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View Full Version : Small UX (user experience) thing (quest rewards)


Nijia
08-26-2010, 05:13 PM
<p>A small thing..</p><p>I'm looking at the quest rewards and there are 6 helms, all red.</p><p>Quite a few times I thought my poor little templar was unlucky and maybe there was no quest reward for my class.</p><p>Then on closer inspection I realised one item I could use but was not the required level yet!</p><p>And yet, they all show the same way, all displayed in red text.</p><p>It's a small thing, but one of many. Some ideas:</p><p>* Display usable rewards on top always</p><p>* Show rewards that can't be used yet due to level in orange instead of red</p><p>* Show an icon instead or a * or anything else that one can quickly see this is THE ACTUAL REWARD for my character.</p><p>Me I would add a second line in gray that says "(you must be level XX to use this item)" there seems to be space enough.</p><p>Thank you.</p><p>PS: just to make myself clear, as it stands, WHEN YOUR LEVEL IS LOWER THAN THE REWARDS's LEVEL, you have to hover on each item one at a tile, wait for te popup and carefully read the class names at the bottom in order to figure out the rewards you can use..</p>

Barx
08-27-2010, 01:35 PM
<p>Having something that is not currently usable but usable at higher level be a different color than something that is never-usable (due to class restrictions) sounds like a good thing to me. I don't know how much work it would take for them to implement, but it's certainly something useful (especially for new players) and worth them looking at.</p>

Soresha
08-28-2010, 07:23 AM
<p>I definately agree, this has caught me out quite a few times.</p><p>Colour is the clearest indicator, it instantly tells you something without the need for reading or closer inspection, and red means "no". The instinctive reaction of seeing an item in red is "I can't use it". So it becomes a matter of training yourself to think "well maybe... lets look at it more closely first".</p><p>I don't think attacking the problem through the quest reward window is the best approach though because the need for differentiation occurs more widely than that. It also applies when looking through items in your inventory, bank or guild bank, be it looted gear, spells, TS recipes, etc. Or when rolling quickly on items in groups.</p><p>I really like the idea of seeing an item in orange which tells you at a glance "I can't use it<em> YET</em>". Could this be coded as a global change to the colour highlighting on all items with level restrictions (both adv and TS)? If so, that would get my vote as a nice little improvement to the game. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Nijia
08-28-2010, 09:00 AM
<p><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Soresha: you're right, there's quite a few other places where the same principle could apply.</span></span></p><p><span style="font-size: 11.6667px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Red, yellow, orange, green.. those are colours that have symbolic meaning that's established for a while and most people can infer a good guess from. For example they are on traffic lights and have been adopted by Apple for the OS X Window buttons (maximize, minimize, close).</span></span></span></p><p><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">One danger is to use too many different colour "codes" as this becomes more confusing than helpful.</span></span></p><p><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">For example, it took me a while to figure out what purple means, even now I only assume it's to do with downgraded item stats due to mentoring.</span></span></p><div><span style="font-size: 9.72225px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">But in this case I think it would do more good than harm to use an additional orange colour if it isn't used already (I would be quite surprised that oprange was not used actually! But I haven't come accross it so far..)</span></span></span></div><div></div>

TheSpin
08-28-2010, 09:28 AM
I do agree that adding orange to items your character can use, but is currently too low to equip would be good. It's worth mentioning though, A lot of the time I can use all the rewards offered, so I generally examine each item on a reward list regardless.

Kain-UK
08-28-2010, 09:47 AM
<p>No reason why they can't do this...</p><p>For those who remember, item's used to "con" colours waaaaay back in the day. They were white if the same level as you, blue if a few levels blow, green for several levels below and grey when you REALLY needed to be replacing them. Making items Yellow or Orange to show how many levels away from using it you are might be a really good idea.</p>

pantherr
08-28-2010, 05:14 PM
<p>Orange is the color of damaged items . . . around 30% and lower I believe ? ? ?</p>