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tormyb

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Everything posted by tormyb

  1. I never expected that I would ever in my life support someone using the phrase, "push The Smacker!" However, Push the Smacker! Smack the Pusher! Push the Smacker! "The Dark Destroyer" Steve Frehley vs Runaway Train Christian Faith vs "The French Canadian Phenom" Marc DuBois [six Man Tag Team match] Captain Atomic and The Anglo American Express vs "Blue Blood" Paul Huntingdon and The Samoan Wildboyz "Every Woman's Dream" Joe Sexy vs "The Fashion Phenom" Frederique Antonio Garcia [Tag Team match] The Amazing Bumfholes vs The Pain Alliance
  2. I definitely agree with you Idolized. I would also add, that I quite like the screen size being more compact. Maybe I'm just used to the smaller TEW 16 window, but if anything I like it being smaller so that my eyes/brain can process the whole screen at once.
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="48213" data-ipsquote-contentclass="forums_Topic"><div>The forum needs like buttons. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Yep.</p><p> </p><p> I haven't even read any of the more negative comments - but without even knowing what inasamedia posted - I'm almost always going to respect someone more for apologising for something they regret.</p><p> </p><p> Good stuff inasmedia!</p>
  4. <p><img alt="Qk6PFw9" data-src="https://ibb.co/Qk6PFw9" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Hello – to preface this, I’m very much still getting used to the game (which hasn’t even being fully released yet), and so I’m reluctant to make any sweeping suggestions when I don’t even entirely understand how the game functions yet. I am also not a game designer, a graphic designer, or even someone with particularly good taste in anything.</p><p> </p><p> However, my work as an educational researcher (particularly regarding dyslexia), does mean that I have a couple of points to make about the section of the UI that I have screenshotted and attached (can be viewed from either the roster or workers screens. I fully understand that my suggestions won’t resonate with everyone, and I’m sure that those working on the game have more pressing things to attend to, but given Adam’s announcement in which the game’s release was delayed for further work, I thought I might as well take the opportunity to give my input.</p><p> </p><p> I’m sure that making such a text based game dyslexic friendly is incredibly challenging – and am also aware that most people won’t be up to date on the latest developments in the learning theory – however, there are a few small tweaks which could make this section far more accessible to many with dyslexia and similar moderate cognition SEN.</p><p> </p><p> ……………………………………………………………………………………………………..</p><p> </p><p> <strong>The first thing</strong> is the white on black text. While it can vary from case to case, the current research suggests that light coloured text on a darker background makes reading significantly harder for many with dyslexia. Instead, pastel coloured backgrounds are ideal. I do recognise, however, that there are a lot of these “white on black” sections in the game and replacing them may not be a viable option at this stage. That being said, if those doing all the hard work to make the game could consider this when designing new screens, that would make one fan very happy. Even tweaking the white text to just be very slightly further off-white could go a long way.</p><p> </p><p> <strong>Secondly</strong>, the spacing/distance behind the attribute labels (e.g. “Brawling”) and the values (e.g. “74”) is quite far. This can make cognition much more challenging for dyslexic users – similar to the river effect which occurs when reading justified or badly spaced text. While I am not dyslexic, I actually find that this distance between attribute label and value makes it harder to read and interpret quickly myself. If possible, reducing this spacing could be beneficial for some.</p><p> </p><p> <strong>Thirdly</strong>, I really appreciate the colouring of the attribute values on the right-hand side. This gives a good visual representation, which I personally appreciate, and I would suspect many dyslexic users will too. It would be useful if the left-hand side (the attribute labels – e.g. “Brawler”) utilised colour more too.</p><p> </p><p> I am not advocating for them each being their own colour, which would look more like a firework display than a game, but perhaps the use of two colours could work well. To clarify, I don’t think that this would work best with two colours alternating every other line:</p><p> e.g.