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Three Days Of Suggestions...


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I'll preface this thread with some history, so you can get an idea where I'm coming from... I loved EWR, liked the depth of TEW 04 but found the GUI too unintuitive so didn't give it too much time. I was curious to try 05 but never found the time, and only just tried the 07 demo a short while ago, which I found to be an improvement, GUI-wise, but still not perfect. And as for 08, I'll definitely be getting it this time, as the feature list has me gobsmacked, thus far. :D So as you might guess, I'm certainly no pro, and ease-of-use and navigation is a very big thing for me (as I imagine it is with many unfamiliar with the game). More simulation features are always important, but there are plenty of other people in the forum with a much better handle on that than myself, so my primary focus is on how to make our time in this game less laborous but while getting the same results. My suggestions may skew closer to the new-user more than the seasoned TEW booker and some of them are pretty superfluous, but I'm also not saying that they should be made #1 priority over [i]Hardcore Feature X[/i] or anything. I'm just putting them out there and hoping someone takes notice. Double post follows...
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(Day one :P) [CENTER][URL=http://img262.imageshack.us/my.php?image=tewrosteroverviewremixii8.jpg][IMG]http://img262.imageshack.us/img262/5/tewrosteroverviewremixii8.th.jpg[/IMG][/URL] [I]Click pic for fullsize[/I][/CENTER] [SIZE="5"][B]OVERHAUL OF THE ROSTER OVERVIEW SCREEN[/B][/SIZE] [B][U][color=red]A.[/color][/U][/B] Quick Reference Stats: The picture pretty much sums it up. Being able to quickly check each workers general stats from the overview screen for basic planning, whilst cutting down the clicks you'd usually need. Not to mention it makes it all a little more purty. But what say general stats is of no use to you, and you need the real meat and potatoes? Then continue onto... [B][U][color=red]B.[/color][/U][/B] Insta-Skills and Abilities Knob. Click the little knob next to any worker's name, and it takes you straight to the relevant Skills & Abilities menu! 3 clicks reduced to to a handy 1 (not even including moving your mouse back and forth ;)). You could also have different colored knobs (still just the one though), giving a bit more information of the worker.. Such as Green for default. Gold for title holder. Red for injured, etc, etc. Just throwing it out there. [B][U][color=red]C.[/color][/U][/B] Ideal Roster and Automatic-Pushes moved out from the Creative menu. This way when it brings up the Ideal Roster, you can move the window and actually compare their numbers to your current roster, figuring out who you'll switch around with their figures still up. Automatic Pushes also moved, because after it's done you wanna see what your roster now looks like (would also suggest an added [i]Preview[/i] function, before you use it), and just generally makes more sense being on the page where you can see everyone's push at a glance. [B][U][color=red]D.[/color][/U][/B] View Profile and Filter moved up to fill up dead screen real estate, and because they make more sense being next to a worker's quick stats (View Profile moreso). Also ties in with the next suggested feature... [i](Also, note the full line highlight when a worker is selected. It's a small thing, but it helps focus your eyes on the info you want.)[/i] [CENTER][URL=http://img209.imageshack.us/my.php?image=tewrosteroverviewmultipoi0.jpg][IMG]http://img209.imageshack.us/img209/3333/tewrosteroverviewmultipoi0.th.jpg[/IMG][/URL] [i]Click pic for fullsize[/i][/CENTER] [B][SIZE="5"]SELECTING MULTIPLE WORKERS [/SIZE][/B] By holding down Ctl and left-clicking the workers you want, you'd be able to select any number of them. When this happens, the Quick Reference Stats areas changes to reflect this, likewise the "View Profile" button is swapped out for a [b]"Compare Stats"[/b] button. Clicking this brings up a new window, showing a breakdown between selected workers skills & abilities. Perhaps not a feature veterans need, but the first thing I do when I take control of a promotion is see how everyone stacks up to each other. As it stands right now, doing that is a painful exercise requiring lots of mouse-click wankery and relying on my poor memorization skills. This would make it exponentially easier. [i](I didn't make up a screen for that specific feature, because... well sh*t, that'd be a lot of data to fit into a window nicely! I'll leave that for the pros eh eh)[/i] And while that feature is good in itself, here is the real magic of multiple workers: with a number of them selected you can then click a button on the sidemenu, such as "Teams", it will then ask if you want to create a team.. if "Yes", then it takes you straight to the Create-Team window with the two workers already filled in! Stables likewise. Select a whole bunch of workers, click on "Brand" and it'll ask which brand you want to assign them. "Advanced Booking;" it'll add a match with those two workers automatically filled in the participants fields, so all you gotta do is select the match type. As an aside, with a single worker selected, clicking on [b]"Talk to Worker"[/b], [b]"Talk To Booking Team"[/b], [b]"Talk to Road Agents"[/b] with a single worker selected should open up the respective screen as usual, but on the worker that was selected, as opposed to the default top of the list. [CENTER][URL=http://img209.imageshack.us/my.php?image=tewrosteroverviewdropdozt8.jpg][IMG]http://img209.imageshack.us/img209/7081/tewrosteroverviewdropdozt8.th.jpg[/IMG][/URL] [i]Click pic for fullsize[/i][/CENTER] [B][SIZE="5"]ASSIGN PUSHES[/SIZE][/B] From this overview screen, clicking on a worker's current push would bring up a [b]drop-down menu[/b], allowing you to select a new push. Makes reorganizing your roster quick and intuitive. Suggested that double-clicking a worker's current Alignment, Gimmick, or Manager Status, would bring up the option boxes for "Prepare Turn?", "Select New Gimmick?" and "Select a Manager?" respectively. The later two opening up new windows, directly. [B][SIZE="5"]MISCELLANEOUS[/SIZE][/B] [B][U][color=red]1.[/color][/U][/B] To sort columns, single click on column header. It's what people expect, and is also because you wouldn't be able to do it the old way, if the suggested changes were in place. [B][U][color=red]2.[/color][/U][/B] Add this Roster Overview menu to the selectable tabs when it comes to booking your show. From there you could add buttons so that with multiple selected you can go straight to "add match" and have the participants field automatically filled out. Being able to select the match after-the-fact would need to be implemented, but that's a needed update anyway, imo. [B][U][color=red]3.[/color][/U][/B] Ideally I would like a drop-down box with a number of options to "Sort by..." so I can get a quick idea who's got what strengths and weakness, in any menu that lists the roster. The screen real estate should be there for it. I've already suggested a couple of things that makes comparing quicker, but this may be the fastest and easiest to implement (but also more vague, as a tradeoff). ------------------------------------------- Some of these things may only be shaving seconds off the way we do it now, but when you consider the frequency of some of them in a long game, as well as the fact that it pretty much is a game of clicking and reading, those few seconds can all add up pretty quickly. Before you know it, you've averted RSI and saved up enough time to become CEO of a Fortune 500 company!
