#58186: "The fingers/chunks images are really confusing"
Worum geht es bei dieser Meldung?
Was ist passiert? Bitte wähle unten aus
Was ist passiert? Bitte wähle unten aus
Bitte überprüfe, ob bereits eine Meldung zum gleichen Thema existiert
Wenn ja, STIMME bitte für diese Meldung. Meldungen mit mehr Stimmen erhalten höhere PRIORITÄT!
| # | Status | Votes | Game | Type | Title | Last update |
|---|
Detaillierte Beschreibung
-
• Falls du eine Fehlermeldung auf dem Bildschirm siehst, bitte kopieren und einfügen.
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. -
• Bitte erkläre, was du machen wolltest, was du dann getan hast und was dann passiert ist
• Welchen Browser benutzt du?
Google Chrome v97
-
• Bitte kopiere den Text, der in Englisch anstatt in deiner Sprache angezeigt wird, und füge ihn hier ein. Wenn du einen Screenshot dieses Fehlers hast (empfohlene Vorgehensweise), kannst du einen Bild‑Hosting‑Dienst deiner Wahl verwenden (snipboard.io zum Beispiel), um ihn hochzuladen und den Link hier einzufügen. Ist dieser Text auf der Übersetzungsseite verfügbar? Wenn ja, wurde dieser vor mehr als 24 Stunden übersetzt?
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. • Welchen Browser benutzt du?
Google Chrome v97
-
• Bitte erkläre deinen Vorschlag so präzise und genau wie möglich, damit er leicht zu verstehen ist.
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. • Welchen Browser benutzt du?
Google Chrome v97
-
• Was wurde auf dem Bildschirm angezeigt, als du blockiert wurdest (weißer Bildschirm? Teil der Spieloberfläche? Fehlermeldung?)
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. • Welchen Browser benutzt du?
Google Chrome v97
-
• Welcher Teil der Spielregel wurde durch die BGA-Adaption nicht beachtet?
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. -
• Ist der Regelverstoß in der Spielwiederholung zu sehen? Falls ja, bei welcher Zugnummer?
• Welchen Browser benutzt du?
Google Chrome v97
-
• Welche Spielaktion wolltest du durchführen?
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. -
• Was versuchst du, um diese Spielaktion auszulösen?
-
• Was passiert, wenn du dies versuchst (Fehlermeldung, Statusmeldung des Spiels, ...)?
• Welchen Browser benutzt du?
Google Chrome v97
-
• An welcher Stelle im Spiel ist das Problem aufgetreten? Was war die aktuelle Spielanweisung?
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. -
• Was passiert, wenn du die Spielaktion ausführen möchtest (Fehlermeldung, Statusmeldung des Spiels, ...)?
• Welchen Browser benutzt du?
Google Chrome v97
-
• Bitte beschreibe die Anzeigeschwierigkeiten. Wenn du einen Screenshot dieses Fehlers hast (empfohlene Vorgehensweise), kannst du einen Bild‑Hosting‑Dienst deiner Wahl verwenden (snipboard.io zum Beispiel), um ihn hochzuladen und den Link hier einzufügen.
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. • Welchen Browser benutzt du?
Google Chrome v97
-
• Bitte kopiere den Text, der in Englisch anstatt in deiner Sprache angezeigt wird, und füge ihn hier ein. Wenn du einen Screenshot dieses Fehlers hast (empfohlene Vorgehensweise), kannst du einen Bild‑Hosting‑Dienst deiner Wahl verwenden (snipboard.io zum Beispiel), um ihn hochzuladen und den Link hier einzufügen. Ist dieser Text auf der Übersetzungsseite verfügbar? Wenn ja, wurde dieser vor mehr als 24 Stunden übersetzt?
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. • Welchen Browser benutzt du?
Google Chrome v97
-
• Bitte erkläre deinen Vorschlag so präzise und genau wie möglich, damit er leicht zu verstehen ist.
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. • Welchen Browser benutzt du?
Google Chrome v97
Meldungshistorie
Ergänze diese Meldung
- Eine weitere Tisch-ID/Zug-ID
- Konnte F5 das Problem lösen?
- Trat das Problem öfter auf? Jedes Mal? Zufällig?
- Wenn du einen Screenshot dieses Fehlers hast (empfohlene Vorgehensweise), kannst du einen Bild‑Hosting‑Dienst deiner Wahl verwenden (snipboard.io zum Beispiel), um ihn hochzuladen und den Link hier einzufügen.
