[0.913] Suggestion - Better Information on choices.

This is specifically a gripe about Gambler's Strike, since it (apparently) only works with melee weapons, despite the description not saying anything about it not being usable with ranged. 

More generally, there are still quite a few areas where the interface feels pretty opaque. For some others it is that it is that "+3 Production per Material" means a heck of a lot less than "+12 Production (+3 per Material)".

Techs with Prereqs don't really have a clear signal if there is a prereq and if it has been met. This could be resolved with a little Red or Green "Button" on the edge of the Tech image indicating that there is a prereq and if it has been researched yet or not. The mouseover is fine for determining WHAT you have to research, but an indication that you should look closer would be nice.

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Sad thing about gambler's strike.  Would be neat to use with bows.  I agree with your (Malsqueek's) post.  

 

Also would like to see better tooltips for casting of spells.  Like when selecting a target.  Use Curse or Blind for an example  (has a chance to resist).  Why not tell the player a rough percentage estimate of their chances much like melee get showing what they can do if the smack them.  Even if you didn't go with a number you could go with "No chance in hell,  maybe - maybe not,  average, pretty good, one-hand behind your back "  Tooltips NEED IMHO to show damage with spells if the tooltip says something like 8 damage plus 4 per shard..  I'm expecting at least 8 damage  (more if I have any evoker, warlock, or related bonuses to spell damage )  I end up getting 4 damage I go "WHAT THE HELL!!?"  

 

Identifying a targets resistances,  I understand you may not want to go there,  but you should give the player an idea of what to expect.  You could also have a spell for identifying defences if you wanted.