the list of characters in the way I want.
 
It's irritating that when retraining militia you have to click over to the recruitment page to see how many soldiers you can train in a settlement without lengthening the training times. It would be nice if that information could also be given on the militia screen.

It would be useful to be able to view details of a character by clicking on their name in the Oath Tree. This is basic information, but I currently have to hunt around for characters on other screens to be able to access their details.

It's currently too time consuming to see the progress on the battle and takeover timers because of needing to click through several screens to get to the information. It's also not good that this information is hidden away behind clicking to manage the actions queue. It's not an intuitive way to access the information and it's too concealed to be user friendly.

On the travel screen, if there have been several ships landing in an area it's often difficult to identity which ship belongs to your character unless you remember well the point where they landed. This could use some kind of "my ship" marker to help you know which ship belongs to the character.
Title: Re: The Big User Interface Feedback Topic
Post by: feyeleanor on July 24, 2014, 02:51:07 AM
This is a really small thing, but can the default sort order for soldier and militia lists be sort by group?
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on July 24, 2014, 04:03:00 PM
It's irritating that when retraining militia you have to click over to the recruitment page to see how many soldiers you can train in a settlement without lengthening the training times. It would be nice if that information could also be given on the militia screen.

Hmm why have a separate page for recruitment at all?  A pop up would work just as well...?

The only information needed is how many and what equipment.  It really could almost be done in a small area on the militia page.  I do not like that each time I put warriors into training, it tosses me back to the militia page... making me have to scroll down then click on recruitment.

For example if I only have 8 chainmail, 4 broadswords, and room to train 10 warriors... I may train 4chain/bswords then have to go back to recruitment from the militia page to train 4 chain/spears then BACK to recruitment again to train another 2 spears/leather.  Or some combination.

multiply the frustration by 10 for doing it on a phone some times.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on July 24, 2014, 04:09:50 PM
Character Page:

It would be helpful to see an icon next to characters that are involved in some actions.

For example, if you are preparing for a battle or taking over a settlement or in a dungeon.  This would help me to keep track of what character is doing what.  Sure location names help, but some times I have a couple characters in the same place doing separate things.  And some times I do not remember which character is which until I open them to check.

This also comes in handy when we are limited on time for one reason or another... Lets say checking by phone between meetings on a long day.  A player could look, see that someone is attacking them and quickly respond directly to that character rather than having to check each character that has events listed.

It has happened to me more than once where I was on a trip or long weekend and could only spend a few min. at a time playing.  Those times the action would not stop just for me, and the result is I could not get to the characters being attacked.  Had I known... then I could have directed my time there.
Title: Re: The Big User Interface Feedback Topic
Post by: Andrew on July 24, 2014, 04:16:47 PM
While it's nice that messages are grouped when part of a realm now, it's a pain to find any other conversations. If there was a way to sort these that'd be great. If they are sorted, well, it doesn't look that way on my screen. Looking at links, conversation names, or any other information (to include IDs), it doesn't make sense at all.

Still think the Status and Summary pages could be combined.

Create Subrealm is kind of oddly located in the political menus in my opinion.

It'd be nice to have another format for Publications. One for things that are less newspaper and more book.
Title: Re: The Big User Interface Feedback Topic
Post by: cenrae on July 24, 2014, 07:47:28 PM
Character Page:

It would be helpful to see an icon next to characters that are involved in some actions.

For example, if you are preparing for a battle or taking over a settlement or in a dungeon.  This would help me to keep track of what character is doing what.  Sure location names help, but some times I have a couple characters in the same place doing separate things.  And some times I do not remember which character is which until I open them to check.

This also comes in handy when we are limited on time for one reason or another... Lets say checking by phone between meetings on a long day.  A player could look, see that someone is attacking them and quickly respond directly to that character rather than having to check each character that has events listed.

It has happened to me more than once where I was on a trip or long weekend and could only spend a few min. at a time playing.  Those times the action would not stop just for me, and the result is I could not get to the characters being attacked.  Had I known... then I could have directed my time there.

