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New Resource Bar Widget

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I just like to have overdrive/reclaim numbers displayed under the bars or something.
+1 / -0
quote:
My point is that removing information is just bad. I don't know about newbies, but i wouldn't use a widget that shows me less info.

I still think net is data that is more noise than information, but since AUrankAdminGoogleFrog is the only person who has found they aren't missing net that I know of, I guess I'm stuck having to put it back.

quote:
I mean, you can't tell me any newbie is confused by what those numbers mean (and if they are, ZK is not the game they should be playing).

It's not just a question of what they mean, but of which are the key ones to focus on. The issue with the old resource bars is that they make storage the most important value by far, then net income, then gross income and spending (in an almost vestigial way). However, that's the opposite order in which players directly affect the numbers. This ruins the feedback loop a newbie expects, since their direct actions (building mexes/power plants, adding build power) affect the tiny gross values, from which the more prominent net value is derived, and in turn of which the overbearing storage values are the integral over time.

It's no wonder people say the economy is too complex in TA-based games, all they can see is a value resulting from the integral of the difference of their actions, which to them might as well be random.

Looking at any other RTS game (especially Dawn of War & Company of Heroes), they show numbers related to what the player can directly affect. I point out Relic's games because they showcase this well, as they show stored value and gross income for each resource. The player can directly change each of these so feedback is immediate. The goal should be to ensure that the values for which there is immediate feedback are the most obvious, and reduce everything in importance from there. In the case of Zero-K, that means gross income and spending, with net falling behind it (though I'm still concerned it might be distracting, but this logic of feedback does demand its inclusion) and storage behind that.

Oh also,
quote:
(and if they are, ZK is not the game they should be playing)

is a terrible attitude for getting and keeping new players.
+2 / -0


9 years ago
quote:
but since AUrankAdminGoogleFrog is the only person who has found they aren't missing net that I know of

I, for one, am not missing net either. I'd love an option to disable it.
+0 / -0

9 years ago
My preferred approach: Quantity, Income, Output, and a blinky qualitative icon that show the current % income is of output and marks stalling or excessing - like green single-up-arrows for slight increase, double-up-arrows for major increase, blinking-yellow-arrows for excessing, single-down arrow for decrease, double-down-arrow for rapid decrease, and blinky for stalling.

Then expand on hover to show a full breakdown of my economy, with a "pin" button that makes the breakdown stay visible after I stop hovering.

With pie charts.
+0 / -0


9 years ago
CArankPxtl: other than the pie charts and the pinning, that's basically what I have planned.
+0 / -0
I been using this. Can someone please explain to me for dummies what exactly is going on when i look at the energy/metal ratio..

What do i want or do want it to be at? want my metal to energy to be in the middle or something??? 0.0?
+0 / -0


9 years ago
quote:
What do i want or do want it to be at? want my metal to energy to be in the middle or something??? 0.0?


I was worried about this. For reference, you want metal to be less than energy. The bar will flash otherwise, but I'll need to think of a better way to represent the balance of m and e incomes(if that should even ultimately be included).
+0 / -0

9 years ago
Honestly, the m/e balance component seems extraneous.
+0 / -0


9 years ago
The m/e balance component was an attempt at addressing something GoogleFrog brought up about how to show that metal income should be less than energy income, and whether that is currently the case. There are other ways it could be done, if it is worth doing at all. Earlier versions didn't have that. Here's how that looked for comparison.
+0 / -0
quote:
[the old bars] make storage the most important value by far, then net income


The storage values in the default bar are not only smaller than the net income values, they are also less prominent since they aren't color coded. With that in mind, arguing that a new player will only see storage values and thus finds the economy complex (by that logic, people must perceive starcraft's economy as complex...) is... Well, not convincing me.

And on another note, acquiring resource income changes gross income (and unless you get proportional buildpower, also net income), acquiring/using more buildpower changes net income. Both are player actions that, according to you, should result in immediate feedback. If you want to conclude that gross is more important than net, that argument alone doesn't work.

