#58186: "The fingers/chunks images are really confusing"
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| # | Status | Votes | Game | Type | Title | Last update |
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Detailne kirjeldus
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• Kui näed ekraanil veateadet, kopeeri see siia.
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. -
• Kirjelda, mida sa soovisid teha, mida sa tegid ja mis juhtus
• mis on sinu veebilehitseja?
Google Chrome v97
-
• Palun kopeeri/kleebi kuvatud tekst inglise keeles, mitte sinu oma keeles. Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. -
• Kas see tekst on kättesaadav tõlkesüsteemis ? Kui jah, kas see on tõlgitud rohkem kui 24 tundi tagasi?
• mis on sinu veebilehitseja?
Google Chrome v97
-
• Palun selgita oma ettepanekut täpselt ja lühidalt, et oleks võimalikult lihtne mõista, mida silmas pead.
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. • mis on sinu veebilehitseja?
Google Chrome v97
-
• Mis oli ekraanil, kui sind blokeeriti? (Tühi ekraan? Osa mänguliidesest? Veateade?)
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. • mis on sinu veebilehitseja?
Google Chrome v97
-
• Millist osa BGA kohandamisest ei järgitud
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. -
• Kas reeglite rikkumist on mängu taasesitusel näha? Kui jah, siis mitmendal käigul?
• mis on sinu veebilehitseja?
Google Chrome v97
-
• Milline oli mängu tegevus, mida tahtsid sooritada?
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. -
• Mida püüdsid teha, et seda mängu tegevust käivitada?
-
• Mis juhtus, kui seda proovisite (veateade, mängu olekuriba teade, ...)?
• mis on sinu veebilehitseja?
Google Chrome v97
-
• Millises mängu etapis esines probleem (Mis oli selle mänguetapi instruktsioon)?
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. -
• Mis juhtus, kui proovisite sooritada seda mängu käiku (veateade, mängu olekuriba sõnum, ...)?
• mis on sinu veebilehitseja?
Google Chrome v97
-
• Kirjelda kuvamise probleemi. Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. • mis on sinu veebilehitseja?
Google Chrome v97
-
• Palun kopeeri/kleebi kuvatud tekst inglise keeles, mitte sinu oma keeles. Kui sul on sellest veast ekraanipilt (hea tava), saad kasutada Imgur.com selle üleslaadimiseks ja lingi siia kopeerida.
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. -
• Kas see tekst on kättesaadav tõlkesüsteemis ? Kui jah, kas see on tõlgitud rohkem kui 24 tundi tagasi?
• mis on sinu veebilehitseja?
Google Chrome v97
-
• Palun selgita oma ettepanekut täpselt ja lühidalt, et oleks võimalikult lihtne mõista, mida silmas pead.
So there are two issues with fingers and chunks that are really the same issue:
1. Rather than using the asset from the card, there's a new asset used for those items in your inventory, which doesn't appear on the cards and converters; this is -very- confusing for new players.
2. The "new" assets uses for fingers/chunks is visually confusing and almost identical to one another; it takes a lot of time staring at the screen to distinguish between them. It took me -multiple- games to realize they're not the same image and that the game implementation actually does distinguish between fingers and chunks, and even then it always takes extra time for me to be sure I don't get it wrong in a game.
Good solutions could be either:
1. isolate the fingers/chunks resource in the game assets and use that in game as well.
PRO: IT's the easiest answer, since it involves only swapping out the game assets.
CON: I'm guessing there's a reason that this wasn't how this was implemented before.
CON2: Honestly even the in-game assets aren't that great; they're the same color so it's pretty easy to confuse them if they aren't blown up enough to see the difference. Way better than "a brown bar with some dark lines against it", but still not that great.
or
2. Improve the in-game assets so they're clean and easier to distinguish, make a "fingers or chunks" icon taht is compatable with those, and use them in the cards in-game rather than continuing to use cards that don't match the pieces.
PRO: It would result in a very clear game that was also more accessible.
CON: It would be a lot more work.
CON: THe cards in the game would no longer look identical to the printed game. • mis on sinu veebilehitseja?
Google Chrome v97
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