Love the icon idea.
Title: Re: The Big User Interface Feedback Topic
Post by: feyeleanor on July 27, 2014, 11:19:38 AM
Another little niggle, but one that's been bugging me for months: in Safari on the Mac the interface elements are all too large. As a result on the 1280x800 screen of my MacBook (which is what I usually play on) I always zoom the page out one level to get 4 buttons per line in the action screen and so the map fits in the window on Map & Travel.


Could there be a setting in the Profile to have things render smaller?
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on July 27, 2014, 11:55:16 AM
Could there be a setting in the Profile to have things render smaller?

On Firefox, there's Apple - and Apple + to control font size. I'm sure Safari has something similar.
Title: Re: The Big User Interface Feedback Topic
Post by: feyeleanor on July 27, 2014, 12:12:17 PM
On Firefox, there's Apple - and Apple + to control font size. I'm sure Safari has something similar.


Yes, that's what I was referring to. My point is that this has to be done for every window/tab that's opened to get it to a reasonable size on a 1280x800 screen under Safari.


And before you suggest it, no I'm not switching to Firefox. The font rendering is horrible and it's a buggy memory-leaking pile of troll sputum on the Mac...
Title: Re: The Big User Interface Feedback Topic
Post by: Andrew on July 28, 2014, 04:41:02 AM
Do they have Google Chrome for the Mac?
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on July 28, 2014, 05:45:49 AM
Do they have Google Chrome for the Mac?


Yes they do indeed.



Yes, that's what I was referring to. My point is that this has to be done for every window/tab that's opened to get it to a reasonable size on a 1280x800 screen under Safari.


And before you suggest it, no I'm not switching to Firefox. The font rendering is horrible and it's a buggy memory-leaking pile of troll sputum on the Mac...


It is a lot of work to get things rendering correctly at all aspect choices, particularly with the ever changing formats of smart phones. That said all decent browsers support user style sheets which should allow you to fix this problem permanently.
Title: Re: The Big User Interface Feedback Topic
Post by: feyeleanor on July 28, 2014, 01:28:30 PM
That it is. However the buttons are ridiculously large on my Mac and on my iPad. I've not tried it on my iPhone because... well even BM is unplayable on a screen that small ;).


The buttons flow slightly better under Chrome on my android tablet, but yet again there's a lot of scrolling involved to see the page content and the only thing I've tried it on where it didn't feel over-magnified was Chrome on my gaming rig which has a 1920x1080 monitor.


I know M&F's a web app so it's natural to put banners and suchlike, but to my eyes it looks like it's wasting a lot of screen real-estate on stuff that's only useful for the first visit or two.
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on July 28, 2014, 01:43:38 PM
That it is. However the buttons are ridiculously large on my Mac and on my iPad. I've not tried it on my iPhone because... well even BM is unplayable on a screen that small ;) .


The buttons flow slightly better under Chrome on my android tablet, but yet again there's a lot of scrolling involved to see the page content and the only thing I've tried it on where it didn't feel over-magnified was Chrome on my gaming rig which has a 1920x1080 monitor.


I know M&F's a web app so it's natural to put banners and suchlike, but to my eyes it looks like it's wasting a lot of screen real-estate on stuff that's only useful for the first visit or two.


I predominately play M&F on my iPhone. With the exception of a few problems with selecting travel destinations on the map, I've never had a problem with the game. This laptop has the mind numbingly stupid resolution of 1366x768, but every thing fits nicely when I use Chrome or Firefox. I will have to try and borrow my wifes Mac and look at the pages there to try and see what Safari is doing.
Title: Re: The Big User Interface Feedback Topic
Post by: absolon on July 28, 2014, 04:05:49 PM
Some things that would be nice:


Easier to assign militia. So I can assign, say, 20 militia with pike, leather and shield, without having to select each militia individually.


Easier to build roads. Its really hard to tell which feature you are selecting from and to. Maybe make selection via clicking on the map? Or at least highlight the feature on the map after selecting in the list.


Easier to tell if a feature is going to be outside the current region. Often I want to put a signpost on a border so I can use it from two regions. I don't like having to go through the trouble of creating and naming it only for it not to be created as I have clicked in the wrong place by a few pixels.


