#36423: "The new distress signal UX needs improvement"
Čeho se toto hlášení týká?
Co se stalo? Prosím vyberte níže
Co se stalo? Prosím vyberte níže
Prosím zkontroluj, zda již neexistuje hlášení pro stejnou věc
Pokud ano, HLASUJ pro toto hlášení. Hlášení s nejvyšším počtem hlasů budou řešena PŘEDNOSTNĚ!
# | Status | Votes | Game | Type | Title | Last update |
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Detailní popis
• Prosím, zkopíruj a vlož hlášení o chybě, které vidíš na monitoru, pokud to lze.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Prosím popiš, co jsi měl v úmyslu udělat, co jsi udělal a co se nakonec stalo
• Jaký prohlížeč používáte?
Google Chrome v79
• Prosíme, zkopíruj/vlož text zobrazený v angličtině namísto tvého jazyka. Pokud máš snímek obrazvky zobrazující tuto chybu (doporučujeme!), můžeš použít Imgur.com pro nahrání obrázku a pak odkaz na tento obrázek na Imguru zkopírovat a vložit sem.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Je tento text k dispozici v systému pro překládání? Pokud ano, byl přeložen před více než 24 hodinami?
• Jaký prohlížeč používáte?
Google Chrome v79
• Prosím popiš svůj návrh přesně a konzistentně, aby bylo snadné pochopit, co máš na mysli.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Jaký prohlížeč používáte?
Google Chrome v79
• Co bylo zobrazeno na monitoru, když došlo k tvému zablokování? (Černá obrazovka? Část herního prostředí? Hlášení o chybě?)
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Jaký prohlížeč používáte?
Google Chrome v79
• Která část pravidel nebyla dodržena adaptací hry na BGA
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Je vidět porušení pravidel na záznamu hry? Pokud ano, ve kterém tahu?
• Jaký prohlížeč používáte?
Google Chrome v79
• O jakou herní akci ses pokoušel/a?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Co ses pokoušel/a udělat, abys spustil/a tuhle herní akci?
• Co se stalo, když ses o tuto akci pokusil/a (vyskočila chybová hláška, lišta ve hře, ...)?
• Jaký prohlížeč používáte?
Google Chrome v79
• V jaké fázi hry problém nastal (jaký byl poslední herní pokyn)?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Co se stalo, když ses pokusil/a udělat akci (chybová hláška, oznámení stavového řádku hry, ...)?
• Jaký prohlížeč používáte?
Google Chrome v79
• Prosím popište vyobrazený problém. Pokud máš snímek obrazvky zobrazující tuto chybu (doporučujeme!), můžeš použít Imgur.com pro nahrání obrázku a pak odkaz na tento obrázek na Imguru zkopírovat a vložit sem.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Jaký prohlížeč používáte?
Google Chrome v79
• Prosíme, zkopíruj/vlož text zobrazený v angličtině namísto tvého jazyka. Pokud máš snímek obrazvky zobrazující tuto chybu (doporučujeme!), můžeš použít Imgur.com pro nahrání obrázku a pak odkaz na tento obrázek na Imguru zkopírovat a vložit sem.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Je tento text k dispozici v systému pro překládání? Pokud ano, byl přeložen před více než 24 hodinami?
• Jaký prohlížeč používáte?
Google Chrome v79
• Prosím popiš svůj návrh přesně a konzistentně, aby bylo snadné pochopit, co máš na mysli.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Jaký prohlížeč používáte?
Google Chrome v79
Historie hlášení
The Crew is a cooperative game, that's precisely the point of the game to discuss and debate.
I wish that the help button on the title line leads to a description, how the implementation works.
I believe that option 'distress yes, either direction' is useful.
It is a rather rude and implies dismissiveness, as if you don't care: www.thefreedictionary.com/whatever. It's also quite hated: www.huffpost.com/entry/most-annoying-word-_n_4474607
Better alternatives would be "Abstain", "Neutral" or "No opinion".
I've submitted "No opinion".
Doplňte tuto zprávu
- ID dalšího stolu / ID tahu
- Byla chyba odstraněna stisknutím F5?
- Objevila se tato chyba častěji? Pokaždé? Náhodně?
- Pokud máš snímek obrazvky zobrazující tuto chybu (doporučujeme!), můžeš použít Imgur.com pro nahrání obrázku a pak odkaz na tento obrázek na Imguru zkopírovat a vložit sem.