#91668: "Planetary effects resolution can be a bit hard to follow"
Apakah laporan ini berkenaan?
Apakah yang berlaku? Sila pilih pilihan di bawah
Apakah yang berlaku? Sila pilih pilihan di bawah
Sila semak apakah sudah ada laporan mengenai subjek yang sama
Jika ya, sila nyatakan untuk laporan ini. Laporan dengan undian yang paling diberikan PRIORITI!
| # | Status | Votes | Game | Type | Title | Last update |
|---|
Penerangan yang terperinci
-
• Sila salin/tampal mesej masalah yang anda dapat lihat di skrin, jika ada.
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.
-
• Tolong jelaskan apa yang anda ingin buat, apa yang telah anda buat dan apa yang telah terjadi
• Apakah browser anda?
Google Chrome v114
-
• 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.
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.
-
• Adakah teks ini tersedia dalam sistem terjemahan ? Jika ya, adakah ia diterjemahkan selama lebih daripada 24 jam?
• Apakah browser anda?
Google Chrome v114
-
• Tolong jelaskan cadangan anda dengan tepat dan ringkas supaya semudah mungkin untuk memahami apa yang anda maksudkan.
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.
• Apakah browser anda?
Google Chrome v114
-
• Apa yang dipaparkan pada skrin apabila anda disekat (Skrin kosong? Antara muka permainan? Mesej ralat?)
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.
• Apakah browser anda?
Google Chrome v114
-
• Bahagian peraturan yang mana tidak dihormati oleh penyesuaian BGA
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.
-
• Adakah kelanggaran peraturan boleh dilihat di ulangan permainan? Jikanya ya, pada langkah berapa?
• Apakah browser anda?
Google Chrome v114
-
• Apakan tindakan yang anda mahu lakukan?
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.
-
• 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 v114
-
• Pada peringkat mana semasa permainan , masalah itu berlaku (apakah arahan semasa permainan tersebut)?
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.
-
• Apa yang berlaku apabila anda cuba melakukan tindakan permainan (mesej ralat, mesej bar status permainan, ...)?
• Apakah browser anda?
Google Chrome v114
-
• 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.
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.
• Apakah browser anda?
Google Chrome v114
-
• 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.
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.
-
• Adakah teks ini tersedia dalam sistem terjemahan ? Jika ya, adakah ia diterjemahkan selama lebih daripada 24 jam?
• Apakah browser anda?
Google Chrome v114
-
• Tolong jelaskan cadangan anda dengan tepat dan ringkas supaya semudah mungkin untuk memahami apa yang anda maksudkan.
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.
• Apakah browser anda?
Google Chrome v114
Laporan masa lalu
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.
