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Post by fallen on Dec 21, 2014 22:09:46 GMT -5
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Post by niko on Dec 22, 2014 5:59:58 GMT -5
niko - thanks for the additional suggestions! All three are already on our long-term roadmap! Glad you're enjoying the game and keep sending suggestions! Andrew, I should admit that I'm very picky guy about "what game to play", because a lot of garbage around. So I wouldn't have done something if I had not seen the potential in some game. But Heroes of Steel has it It is addictive and hook me up so badly It just need some little polish, so with pleasure I would like to help to improve game it any way I can. The only question is whether developers won't give up on improving the game
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Post by niko on Dec 22, 2014 7:20:12 GMT -5
NEW LOOK OF UI8) If character switch bar will be always on a screen, I have other idea of UI: Description: As you see Vraes has "AP 7", but I was always curious what AP-status of rest members (that help me plan my strategy for next turns). To learn current status of AP of each member I was click each of them. Or other example, sometimes was like I forgot that ranger has AP and press "End-Turn" button and after was like damn... I propose to add green bar for rest 3 members which will show status of their AP. So i will always have full info about party status: HP / SP / AP at one place. * Notice* - As it battle now, "Auto Buff" is b/w (mean disabled) and should be anabled again after battle; - Of course green bar (AP) is useful only during a battle a not need outside battle. As a solution (outside battle) you can make it simply showing full (100%) or change it like that regard what mode now battle or not:
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Dec 22, 2014 7:59:54 GMT -5
There are some great ideas here, especially the one for showing AP cost on the talent list icons in-game and the one for having the area name displayed as a Dark Souls-style fade in-out when you enter a new area. I honestly think these would improve presentation no end, whilst adding a touch of professionalism. I also think you should ABSOLUTELY show all thr characters on the select bar in permanent places, which would make things more intuitive and user friendly - especially when leveling up and changing gear and the like. However, the idea for having the character bar displayed at the bottom of the screen permanently looks a mess. I just seems awkward and takes up unnecessary screen real estate; I'd much rather see the endless splatters of my victims blood and more of the dungeon floor plan, as we currently do. Interestingly, I've never like the metallic 'swoop' HUD element in the bottom left corner of the screen. I think it looks awfully out of place. I also don't like the way the buttons on it change when you're in the character menu; I'd much rather having set buttons on the character menu for switching to gear, skills, talents etc, away from that HUD element. Even after many hours of play, I find the placement of the inventory button when you're on the character screen unintuitive and scrappy. Alas, my PC doesn't work and I am posting from mobile, therefore I can't do any mock-up alternative ideas for you all to pick apart! Apart from my above gripe OP, great post, set out with thought and dedication! Very good work! ~M~
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Post by niko on Dec 22, 2014 8:15:57 GMT -5
However, the idea for having the character bar displayed at the bottom of the screen permanently looks a mess. I just seems awkward and takes up unnecessary screen real estate; I'd much rather see the endless splatters of my victims blood and more of the dungeon floor plan, as we currently do. When you have device with smaller screen like some phone (iPhone or Android phone), yes fixed stuff not good. But for tablet devices I would say 15% of space taken by icons and stuff and rest 85% your full observe of the location - so no problem fix bars and buttons Apart from my above gripe OP, great post, set out with thought and dedication! Very good work! ~M~ Thanks Only goal to polish the game and make all UI/manage stuff more intuitive for any player.
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Post by niko on Dec 22, 2014 8:27:27 GMT -5
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Post by fallen on Dec 22, 2014 12:48:17 GMT -5
8) Great suggestions all around!
We definitely do not give up on developing our games. Heroes has seen weekly updates for more than a year now. So, stay tuned and thanks for the great feedback.
We really hope you'll leave a review on your market.
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Post by niko on Dec 22, 2014 14:42:16 GMT -5
So, stay tuned and thanks for the great feedback. You are welcome! We really hope you'll leave a review on your market. Sure I'll do even both Elite and simple versions. You are trully both deserve it <star>5</star>
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Post by niko on Dec 22, 2014 16:44:25 GMT -5
IN-GAME (not in battle)
4) Sort accessories list by criterias Description: If you have a huge list of accessories, so during equipment management sometimes really hard to find item that will be best fit on character. For example my character has current equipped bracer and cloak. So last 3-rd slot I can deal with ring or necklace. And you know, from now begin troubles, because list is huge and really hard visually comparing best ring or best necklace.
In my opinion would be cool if put 2 criterias in sorting for the items list during equipment management: primary criteria: by type of item's category (for example: #1 are cloaks, #2 rings, #3 necklaces, #4 bracers) secondary criteria: I noticed that you have some kind of table inside application in which set buy and sell prices. So as secondary criteria could be used buy (or sell) price with order from most expensive prices to cheapest. So most expensive items in category will be in top = like they most good and player will see them first, and cheapest (= bad) will be in bottom of item category.
To simplify all that I just said, here is SQL-query:
SELECT * FROM items ORDER BY item_type ASC, item_price DESC *NOTICE:* That also will help to player with selling of "bad" items in the shop, like he will always see same type items near each other and make a correct conclusion about selling it or not.
