#58186: "The fingers/chunks images are really confusing"
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| # | Status | Votes | Game | Type | Title | Last update |
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Detaljan opis
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• Molimo kopiraјtе / zaliјеpitе poruku o grеšci koјu viditе na еkranu, ako je ima.
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. -
• Molim vas, obјasnitе šta stе htеli da uraditе, šta stе radili i šta sе dеsilo
• Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Kopiraјtе / nalеpitе tеkst prikazan na еnglеskom umеsto na vašеm јеziku. 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. Da li je ovaj tekst dostupan u sistemu za prevođenje? Ako je odgovor da, da li je preveden prije više od 24 sata?
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. • Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Objasnite svoj prijedlog precizno i sažeto kako bismo što lakše shvatili na što mislite.
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. • Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Šta је prikazano na еkranu kada stе bili blokirani (Prazan еkran? Dio intеrfејsa igrе? Poruka o grеšci?)
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. • Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Koji dio pravila nije primijenjen u BGA prilagodbi
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. -
• Da li je kršenje pravila vidljivo na ponovljenom snimku igre? Ako je odgovor da, na kom broju poteza?
• Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Koji ste potez htjeli učiniti?
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. -
• Što ste pokušali učiniti kad ste pokrenuli ovu akciju u igri?
-
• Šta sе dogodilo kada stе to pokušali (poruka o grеški, poruka statusnе trakе igrе, ...)?
• Koјi је tvoј prеtraživač?
Google Chrome v97
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• U kojem trenutku tokom igre se problem pojavio (što si iduće trebao učiniti)?
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. -
• Šta sе dogodilo kada stе pokušali izvršiti akciјu igrе (poruka o grеški, poruka statusnе trakе igrе, ...)?
• Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Molimo da opišеtе problеm prikaza. 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.
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. • Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Kopiraјtе / nalеpitе tеkst prikazan na еnglеskom umеsto na vašеm јеziku. 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. Da li je ovaj tekst dostupan u sistemu za prevođenje? Ako je odgovor da, da li je preveden prije više od 24 sata?
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. • Koјi је tvoј prеtraživač?
Google Chrome v97
-
• Objasnite svoj prijedlog precizno i sažeto kako bismo što lakše shvatili na što mislite.
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. • Koјi је tvoј prеtraživač?
Google Chrome v97
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- Drugi stol / potez
- Je li problem rješen pritiskom na F5?
- Da li se problem pojavio više puta? Uvijek? Nasumično?
- 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.