</p><p> Colour One</p><p> Colour Two</p><p> Colour One</p><p> Colour Two</p><p> </p><p> <strong>Rather, I would prefer</strong> to see one colour used for the first group of attributes – the primary skills – then the second colour used for the next group – the mental skills – and so on, alternating between the two colours for each group of attributes.</p><p> </p><p> The benefit of this for dyslexic users would be to break up the “wall of text”. Even (in some cases especially) when not reading the entire wall of text as a single paragraph – and trying to dip in and out – it is beneficial for dyslexic readers to have clear breaks in chunks of text. This is especially important as the lines around the text are the same colour as it – which already makes it harder for people with dyslexia to identify words/letters or to locate things within the text. I also think it would make quickly identifying attributes quicker for some other users.</p><p> </p><p> …………………………………………………………………………………………………….</p><p> </p><p> I had a lot more thoughts regarding this topic, but thought I’d leave it there because a) I’m tired, and b) I don’t want to rattle on any further, in case anyone is actually reading my boring and overly wordy thoughts.</p><p> </p><p> It may well be that my suggestions are unworkable, undesirable, or foolish in a manner I have not yet spotted, however, I hope they help in some small way.</p><p> </p><p> Thanks very much for taking the time to read this. Thanks even more for taking the time to develop a game which I am sure will bring me a lot of joy in the coming months.</p><p> </p><p> Tom.</p><p><a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2020_04/1406834627_TEW20Suggestion.jpg.0a15cb834213a49e4d4dfb09c1cbb6c3.jpg" data-fileid="4302" data-fileext="jpg" rel=""><img data-fileid="4302" class="ipsImage ipsImage_thumbnailed" alt="1406834627_TEW20Suggestion.jpg.0a15cb834213a49e4d4dfb09c1cbb6c3.jpg" data-src="<fileStore.core_Attachment>/monthly_2020_04/1406834627_TEW20Suggestion.jpg.0a15cb834213a49e4d4dfb09c1cbb6c3.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></a></p>
  5. These are great. Thanks so much! Looks like stables are becoming a bigger part of my booking. It's lucky I don't have control over any real life wrestling company - for a number of reasons - but mainly because seeing all this fantastic work has made me realise that I would change my plans every time the merchandising department showed me a cool new design. Thanks again!
  6. <p>Hello all,</p><p> </p><p> Just to preface this, I am really looking forward to TEW 2020, and think that each iteration of the series has definitely been moving in the right direction. However, there is one small area which I really miss from TEW 2010 and, before posting a suggestion, wanted to run this by the community (just in case I've missed something, or someone who has been testing can tell me that this is no longer relevant).</p><p> </p><p> In TEW 2010, when viewing most lists of people (e.g. the character menu, or roster screen), you saw something roughly like this:</p><p> </p><p> 2010 <a href="https://www.dropbox.com/s/88r8rszxq8w6w64/TEW%202010%20Characters%20Page.jpg?dl=0" rel="external nofollow">https://www.dropbox.com/s/88r8rszxq8w6w64/TEW%202010%20Characters%20Page.jpg?dl=0</a></p><p> <img alt="TEW%202010%20Characters%20Page.jpg?dl=0" data-src="https://www.dropbox.com/s/88r8rszxq8w6w64/TEW%202010%20Characters%20Page.jpg?dl=0" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> However, as of 2016, you see this: <a href="https://www.dropbox.com/s/ku6tdwptdgh812f/TEW%202016%20Workers%20Page.jpg?dl=0" rel="external nofollow">https://www.dropbox.com/s/ku6tdwptdgh812f/TEW%202016%20Workers%20Page.jpg?dl=0</a></p><p> </p><p> 2016</p><p> <img alt="TEW%202016%20Workers%20Page.jpg?dl=0" data-src="https://www.dropbox.com/s/ku6tdwptdgh812f/TEW%202016%20Workers%20Page.jpg?dl=0" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><p> The 2016 screen is better for going into detail, and makes more information immediately available. However, I feel that it lacks visualisation.