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Post by fallen on Dec 22, 2014 18:26:41 GMT -5
niko - well, its a sign that you're making good suggestions -- all of these have already been requested on the forum or through email and are on our roadmap as possible items to implement in the future. (4) Sort Accessories has been asked for in a wide variety of ways, with many other really valuable ways of going about it. That SQL won't work for our data model, but the intent is very clear
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Post by niko on Dec 22, 2014 18:55:16 GMT -5
That SQL won't work for our data model, but the intent is very clear Haha of course it won't, your DB has it own structure and only you can know what fields inside the tables That was just a simple example
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Post by anrdaemon on Dec 22, 2014 21:43:07 GMT -5
Ragarding AP display. No need for bars (it's not like you get 3-digit AP values), just put a counter on the member's face in character selection bar.
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Post by niko on Dec 23, 2014 4:37:42 GMT -5
Ragarding AP display. No need for bars (it's not like you get 3-digit AP values), just put a counter on the member's face in character selection bar. First I was going to troll that idea with numbers right on the member's faces. But with your idea I made this: And you know I like it Because it will be easy to read for player and it will be not hard to implement for developers guys! anrdaemon, If you don't mind i'll put this to topic. *By the way I also changed position of AP for selected character to make it position same like with rest members.
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Post by contributor on Dec 23, 2014 6:42:25 GMT -5
Personally there's a lot about the current UI that I like. Yes there could be more eye-candy and glowing stuff (though I do like the idea of spilling some forged spider hydraulic fluid instead of blood) and information everywhere, but the there's also a certain beauty to keeping things simple. I wouldn't want the character bar up all the time and I especially wouldn't want the AP listed on it all the time. I guess I always know more-or-less how much my heroes have every turn and if I'm really not certain it's not hard to tap on one to see what they have left. After playing a bit, the mechanics of it all are pretty simple and not so hard to keep track of in your head. Maybe I appreciate it because I play on a smaller screen (7 in.) most of the time, and even when I do play occasionally on my laptop, I now know how it all works so I'm don't need more info to tell me what's going on.
So, I'm not trying to troll any of the ideas on here, some of them are quite good (like not moving characters around when you select a different one), but just trying to say that there are some of us who like things pretty simple and not every feature that can be added is always an improvement. I suspect some of the differences of opinion come from what kinds of devices people might be playing on. A game designed for a mouse, keyboard and large screen are naturally going to demand some differences in interface. I guess the TB's know best though where their intended and core markets are at. It's not easy to straddle the divide between the different devices that are out there now and there are always going to be differences of opinions about what would improve a game and it's UI.
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Post by niko on Dec 23, 2014 11:17:39 GMT -5
You know it is interesting post you made. When I was making my thread I expected such a post(s) in which opinions were divided, like "what I used to be" (is good) and "what would be new and probably more intuitive and fit better" (is bad). So that situation is normal First of all I would explain why I made all that (my goals): 1) About what forced me to make all this. During playing of HoS I always had that feeling inside that "yes, game it is good, but you always lack of something". And that were always small issues. First time I didn't pay much attention and continue play it, but playing further I always tried to realize why this feeling come again and again. And when quantity of these small issues became grow I decided to tell about them to developers, because I was sure that some players had same feeling during playing the game, but some of them can't describe what is wrong there and some are just lazy to do it 2) When I spoke with Andrew (aka fallen) at FB, I realized that isn't good speaking 1:1 or speak about some Wish List, because game not made only for 1 person in the world. It is bad that no one else see it. That why I registered here at forum and put all these ideas in the post. That is good way to share and let other people check them and tell their own suggestion. 3) My goal isn't to get popular or something. 4) I don't force nobody to make something (like "do like that only") - I only described my vision on what was lack of during my game's experience (it is about 70 hours), as a gamer. Now let's return to your post. If you don't mind I was put in quote some keyphrases: * After playing a bit, the mechanics of it all are pretty simple * * I guess I always know more-or-less how much my heroes have every turn * * not so hard to keep track of in your head * There are a lot of different types of game's genre, but now I want mention "action"-type and "tactical turn base"-type of games. Let me first talk about "Tactical turn base"-typeIt is less paced game style that let you think and make you to do solutions. But to make a solution you need information (about enemy positions, about your team position, about HP they enemy left, about HP/SP they party members left, AP left for every character etc.) So you mix all that information in your head and making an action that will be best fit to that situation. Yes of course all that HoS does have, but not in one place. Some information you need track in your head, some information you are already see on the screen, and some information located in different places (to get it you need click here, after click there, after click there...) I don't mind if that was only 1 battle in the game, then it is not hard to make all these unnecessary moves. But when you have a lot battles and "to keep track of in your head" Humm... "Action"-typeYou don't need to gather much info, all is just needed is to react to all that happening on the screen and make very fast decisions and of course hit button right in time. Of course HoS isn't "action"-type at all. But some elements of game remind me this type of game. So I posted some ideas about some issues with only goal to make game is totally remind "Tactical turn base"-type. It's not easy to straddle the divide between the different devices that are out there now and there are always going to be differences of opinions about what would improve a game and it's UI. Totally agree. Not easy at all! But many games in AppStore could be 3 types: for iPhone (that is mean scaled for iPad); for iPad (can't be used on iPhone because of screens resolutions); Universal (Can be used on both devices. That is mean game include iPhone and iPad version in 1 pack). As I know HoS is nor-1st, nor-2nd it is Universal (include iPhone and iPad versions). Yes of course I talk now about iOS devices, but I know game not only developed for iOS. But with Android's phone/tablet same situation i guess. But if you will I don't mind at all. Because I like to do it myself
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