1 |
The whole point of the new resource widget is to make it newbie-friendly. Specifically, to improve the action-feedback loop. I have said this before: the main elements of the new bars are the gross income and spending, which users have [b]direct control over[/b]. Unlike the bars, which are the integral over time of the difference between the elements users have direct control over, and thus [b]do not provide immediate feedback to the user that their actions have done anything![/b]
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1 |
The whole point of the new resource widget is to make it newbie-friendly. Specifically, to improve the action-feedback loop. I have said this before: the main elements of the new bars are the gross income and spending, which users have [b]direct control over[/b]. Unlike the bars, which are the integral over time of the difference between the elements users have direct control over, and thus [b]do not provide immediate feedback to the user that their actions have done anything![/b]
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3 |
[b]Income/Spending numbers are things the player has direct control over.
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[b]Income/Spending numbers are things the player has direct control over.
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5 |
Storage bars are not!
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Storage bars are not!
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Direct feedback on actions in UI is key to getting new users accustomed to a system, since the best most will do is experiment directly.[/b]
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Direct feedback on actions in UI is key to getting new users accustomed to a system, since the best most will do is experiment directly.[/b]
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9 |
Unfortunately, in order to get it accepted at all I had to put in that balance bar at @GoogleFrog's insistence, since they figured that if the economy panel was going to teach newbies what is important in the economy system, it must show them that energy income should be higher than metal income. That really impinges on the design of the widget.
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9 |
Unfortunately, in order to get it accepted at all I had to put in that balance bar at @GoogleFrog's insistence, since they figured that if the economy panel was going to teach newbies what is important in the economy system, it must show them that energy income should be higher than metal income. That really impinges on the design of the widget.
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11 |
EDIT:
However,
I
do
agree
that
there
are
a
lot
of
numbers.
The
most
l
can
pare
it
down
to
without
losing
information
that
I
have
used
for
decision
making
is:
net
resources,
storages
(
with
small
bars
for
reserve
mechanic)
,
current
total
BP,
and
either
gross
metal
or
min(
gross
metal,
gross
energy)
(
this
gives
a
ceiling
on
BP
before
resources
throttle,
and
one
can
get
away
with
a
lot
more
at
+40
or
+50
than
+10
or
+20)
.
I
may
make
a
mode
for
the
econ
panel
that
shows
only
this
data.
It
loses
a
bit
of
the
directness
of
feedback
and
the
ability
to
let
the
player
actually
be
rewarded
for
making
the
numbers
big,
but
that
may
be
worth
the
reduction
in
data
to
parse.
|
11 |
EDIT:
However,
I
do
agree
that
there
are
a
lot
of
numbers.
The
most
l
can
pare
it
down
to
without
losing
information
that
I
have
used
for
decision
making
is:
net
resources,
storages
(
with
small
bars
for
reserve
mechanic)
,
current
total
BP,
and
either
gross
metal
or
min(
gross
metal,
gross
energy)
(
this
gives
a
ceiling
on
BP
before
resources
throttle,
and
it
is
important
because
one
can
get
away
with
a
lot
more
at
+40
or
+50
than
+10
or
+20)
.
I
may
make
a
mode
for
the
econ
panel
that
shows
only
this
data.
It
loses
a
bit
of
the
directness
of
feedback
and
the
ability
to
let
the
player
actually
be
rewarded
for
making
the
numbers
big,
but
that
may
be
worth
the
reduction
in
data
to
parse.
|