</p><p> </p><p> 2010 <a href="https://www.dropbox.com/s/5xcqdb9xlf7dodp/TEW%202010%20Visualisation.png?dl=0" rel="external nofollow">https://www.dropbox.com/s/5xcqdb9xlf7dodp/TEW%202010%20Visualisation.png?dl=0</a></p><p> <img alt="Dg1jvrT" data-src="https://ibb.co/Dg1jvrT" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> For me, the use of colour and combining skills into a smaller number of summarised areas (e.g. rumble incorporating three skills, etc.), works much better. Generally, if I am viewing stats from an overview screen, I am likely to prioritise getting a quicker summary over a more in depth look. I used to find it a lot easier to flick through lists of workers, using the colours as visual cues, and then go onto the profiles of those workers that I wanted to find more information about (rather than viewing it from the overview screen).</p><p> </p><p> Maybe I just have a very colour/visual orientated mind, but even in 2016 with all the information available on the character/worker overview screen, I tend to actually go into workers' profiles when I want a detailed look (due to the more readable layout). However, I miss the ability to get that quickly visualised overview that TEW 2010 offered.</p><p> </p><p> The 2016 layout, in my opinion, works best when you already know who you are looking for, but want to do a deep dive. The 2010, works much better for scouting broader groups or workers, or quickly getting an overview of the a roster. This makes me think that more hardcore players (I'm probably at the casual end of the spectrum) might prefer the 2016 layout, but 2010 might be better for the less experienced. I wonder if anyone else has an opinion on that, as I'm certainly not that attuned to other players' play styles?</p><p> </p><p> I appreciate that other changes to the game - fog of war/pro mode, etc. - might impact the 2010 model; but what I'm asking, in an overly convoluted and rambling fashion, is to what extent it is easy to get a quick visualisation of a worker's talents when skimming through a list/roster in 2020?</p><p> </p><p> Particularly with the new comparison screens, I see less need to be able to access so much information all at once from - for example - a roster screen, and would prefer a return to a quicker, more simple visualisation on such screens. <strong>Has anyone who has seen TEW 2020 (apologies if you are not meant to talk about it), got any comments on the visualisation in the game?</strong></p><p> </p><p> Even just adding colour to the 2016 style section below would be a great help for me:</p><p> <a href="https://www.dropbox.com/s/uzczkhflxofrht8/TEW%202016%20Visualisation.png?dl=0" rel="external nofollow">https://www.dropbox.com/s/uzczkhflxofrht8/TEW%202016%20Visualisation.png?dl=0</a></p><p> <img alt="YL04PzR" data-src="https://ibb.co/YL04PzR" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> Thanks very much for taking the time to read this, and sorry that I managed to turn a simple question into a lengthy post.</p><p><a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2020_04/1618863893_20102016VisualComparison.jpg.aa3a7e482862b575fa7cabc0212f3785.jpg" data-fileid="3570" data-fileext="jpg" rel=""><img data-fileid="3570" class="ipsImage ipsImage_thumbnailed" alt="1618863893_20102016VisualComparison.jpg.aa3a7e482862b575fa7cabc0212f3785.jpg" data-src="<fileStore.core_Attachment>/monthly_2020_04/1618863893_20102016VisualComparison.jpg.aa3a7e482862b575fa7cabc0212f3785.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></a></p>
  7. <p>I was wondering about attributes that impact the duration - rather than the likelihood or strength - of negative or positive events.</p><p> </p><p> For example:</p><p> </p><p> <strong>Stubborn</strong> - This worker will retain negative morale effects from booking decisions for longer. They will also be more resistant to conversation/meddling/persuasion attempts.</p><p> </p><p> <strong>Bears a grudge</strong> - This worker will retain negative moral effects from backstage incidents for longer. They will also retain "simmering tension" relationships for longer.</p><p> </p><p> <strong>Forgive and forget</strong> - Negative morale effects, as well as negative relationships, will fade (more quickly) over time.</p><p> </p><p> </p><p> Apologies if I have missed anything which makes these suggestions superfluous. I have been away from these boards for a while, and so I've had quite a lot of reading to do to catch up on the development of 2020.</p>
  8. <p>Hi all,</p><p> </p><p> Just thought I would drop by to say that I stopped playing TEW a few years ago when the ThunderVerse was a work in progress. Having recently got back into the game I am amazed by all of the work that has gone into it since then. Just goes to show, you pop out for a moment, barely long enough to blink (and then wait for two years), and when you come back everything has changed.</p><p> </p><p> Anyway, awesome work.</p><p> </p><p> TB.</p>
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