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Why Zero-K's User Interface sucks

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Date Editor Before After
12/16/2018 11:04:17 PMAUrankAdminAquanim before revert after revert
12/16/2018 11:04:07 PMAUrankAdminAquanim before revert after revert
12/16/2018 11:00:08 PMAUrankAdminAquanim before revert after revert
12/16/2018 10:59:53 PMAUrankAdminAquanim before revert after revert
Before After
1 [quote]Making many buttons grey will make the important buttons stand out. I often see newbies clicking around the Global Commands bar when they're just trying out the game. That's not really a place a newbie should ever be clicking. The UI should lead players to the right actions. 1 [quote]Making many buttons grey will make the important buttons stand out. I often see newbies clicking around the Global Commands bar when they're just trying out the game. That's not really a place a newbie should ever be clicking. The UI should lead players to the right actions.
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3 Once a player knows that he's looking for a specific button, I agree that it'll be harder to find that button if it's only faintly colored. Yet the player is already looking for that specific button, thus all the UI now has to do is to differentiate buttons within a single element. Do you really need the full arsenal of colors and shapes to do that? [/quote] 3 Once a player knows that he's looking for a specific button, I agree that it'll be harder to find that button if it's only faintly colored. Yet the player is already looking for that specific button, thus all the UI now has to do is to differentiate buttons within a single element. Do you really need the full arsenal of colors and shapes to do that? [/quote]
4 There's more to being a newbie than "the first few moments where you're aimlessly clicking on stuff", there is also "the process of learning the game after you know generally what side of the screen a given button can be expected to appear". 4 There's more to being a newbie than "the first few moments where you're aimlessly clicking on stuff", there is also "the process of learning the game after you know generally what side of the screen a given button can be expected to appear".
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6 edit: I can see a case for making some of the more obscure unit commands harder to find, but I don't think the global commands and menu bars are actually a serious distraction. I can barely even see them on your screenshot... 6 edit: I can see a case for making some of the more obscure unit commands harder to find, but I don't think the global commands and menu bars are actually a serious distraction. I can barely even see them on your screenshot...
7 \n 7 \n
8 edit2: A basic familiarity with atc least some of the stuff on the Global Command bar ( contour map, pathing map, etc. ) doesn't seem like a bad thing for a new player to have, or at least for them to know exists. 8 edit2: A basic familiarity with at least some of the stuff on the Global Command bar ( contour map, pathing map, etc. ) doesn't seem like a bad thing for a new player to have, or at least for them to know exists.