The m/e balance would be the innovative thing about this project if I see this correctly. I very much support this!



Hm, after spending a little time thinking about this, I had this idea:

Now that's already a version with lots of information, but here's a quick explanation:
Yellow bar: Gross e income.
Grey bar: Gross m income.
Blue bar: Gross e spending on stuff that doesn't cost metal (repair, rez, radar etc.)
Brown line: This is what portion of your metal and e income you're spending with buildpower.
(Note that I didn't color code the text, that should be done to make even more clear which belongs to which bar.)

I probably haven't thought this through 100%, but I think it would convey all information you want, would only need to show gross numbers while still conveying whether the nets are positive or negative and therefore gives all actionable intelligence at one glance.

It's almost 6 am so I have to just leave it at this for the moment. If somebody wants to explore this kind of visualization, feel free to do so.
(No, I haven't thought of how needed/used and/or priority allocation would be involved here, nor have I figured out a way to place the blue bar and buildpower line when you have more metal than energy income).
I mean, just leaving away the blue and brown stuff would already give you a workable base. "If the grey bar peaks out of the yellow, it's not good".

Oh right, this is of course missing storage (which would need to be displayed separately). Just in case anyone was wondering.
+1 / -0


9 years ago
quote:
And on another note, acquiring resource income changes gross income (and unless you get proportional buildpower, also net income), acquiring/using more buildpower changes net income. Both are player actions that, according to you, should result in immediate feedback. If you want to conclude that gross is more important than net, that argument alone doesn't work.

You're right, I pointed that out in my last post in a parenthetical aside. However, net income still reduces the total information, so if net is in then gross is needed as well, at similar prominence (or slightly favouring gross)

quote:
Hm, after spending a little time thinking about this, I had this idea:

Wow. That's pretty information-rich. It's unconventional, but it does seem to be the densest way to convey all necessary information (other than whether storage is empty or full).
+0 / -0
quote:
other than whether storage is empty or full

You could change opacity or hue of the bars. For example energy could become (flashing) red with E-stall and metal could be flashing/sparkly silver instead of dull gray on excess.

quote:
nor have I figured out a way to place the blue bar and buildpower line when you have more metal than energy income

How about this?
This doesn't mean the metal bar or the brown BP bar would go over the screen, the energy bar would shrink instead.

Edit: more examples to illustrate behavior
+1 / -0

9 years ago
Can't you just have " Energy stalling" in words pop up with a little alert.

Why over complicate things. The metal/energy ratio is just confusing. For starters the newbie needs to learn or find out that the energy is meant to be greater then the metal.
+0 / -0
That seems really complicated and not terribly intuitive.

I know it's fun to design neat overlaid UI objects, but the fact that you have to put all those labels should tell you that it's too hard to read.

As I said before, I'd go with the simple design in the top of the thread (sans the e/m balance box) with the option to expand it to expose a large and detailed economy breakdown underneath (which would include income/outflow due to each kind of expenditure and source). The details breakdown could be two sets of bar-graphs, one for M and one for E.

Something like this:


It takes up a lot of space, but it is unambiguous (although the first one should be labeled "ECO" and not "BUILDINGS" in hindsight, and probably "UNITS" should be elaborated to "UNIT POWERS" or something).

Some players want all those obsessive details all the time, some players never want them, and some players want to peek at that info occasionally. An expand/pin-always-open approach works well for most things like that.

No complicated explanations needed, green is income and red is expenses.
+1 / -0
Well let me expand my idea a bit, now that I have time for that:

The basic version for new player should probably look something like this:

The bars could also be horizontal, doesn't make much difference.

I think it clearly conveys the main messages you want to tell a newbie with regards to economy: Have more energy income than metal income. It would be debatable whether it should show buildpower, and also if energy costs (repair, radar etc.) should be subtracted from energy income for use in this display.


Now, for the advanced version (not meant for new players!):


As in my previous post, we add an indicator for energy spent by stuff that doesn't also consume metal. Also, the amount of metal income used by buildpower (don't ask me what happens with silencer pure metal spending...) is indicated.