Maybe make it easier to see which knights haven't been active in a while?




Different topic, but please, please, please fix the permissions system. Its really,really tiresome to have to travel around settlements assigning soldiers to people.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on July 28, 2014, 10:01:51 PM
Easier to tell if a feature is going to be outside the current region. Often I want to put a signpost on a border so I can use it from two regions.

Use a border post, not a sign post. Border posts automatically snap to the nearest border.
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on July 29, 2014, 12:04:45 AM

Different topic, but please, please, please fix the permissions system. Its really,really tiresome to have to travel around settlements assigning soldiers to people.


I would suggest you are trying to manage too many settlements from a single character.




Easier to assign militia. So I can assign, say, 20 militia with pike, leather and shield, without having to select each militia individually.



Use groups and the new group order feature. Its not exactly the format I prefer but it certainly works.



Easier to build roads. Its really hard to tell which feature you are selecting from and to. Maybe make selection via clicking on the map? Or at least highlight the feature on the map after selecting in the list.



How? You select the name of the feature. If your feature names are distinct it should be obvious which are which.
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on July 29, 2014, 02:59:33 AM
Having had a few new knights start in my realm, the one thing that keeps coming up is to make it more obvious when a travel route will not work due to a cliff or whatever. Perhaps a popup warning.
Title: Re: The Big User Interface Feedback Topic
Post by: absolon on July 30, 2014, 04:19:03 PM
Under travel details (or somewhere sensible) it would help if there was an estimate of travel time from current location. If I change my route and then dont write down immediately how long it will take this info is then lost, making it hard to co-ordinate arrival times. Or even have an idea when I might get somewhere.
Title: Re: The Big User Interface Feedback Topic
Post by: absolon on July 30, 2014, 04:26:41 PM


Use groups and the new group order feature.


But I still need to individually select each militia man into the group in the first place. Tedious in the extreme.

How? You select the name of the feature. If your feature names are distinct it should be obvious which are which.



I might not have created them and might not have named them. I dont really fancy spending hours renaming sign posts, when the interface for road building could be much nicer to use.

Title: Re: The Big User Interface Feedback Topic
Post by: Zakilevo on July 30, 2014, 09:29:38 PM
I hope you'd add small icons for all buttons under actions.


There are so many buttons :o
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on July 31, 2014, 01:14:31 AM
But I still need to individually select each militia man into the group in the first place. Tedious in the extreme.


To be clear what you are asking for is a filter selection system. So that you can select the first x amount of troops that match y conditions. I have some user scripts for that which work with Chrome and Firefox. I shall work on separating from the massive mess that is my current code base and post them up here.

I might not have created them and might not have named them. I dont really fancy spending hours renaming sign posts, when the interface for road building could be much nicer to use.



Indeed. I for instance would like to see the feature/road building rolled into the same map page as travel. Add a new item into the accordion and off your go. Being able to select the items to build a road between would be nice, I'm not sure what is required to do that. I started trying to work with the mapping software Tom uses in order to prototype some ideas, and through my hands up in the air at the complexity of it.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on July 31, 2014, 09:27:49 AM
That's the problem. All these things are possible, but not trivial.
Title: Re: The Big User Interface Feedback Topic
Post by: Andre on July 31, 2014, 09:36:50 AM
Under travel details (or somewhere sensible) it would help if there was an estimate of travel time from current location. If I change my route and then dont write down immediately how long it will take this info is then lost, making it hard to co-ordinate arrival times. Or even have an idea when I might get somewhere.


You can go to your travel page again and click set route again to see travel time, though a bit clunky it works for now.
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on July 31, 2014, 11:59:21 AM

You can go to your travel page again and click set route again to see travel time, though a bit clunky it works for now.


Indeed this is what I do.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on August 01, 2014, 06:20:58 PM
Here is a big one that has caused me problems more than once.  My own stupidity I know, but...

When checking on the status of a take settlement action you first click on 'Manage que': which then tells you the progress.  BUT not a day or time.  It does give you a place to cancel though.

