#91668: "Planetary effects resolution can be a bit hard to follow"
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Hva har skjedd, eller hva gjelder det? Vennligst velg
Hva har skjedd, eller hva gjelder det? Vennligst velg
Vennligst sjekk om det allerede er en rapport om samme emne
Hvis ja, vennligst STEM på denne rapporten. Rapporter med flest stemmer er gitt PRIORITET!
| # | Status | Votes | Game | Type | Title | Last update |
|---|
Detaljert beskrivelse
-
• Vennligst kopier/lim inn feilmeldingen du ser på skjermen, om mulig.
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.
-
• Vennligst forklar hva du ønsket å gjøre, samt hva du faktisk gjorde og hva som skjedde
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Vennligst kopier / lim inn teksten som vises på engelsk i stedet for språket ditt. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here. Er denne teksten tilgjengelig i translation system? Hvis ja, har den blitt oversatt i mer enn 24 timer?
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.
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Vennligst forklar ditt forslag nøyaktig og konsistent slik at det er så enkelt som mulig å forstå hva du mener.
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.
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Hva ble vist på skjermen når du ble blokkert (Tom skjerm? Del av spillgrensesnittet? Feilmelding?)
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.
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Hvilken del av reglene ble ikke respektert av BGA-tilpasningen
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.
-
• Er regelbruddet tydelig i spilloggen? Hvis ja, Hvilket trekknummer?
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Hva var spillhandlingen du ønsket å gjøre?
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.
-
• Hva prøvde du å gjøre for å trigge denne spillhandlingen?
-
• Hva skjer når du prøver å gjøre dette (feilmelding, meldingsstatus for meldingsfelt, ...)?
• Hvilken nettleser bruker du?
Google Chrome v114
-
• På hvilket tidspunkt i spillet oppsto problemet (hva var den daværende spillinstruksjonen)?
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.
-
• Hva skjer når du forsøker å gjøre en spillhandling (feilmelding, spillstatusfeltmelding, ...)?
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Vennligst beskriv visningsproblemet. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here.
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.
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Vennligst kopier / lim inn teksten som vises på engelsk i stedet for språket ditt. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here. Er denne teksten tilgjengelig i translation system? Hvis ja, har den blitt oversatt i mer enn 24 timer?
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.
• Hvilken nettleser bruker du?
Google Chrome v114
-
• Vennligst forklar ditt forslag nøyaktig og konsistent slik at det er så enkelt som mulig å forstå hva du mener.
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.
• Hvilken nettleser bruker du?
Google Chrome v114
Rapporthistorikk
Legg til noe i denne rapporten
- En annen bord ID / flytt ID
- Løste F5 problemet?
- Oppstod problemet gjentatte ganger? Hver gang? Tilfeldig?
- If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here.
