#36423: "The new distress signal UX needs improvement"
O čom je toto hlásenie?
Čo sa stalo? Prosím vyber z nasledujúcich
Čo sa stalo? Prosím vyber z nasledujúcich
Prosím skontroluj, či už existuje hlásenie na rovnakú tému
Ak je to tak, prosím HLASUJTE za toto hlásenie. Hlásenia s najviac hlasmi majú PRIORITU!
# | Status | Votes | Game | Type | Title | Last update |
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Podrobný popis
• Prosím skopíruj a vlož chybové hlásenie, ktoré si videl na obrazovke, ak sa nejaké vyskytlo.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Prosím vysvetli, čo si chcel/a spraviť, čo si spravil/a a čo sa stalo
• Aký prehliadač používaš?
Google Chrome v79
• Skopíruj/vlož text zobrazený v angličtine namiesto tvojho jazyka. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Je tento text dostupný v prekladovom systéme? Ak áno, bol preložený po dlhšie ako 24 hodín?
• Aký prehliadač používaš?
Google Chrome v79
• Prosím presne a stručne vysvetli svoj podnet, aby bolo čo najjednoduchšie pochopiť, ako to myslíš.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Aký prehliadač používaš?
Google Chrome v79
• Čo sa objavilo na obrazovke, keď si bol zablokovaný (Prázdna obrazovka? Časť herného rozhrania? Chybové hlásenie?)?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Aký prehliadač používaš?
Google Chrome v79
• Ktorá časť pravidiel nebola dodržaná v BGA adaptácii?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Je možné vidieť porušenie pravidiel na zázname z hry? Ak áno, aké je číslo ťahu?
• Aký prehliadač používaš?
Google Chrome v79
• Aký herný ťah si chcel urobiť?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Čo si skúsil aby si vyvolal túto akciu?
• Čo sa stalo keď si spravil túto hernú akciu (chybové hlásenie, hlásenie v stavovom pruhu, ...)?
• Aký prehliadač používaš?
Google Chrome v79
• Kedy v priebehu hry sa problém vyskytol (aká bola prebiehajúca herná inštrukcia)?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Čo sa stalo keď si spravil túto hernú akciu (chybové hlásenie, hlásenie v stavovom pruhu, ...)?
• Aký prehliadač používaš?
Google Chrome v79
• Prosím popíš viditeľný problém. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Aký prehliadač používaš?
Google Chrome v79
• Skopíruj/vlož text zobrazený v angličtine namiesto tvojho jazyka. Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Je tento text dostupný v prekladovom systéme? Ak áno, bol preložený po dlhšie ako 24 hodín?
• Aký prehliadač používaš?
Google Chrome v79
• Prosím presne a stručne vysvetli svoj podnet, aby bolo čo najjednoduchšie pochopiť, ako to myslíš.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Aký prehliadač používaš?
Google Chrome v79
História hlásenia
The Crew is a cooperative game, that's precisely the point of the game to discuss and debate.
I wish that the help button on the title line leads to a description, how the implementation works.
I believe that option 'distress yes, either direction' is useful.
It is a rather rude and implies dismissiveness, as if you don't care: www.thefreedictionary.com/whatever. It's also quite hated: www.huffpost.com/entry/most-annoying-word-_n_4474607
Better alternatives would be "Abstain", "Neutral" or "No opinion".
I've submitted "No opinion".
Pridať niečo k tomuto hláseniu
- Iné ID stola / ID ťahu
- Vyriešil sa problém pomocou F5?
- Objavil sa problém viackrát? Zakaždým? Náhodne?
- Ak máš screenshot (dobrý zvyk), môžeš použiť Imgur.com na jeho nahranie a skopírovať sem odkaz na neho.