To continue checking to see the day/time you have to click on 'take settlement' again.  THIS one has a big fat cancel button action button on it.  For some reason I keep clicking this button!  My own stupid click... but it has happened three times.  The one that I just did was on a takeover of a settlement that has 80 militia in it.  I was at 60 something percent done without having to kill the militia in a settlement where the owner went zzz on me.

Can we remove the second cancel button?  Or remove that page and put the information on the first place that it shows the progress?
Title: Re: The Big User Interface Feedback Topic
Post by: cenrae on August 01, 2014, 09:23:28 PM
Ouch.  Yeah I agree the battle and take settlements info needs to be quicker to get to. To many buttons. 

But on a positive note I am still very much enjoying the game.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on August 01, 2014, 10:08:07 PM
 
But on a positive note I am still very much enjoying the game.

Without a doubt!  Having a great time... and it is only getting better the more people who join the realms I am in.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on August 01, 2014, 10:39:26 PM
When checking on the status of a take settlement action you first click on 'Manage que': which then tells you the progress.  BUT not a day or time.

Have you tried clicking on the action name to bring up the details page?
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on August 01, 2014, 11:36:09 PM
When I click on Actions from the menu across the top of the page, it does not come up with any other clickable options other than all actions.

When I am inside of the actions page, I get the same action que that is shown on my recent events and messages page.  Everything is working like it should I think... just two places to click cancel and two places to gather all the information.

Again, this is mostly my mistake.  Yet if I am doing it others will also. 
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on August 02, 2014, 10:18:54 AM
When I click on Actions from the menu across the top of the page, it does not come up with any other clickable options other than all actions.

What I mean is: Click "manage queue" and in that list, where you see the "cancel" button, click on the NAME of the action - it's a link.

If you've never noticed this, it's an important information for me. I didn't want to put a "details" button next to the "cancel" button to prevent mistaken click on it.
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on August 03, 2014, 06:00:02 AM
What I mean is: Click "manage queue" and in that list, where you see the "cancel" button, click on the NAME of the action - it's a link.

If you've never noticed this, it's an important information for me. I didn't want to put a "details" button next to the "cancel" button to prevent mistaken click on it.

My problem with these is not this first level, it is the next. For example support takeover has almost no useful details, but from that pop up you can click to the takeover action for details. It would be much more efficient for those details to be on the first pop up.

Secondly having to click manage queue to get to the details is no intuitive. As well as the actions being links on that page, could they not be links from within that small queue display? Apart from mobile interfaces it would be handly to be able to do everything without tha seperate page, but that may take up too much realestate on smaller screens.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on August 03, 2014, 10:23:40 AM
I agree the interface is clunky.
Title: Re: The Big User Interface Feedback Topic
Post by: stueblahblah on August 03, 2014, 05:16:26 PM
what i really miss is simple time-scale list of all messages (or 30-day messages).

all other buttons could work as a filter, while it would be always possible to revert to "basic" bulk of messages to orientate ourselves when in doubt.
1
Title: Re: The Big User Interface Feedback Topic
Post by: Andrew on August 03, 2014, 08:22:20 PM
Oh~! I just thought of something awesome.

Expand all messages button. And of course a likewise collapse all button.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on August 11, 2014, 06:32:34 PM
What I mean is: Click "manage queue" and in that list, where you see the "cancel" button, click on the NAME of the action - it's a link.

If you've never noticed this, it's an important information for me. I didn't want to put a "details" button next to the "cancel" button to prevent mistaken click on it.

Ah yes I like the manage queue.  The cancel button there is in a good spot I think.  Yet it does not show the information needed...such as when the take control will be finished.

Once you go into the name of the action, the cancel button is too big and too easy to click on with my mobile device.  Also mistakes can happen clicking it because it is in a location where you would think it would close the tab instead of cancel the action.  I can not explain why I have clicked on it in this way.  Perhaps from other programs out there?  But what ever the reason, I tend to reach for that cancel button.

