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Default zero k widget and setup not user friendly at all

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Date Editor Before After
11/25/2014 8:19:18 AMGBrankPrincey before revert after revert
11/25/2014 8:18:13 AMGBrankPrincey before revert after revert
Before After
1 Having the chat at the bottom of my widescreen is just painful to my eyes. I focus on the middle of the screen and I have to move my eyes at least half a inch downwards just to read the chat. 1 Having the chat at the bottom of my widescreen is just painful to my eyes. I focus on the middle of the screen and I have to move my eyes at least half a inch downwards just to read the chat.
2 \n 2 \n
3 The interface takes up 2 much space. I shortern the interface and the info box I'm still half/half in regard to it being where it is now even if I cut its size in half due to personal taste. 3 The interface takes up 2 much space. I shortern the interface and the info box I'm still half/half in regard to it being where it is now even if I cut its size in half due to personal taste.
4 \n 4 \n
5 My biggest gripe was the chatbar/size and chunkiness of the GUI. The resource bar is something a player needs to spend time with to understand which I find is bad because they come and play for the first time and they be like "wtf??" why so many numbers or something. It kinda like needing unnecessary amount of numbers for the sake of being there....also the visual bar in the background is kinda like confusing because it like make energy/make worker and i was like wtf you want me to make a worker at the start when I have no energy so it kinda confusing on that part cause it only gives direct feedback in that sense and it could hurt a new player in the long run because it either says A. make worker. B. make energy which is not the case 90% of the time. You should pump the troops out faster or invest say 20% of your income back into your economy, but generally the idea is to get as much troops and metal as possible. 5 My biggest gripe was the chatbar/size and chunkiness of the GUI. The resource bar is something a player needs to spend time with to understand which I find is bad because they come and play for the first time and they be like "wtf??" why so many numbers or something. It kinda like needing unnecessary amount of numbers for the sake of being there....also the visual bar in the background is kinda like confusing because it like make energy/make worker and i was like wtf you want me to make a worker at the start when I have no energy so it kinda confusing on that part cause it only gives direct feedback in that sense and it could hurt a new player in the long run because it either says A. make worker. B. make energy which is not the case 90% of the time. You should pump the troops out faster or invest say 20% of your income back into your economy, but generally the idea is to get as much troops and metal as possible.
6 \n 6 \n
7 I personally just think the panel will just confuse the player in the long run more. 7 I personally just think the panel will just confuse the player in the long run more.
8 \n 8 \n
9 Instead I would go for a visual representation of overdrive next to income. I would then just have some warning signs flash when the player is either A. energy stalling or B. MAXED on metal. I would just say something like "Warning" Metal cap reached" Please "free up space" 9 Instead I would go for a visual representation of overdrive next to income. I would then just have some warning signs flash when the player is either A. energy stalling or B. MAXED on metal. I would just say something like "Warning" Metal cap reached" Please "free up space"
10 \n 10 \n
11 Anyway I think some info boxes would be more helpful or a video that pops up when you press on a question mark would be 10 times more helpful then some random numbers and a bar that the player has no idea about and has to spend time to understand as he it has the entire system basic and advanced side of it on the panel.. 11 Anyway I think some info boxes would be more helpful or a video that pops up when you press on a question mark would be 10 times more helpful then some random numbers and a bar that the player has no idea about and has to spend time to understand as he it has the entire system basic and advanced side of it on the panel..
12 \n
13 Not to mention. I don't see any reason needing those numbers and visual stuff when you actually already understand the system.