I flipped the bar sideways to remove the implicit priority that it conveys (whether your construction or your repair and radar are more important differs). This is of importance as you'll see in a second.

Now, that looks all fine and good, but what if you stall energy? Well, that's where this layout truly shines and can help you manage the situation way better than other available options. Take a look at this:



Without any clutter, you see:
1. Energy used and required (in total) for reclaim, repair, cloak/radar (!) etc.
2. How much buildpower gets actually put into building stuff, how much build power you would put into building stuff if you had enough energy and also how much build power you'd need to put all your metal into building stuff.
3. How much (additional) energy you need to stop stalling.


Yes, this also allows you to judge whether juggling priorities can fix things.
For example, setting the repairs of some units to high priority might result in this:


Or prioritizing your constructors that build energy could lead to this:


Note that the buildpowers displayed here are what your units/builders/factories are actually trying to spend, not the total buildpower you have around. I'm not sure how to display excess buildpower, but it could probably be treated the same way (as in, something like this). Buildpower excess isn't too bad though, so I don't think it would warrant yet another "inner" bar. Well, maybe for the newbie widget that could be good, since it would show how you need equal amounts of energy, metal and buildpower (for the most part).

I haven't decided on which numbers to show (and where), some feedback would probably help here.
Storage values (and total available buildpower) should be displayed separately.

For really crazy information hungry people, the inner bars could also be subdivided to show where your income is coming from or how your buildpower/other units spend it. That will be demonized as too cluttered by most players, I'm just mentioning it for completeness.


So, please tell me what you think!
(Oh, and CArankAdminShadowfury333, if you disapprove of me hijacking your thread with these ideas, please notify me and I'll relocate to a new thread.)
+3 / -0


9 years ago
GBrankTheEloIsALie, PLrankAdminSprung and CArankPxtl all that is looking very complicated.

So far I have found the balance bar to give good, immediate feedback. Maybe I already have good economy balancing so do not need it. I am not missing net but have not tried the resource panel for that long. Also by now I think I know how much BP I need without prompting so it is not much of a test.

The numbers already on the panel are vital. Each of them gives useful information information. So a number for net would have to be added on. I am not sure where it should go. It could go on the left and right extremes of the panel. It could go between the resource storage image and the storage bars. It could also go in the middle near (or instead of) the balance bar. This last option would put the energy and metal net numbers next to each other but comparing the two is not that useful.

Perhaps instead of the delta-storage arrows they should be based on the same number as old net. So a lot of red down arrows when you have little metal income and a lot of working nano turrets would mean that you are trying to pull a lot of metal.
+0 / -0
As long as we're doing concepts:


That is storage, the + and - indicating resources per tick x10 (So at +-100 it hits the end), the little reclaim icon indicating the proportion of metal coming from reclaim, the mex icon indicating the proportion of energy going to overdrive (Just as examples of the ways that resources could be broken down).

To the right indicates what you need the most based on your income balance: Energy, Metal or BP, meant to make it idiot-proof for noobs and give immediate feedback on deficits. Ideally it should glow or flash based on the severity of the deficit or such.
+3 / -0

9 years ago
Sakoth one looks the best so far.
+0 / -0
FIrankFFC
9 years ago
Bu...it dosent tell how much storage i have!
+1 / -0
The helper that shows whether you need metal, energy or BP seems underrated for how much it would help complete newbies, the current ones just flash when you've already reached full or empty storage, I assume this would notify you based on net income instead, which is better. Complete newbies that haven't read the manuals might not know that they should try to have more energy than metal and such, you may want to note somehow that the best state is to be low on metal if you can't increase your metal income at the time.

I also like how it shows the change based on reclaim, since reclaim is always changing a lot, so it shouldn't just be lumped in with the net or gross income because it will skew it if you don't know how much the reclaim is. I'd like to have reclaim shown somewhere so I can account for it.

EDIT- killer, the storage is still one of the most obvious things on Saktoth's
+0 / -0
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