#36423: "The new distress signal UX needs improvement"
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# | Status | Votes | Game | Type | Title | Last update |
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Penerangan yang terperinci
• Sila salin/tampal mesej masalah yang anda dapat lihat di skrin, jika ada.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Tolong jelaskan apa yang anda ingin buat, apa yang telah anda buat dan apa yang telah terjadi
• Apakah browser anda?
Google Chrome v79
• Tolong salin/lekat teks yang dipaparkan dalam bahasa inggeris dan bukannya bahasa anda. Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Adakah teks ini tersedia dalam sistem terjemahan ? Jika ya, adakah ia diterjemahkan selama lebih daripada 24 jam?
• Apakah browser anda?
Google Chrome v79
• Tolong jelaskan cadangan anda dengan tepat dan ringkas supaya semudah mungkin untuk memahami apa yang anda maksudkan.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Apakah browser anda?
Google Chrome v79
• Apa yang dipaparkan pada skrin apabila anda disekat (Skrin kosong? Antara muka permainan? Mesej ralat?)
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Apakah browser anda?
Google Chrome v79
• Bahagian peraturan yang mana tidak dihormati oleh penyesuaian BGA
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Adakah kelanggaran peraturan boleh dilihat di ulangan permainan? Jikanya ya, pada langkah berapa?
• Apakah browser anda?
Google Chrome v79
• Apakan tindakan yang anda mahu lakukan?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Apa yang anda cuba lakukan untuk mencetuskan tindakan permainan ini?
• Apa yang berlaku apabila anda cuba melakukan ini (mesej ralat, mesej bar status permainan, ...)?
• Apakah browser anda?
Google Chrome v79
• Pada peringkat mana semasa permainan , masalah itu berlaku (apakah arahan semasa permainan tersebut)?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Apa yang berlaku apabila anda cuba melakukan tindakan permainan (mesej ralat, mesej bar status permainan, ...)?
• Apakah browser anda?
Google Chrome v79
• Tolong jelaskan masalah pemaparan. Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Apakah browser anda?
Google Chrome v79
• Tolong salin/lekat teks yang dipaparkan dalam bahasa inggeris dan bukannya bahasa anda. Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Adakah teks ini tersedia dalam sistem terjemahan ? Jika ya, adakah ia diterjemahkan selama lebih daripada 24 jam?
• Apakah browser anda?
Google Chrome v79
• Tolong jelaskan cadangan anda dengan tepat dan ringkas supaya semudah mungkin untuk memahami apa yang anda maksudkan.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Apakah browser anda?
Google Chrome v79
Laporan masa lalu
The Crew is a cooperative game, that's precisely the point of the game to discuss and debate.
I wish that the help button on the title line leads to a description, how the implementation works.
I believe that option 'distress yes, either direction' is useful.
It is a rather rude and implies dismissiveness, as if you don't care: www.thefreedictionary.com/whatever. It's also quite hated: www.huffpost.com/entry/most-annoying-word-_n_4474607
Better alternatives would be "Abstain", "Neutral" or "No opinion".
I've submitted "No opinion".
Tambah sesuatu untuk laporan ini
- ID meja yang lain / gerakkan ID
- Adakah F5 meyelesaikan masalah ity?
- Adapah masalah itu berlaku beberapa kali? Selalu? Sekali-sekala?
- Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.