I believe it would be best to only allow it to be canceled from one place.  But it is just my personal thought.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on January 27, 2015, 12:34:17 AM
The warrior selection in the game has been bothering me for a while now.  We have discussed some things that could help improve it but as stated...they are not simple.

So I started thinking, after getting my new phone (Note 4) that it is even more tedious and very frustrating to select warriors and choose what to do with them from a phone.  Many times each single soldier involves zooming in, picking the action box, picking it again (because I have fat fingers and selected the one above or below), picking an action, moving on to the next warrior.

I did this the other day for multiple new nobles in the game as I gave them each a number of warriors.  It took me a long long frustrating time.

Yes I could have put them into groups when I had access to a computer... and in fact I had done just that with many of them.  Yet when warriors are done training they do not go into a group.  That leaves a lot of boring work to be done just to prep warriors to be moved about.

So the real problem is, I had a bunch of players (I assume they are individual players because the game does not inform me if unlinked characters belong to other families) waiting on me.  It would have been two days before I could sit down at a computer to do this...

Here is my request on the warrior interface.  Can we have a check box beside them that selects that warrior and then allows us to choose the action at the bottom?

Also, this would allow for a faster way to assign warriors to groups if that option was given at the bottom also.  Click the boxes you want, pick an action or a letter, and done!

The other thing that takes place when selecting actions for troops... is that the page refreshes or "moves" each time I finish with one warrior.  I click him, put it on assign (for example) and the page moves, scrolling one direction or another on its own as it refreshes.  This adds to the frustration...it means I have a second or two delay for the page to finish, then I have to scroll back to where I was.

Again, imagine having to do this for 350 at one go.






Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on January 27, 2015, 12:47:31 AM
The other thing that takes place when selecting actions for troops... is that the page refreshes or "moves" each time I finish with one warrior.  I click him, put it on assign (for example) and the page moves, scrolling one direction or another on its own as it refreshes.  This adds to the frustration...it means I have a second or two delay for the page to finish, then I have to scroll back to where I was.

Again, imagine having to do this for 350 at one go.


That is more then likely a limitation of your phone browser. It does not happen on my iPhone.
Title: Re: The Big User Interface Feedback Topic
Post by: Roran Hawkins on January 27, 2015, 01:56:15 AM
A very handy addition in my opinion would be the ability to place groups into other groups. "Assign group 'd' to group 'q'." That way you can Merge different groups much easier.


Additionally, it'd be nice to have soldiers in the same group not cut off into another page if your amount of soldiers exceeds 500. This would allow you to take a group you can see without having to douvle check if any members are left behind in the next page, and re-assign them to the same group in your party.
Title: Re: The Big User Interface Feedback Topic
Post by: De-Legro on January 27, 2015, 01:58:07 AM
A very handy addition in my opinion would be the ability to place groups into other groups. "Assign group 'd' to group 'q'." That way you can Merge different groups much easier.


Additionally, it'd be nice to have soldiers in the same group not cut off into another page if your amount of soldiers exceeds 500. This would allow you to take a group you can see without having to douvle check if any members are left behind in the next page, and re-assign them to the same group in your party.


I am working on some alternative ways to display and mange troop groups. I hope to have a demonstration page up in the next week or so. The idea of merging groups is not something I had considered before, I shall ponder how to to so within the framework I have worked on.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on January 27, 2015, 07:38:49 AM
The update I just uploaded contains an automated grouping function that I've been working on for a few days. I wanted to refine it a little more before uploading it, but this post prompted me to do it right now. It should make working with groups easier, because you can generate them automatically based on the soldiers equipment, etc.
Title: Re: The Big User Interface Feedback Topic
Post by: Valast on January 27, 2015, 04:39:33 PM
Thank you for putting that in there.  Here is what I have seen so far using the automated grouping function.

When I hit the "by type": It puts the warriors into groups with each type being a new group letter.  Nice!

When I hit the "by details": It clears out the groups that were populated with the "by type".

An existing group (group b) maintains its grouped warriors.  "by type" does not add anyone into that group.  "by details" does not clear out that existing group.

