Sliders alternative on weapons and armor

Amadman

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May 28, 2020
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A padded room.
Watching the recent Q&A video I noticed how Henrik seemed a bit torn on the idea of sliders vs numbers for info on crafted items.

Since I think the numbers would be more new user friendly I thought I would suggest this alternative.

What if there was some type of evaluation skill that high level crafters could learn where they could evaluate the crafted item and transfer the numerical information to it? This could be an extra thing for grandmaster crafters that would allow them to confirm the master quality of their items and allowed them to sell their evaluated items directly or on the broker with this info readily available on them.

The broker could also have this skill and players could pay them for their services to get info on forsale items that don't have this info yet(otherwise it shows the same arrows the player would see if they was looking at an item in their inventory). When a player purchases an item they had evaluated (or one that was already evaluated before being placed on the broker) that item retains its evaluated info.

I think just having an option to get more detailed information from the broker will make it more clear that there is better info than what the player normally sees. Making it less confusing than it is with the broker automatically giving different info than what the player would sees themselves.
 
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barcode

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Jun 2, 2020
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the sliders are just unintuitive and bad. i can understand not wanting the actual internal number values to show, but what if the numbers from the existing sliders were shown instead?

if i remember right, sliders are 200 pixels long and the arrows move in 2px increments, giving values of 0-100. so just show those values as numbers instead of the slider, and if your crafting is high enough or its on the broker, only a single number will show since there will be no range. also for things like sophistication where you can push the arrows way off the scale, the actual numbers can reflect where the arrows would draw in if the slider was long enough.

-barcode
 
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Phen

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My thoughts are hiding within this post.
I like your ideas!

 
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Rhias

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I love sliders and I'm not a big fan of numbers.

But I agree that MO1 sliders were hard for new players to understand. Especially those cases where you could not see both arrows.

But I think this issue is solveable by investing some more time into the UI design.
Maybe those sliders could be replaced by a bar, which makes it more intuitive.

nVLuw3t.png
 

Goltarion

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Jun 3, 2020
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I love sliders and I'm not a big fan of numbers.

But I agree that MO1 sliders were hard for new players to understand. Especially those cases where you could not see both arrows.

But I think this issue is solveable by investing some more time into the UI design.
Maybe those sliders could be replaced by a bar, which makes it more intuitive.

nVLuw3t.png

Good Idea, its a simple change and would make it much more intuitive for newer players.
Also, i hope theylet everyone see the bars in the same way, not dependent on crafting skill or anything, so the slider that you see on the broker are the same you see on the weapon in your inventory
 

Amadman

Well-known member
May 28, 2020
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A padded room.
I love sliders and I'm not a big fan of numbers.

But I agree that MO1 sliders were hard for new players to understand. Especially those cases where you could not see both arrows.

But I think this issue is solveable by investing some more time into the UI design.
Maybe those sliders could be replaced by a bar, which makes it more intuitive.

nVLuw3t.png

I agree, that would be a good change and much easier to understand than the arrows.

Another thing I found confusing about the current system is the red to green color gradient and the way the area between the arrows changed it. I think labeling everything as good or bad in this way caused more confusion than it helped. I think less would be more here and players can figure out on their own what they think should be good/bad without the green to red color ramp.
 

Amadman

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May 28, 2020
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A padded room.
Also, i hope theylet everyone see the bars in the same way, not dependent on crafting skill or anything, so the slider that you see on the broker are the same you see on the weapon in your inventory

It is part of the game though that players with more experience will have a greater understanding of said items. I think the compromise is to have an option for players to get items they do not understand evaluated for them.
 

Phen

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May 29, 2020
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Good Idea, its a simple change and would make it much more intuitive for newer players.
Also, i hope theylet everyone see the bars in the same way, not dependent on crafting skill or anything, so the slider that you see on the broker are the same you see on the weapon in your inventory

I dont see how that's fair to other players with skills vs new players. A crafter or specialist should see the stats of an item different from those who have no skills revolving the item.

I love this aspect, mainly because, knowledge is power. Giving everyone the same knowledge on how the slider system works is one thing. Taking away a intuitive part of te game that's built over time makes it nearly pointless to be a grand master if everyone sees what you would.

Honestly, sliders are a learning curve to the game. Nothing wrong with alittle confusion, just needed to be explained within the game is all.
 

Phen

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May 29, 2020
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the sliders are just unintuitive and bad. i can understand not wanting the actual internal number values to show, but what if the numbers from the existing sliders were shown instead?

if i remember right, sliders are 200 pixels long and the arrows move in 2px increments, giving values of 0-100. so just show those values as numbers instead of the slider, and if your crafting is high enough or its on the broker, only a single number will show since there will be no range. also for things like sophistication where you can push the arrows way off the scale, the actual numbers can reflect where the arrows would draw in if the slider was long enough.

-barcode

What was vs what will be? We dont know lol, I think the depth behind the slider system is very intuitive, just didnt work as intended.

When sliders arent on the bar, it just shows that the interior of the game had an issue showing proper numbers (it's why we counted pixels lol). Better explained by a friend... >the sliders were guides of idealistic numbers. < If anything they should fix how the slider represents the numbers better. Like you said, not allowing half the slider to disappear because the character is lacking knowledge. But maybe making it 1000 pixels and have the last portion of the slider stop at the end of the damages min-max range. Then the bar would be the same as MO1 just not as sloppy when it comes to understanding.

This was a true learning curve, that hooked me years ago and I dont want to see it dumber downed for less harcore players. The mystery should live in Nave, if your knowledgeable then you should be rewarded.
 

Amadman

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A padded room.
Nothing wrong with alittle confusion, just needed to be explained within the game is all.


Somehow MO2 needs to keep more people than MO1 was able too. So every little thing they can tweak to make things less confusing should be considered. But of coarse they do want to maintain the gameplay as much as possible though.
 
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Phen

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Somehow MO2 needs to keep more people than MO1 was able too. So every little thing they can tweak to make things less confusing should be considered. But of coarse they do want to maintain the gameplay as much as possible though.

Completely agree, they should just make it less confusing. Always hated when you tried something and you didnt get any information or you were just denied by some confusing text with nothing backing it. Which even Henrik talked about, so I'm believing they have made some changes in that area for the better.
 
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