Manually creating a new group (group a) does not have the same results as an existing group.  I tested this by clearing out all groups (using by detail) and then assigning a few warriors to group a and then issuing orders.  When I then hit "by type", it removed them from group a and placed them in another group.  "by detail" did not return them to group a.

Manually creating group a and clicking on "by detail" first resulted in the group a being removed also but did not populate new groups.

What this is telling me: Existing groups prior to automated grouping function are remain intact with its use.  New groups created will not retain their warriors when the group function is used.

How much of all this is intended vs still needing a tweak or two?  I can file a bug report on it, but need to know the intended behavior in case it is not a bug at all.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on January 27, 2015, 08:25:56 PM
Intended behaviour is that both functions work the same, namely completely new grouping of all your soldiers. If soldiers retain their group, it should be by coincidence. Both functions simply go over all soldiers and assign them to new groups.
Title: Re: The Big User Interface Feedback Topic
Post by: Ratharing on June 30, 2015, 08:28:23 AM
Soldiers interfaces:
* Button to select all of them. Mitigated by the new grouping feature, but would still be useful.

Use a border post, not a sign post. Border posts automatically snap to the nearest border.

This information should be given when you get the option to build one. Or even better, you should be able to select to which border you want the post assigned to.

Map interface:
* Option to select/deselect realm/entity filters like BattleMaster's map had.
* Option for filter not only sovereign realms, but also second-level entities too, such as Crusader Kings II map allows (every region directly a vassal from a sovereign region). Specially useful when you want to see how a realm is internally divided, and such divisions are varied.
* More defined sprites for populated/fortified/developed cities.

EDIT
Characters interface:
* In the same way you see a character is traveling, inform when it is doing other things such as fighting, regrouping or performing a take over. Adding a % to the event at hand would be nice too.
Title: Re: The Big User Interface Feedback Topic
Post by: WVH on October 08, 2015, 02:48:02 AM
I would like to see noble kills on a characters achievements.  We have nobles captured there, and mortals killed.  We are playing the leaders of armies, it makes sense they would claim any First One death as their own kill because they are the ones calling the shots in battle.

Also, when we execute a noble the information is put into our history but is not calculated into our achievements.

Personally I would like to see the two events stay separated for RP reasons but would be great to see the achievement.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on October 08, 2015, 11:02:19 AM
Noble kills absolutely should be there already. For example, this guy has some: http://mightandfealty.com/en/character/view/432

However, only nobles slain in battle count. Executions don't. I don't want to create pure number incentives to kill other characters.
Title: Re: The Big User Interface Feedback Topic
Post by: Arx on October 28, 2015, 04:45:13 PM
Could an alternate colour scheme be added with darker colours? More like the forums. I realised a while ago that reading deeply nested messages was much nicer than shallowly nested ones because the colours were easier on the eyes!

I don't think it should be too hard to implement - a bit of CSS adjustment and an option in the profile.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on October 28, 2015, 05:41:14 PM
Sure, if someone does it. Copy the CSS file, modify it, send it to me. Or better, talk with me first so we agree and I actually use it. You wouldn't want to waste your time on something I won't accept.
Title: Re: The Big User Interface Feedback Topic
Post by: Qloos on November 17, 2015, 09:42:05 AM
How about linking the Map screen to the Manage Lists screen as a banner color toggle?  Being able to tell, at a glance, which groups are near by a specific banner color would be handy.
Title: Re: The Big User Interface Feedback Topic
Post by: Tom on November 17, 2015, 11:06:51 AM
Can you explain more clearly what you mean?
Title: Re: The Big User Interface Feedback Topic
Post by: Qloos on November 17, 2015, 07:00:04 PM
When in the Map & Travel area there's a black banner for your location, blue for your other characters and red for all foreign characters.  If an area were to get busy with alot of players, I'd want a way to tell who's affiliated with who at a glance instead of having to click on every. single. banner.  So instead of having all foreign character banners red, having an option under the manage lists screen to set one of my lists to say yellow or green for everyone who's a part of Ascalon or Rathgar, (and maybe I really want that jerk John Smith from the void to show up as purple) etc would streamline the visual information I receive from the map.