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Excellent ideas, all of them. For me the interface is the biggest hurdle in TEW. Many things feel labourous to achieve. Booking a single event seems to take forever and requires lots of back and forth clicks and such. If the GUI was made more user friendly then the game would appeal to the casual fan a lot more. While I love tons of new exciting features I really think making the game easier to play and more fun to play should be the priority.
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I have to aggree here. These are all things that you sometimes think might be there when you go to the screens for the first time, then you see what has to be done to get where you really want to be. So yeah, I applaud all these suggestions and the work that went into giving us a detailed look at what your talking about. I don't know how hard that would be to put in there, but if it's just a matter of time, I would rather wait for features like this, then to have to wait for a newer game a year down the road (or longer).
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I'm happy to see that it's not just me interested in seeing these kinds of implementations (was a bit worried of getting shot down after all the work that went into it lol). Unfortunately it seems I'll be hard pressed to live up to yesterday's suggestions, especially as today's (put up some time after I get back from work) will be focusing mainly on the cosmetic side of things. But anyway, it just occurred to me after waking up this morning, that another option we could have is that after selecting a worker, you could then [B]right-click[/B] to bring up a menu with a bunch of options available, such as you would in standard windows browsing. So simple, but it only came to me in a half-asleep state :)
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(2nd day) While we're all here for the gameplay and not the graphics, that doesn't mean it can't look nice (and hey, pretty screenshots are always good for gaming review sites eh). Now, TEW doesn't look too bad for a text sim, but I do get pretty tired of the same style menus everywhere, and all this white/yellow/anything on black creates a high contrast which, frankly, just isn't good on your eyes in the long run. I'm not saying let's go nuts and hire a dedicated team of 3D artists to create brand new animated flash menus that slide out covered in pixie dust, but there are a few areas where it would make sense to change the graphical style to fit in context with the window. Two of these is the email window and notepad. [CENTER][URL=http://img255.imageshack.us/my.php?image=tewemailmockupip2.jpg][IMG]http://img255.imageshack.us/img255/5092/tewemailmockupip2.th.jpg[/IMG][/URL] Click pic for fullsize[/CENTER] [B][SIZE="5"]VISUAL OVERHAUL OF E-MAIL[/SIZE][/B] What I'm suggesting, as the picture indicates, is changing it so it looks more like you're checking your promotion's mail in an email client, and less like you're opening another black menu in TEW. I've also made a two slight adjustments. [U][color=red][B]1.[/B][/color][/U] It now displays the sender of the email as well as the subject. Pretty standard, and seeing as we'll now be recieving worker emails, it fits in with that overall plan. [U][color=red][B]2.[/B][/color][/U] What should be familiar to a large number of people, is a little checkbox next to "FROM" at the top That would replace the "Select all" button from previous versions. Just makes things a little neater and takes up less space. [U][color=red][B]3.[/B][/color][/U] Also dropped the "Exit" button, and replaced it with the standard windows X. If we're gonna be having a window header, may as well use it eh? [U][color=red][B]4.[/B][/color][/U] There is a "reply" button in there, which was thinking [url=http://img366.imageshack.us/img366/5999/tewemailreplyhf1.jpg]could be used to pseudo-reply[/url] to certain emails you get.. but I may have been imagining it being more useful than it ultimately would be (I'm thinking it could still be used as a quick link through to the standards menus for disciplining a worker, contract negotiations, etc.. depending on the email content. But I haven't really thought that one through.) Aside from that it operates pretty much as usual. [I]P.S. Adam, I'm available to contribute to creating worker's email for the game, as long as I'm free to slip Bob Saget references throughout them. You may thank me later. :D[/I] [CENTER][URL=http://img241.imageshack.us/my.php?image=tewnotepadcheapmockup1dc1.jpg][IMG]http://img241.imageshack.us/img241/1220/tewnotepadcheapmockup1dc1.th.jpg[/IMG][/URL] Click pic for fullsize[/CENTER] [B][SIZE="5"]PIMP MY NOTEPAD[/SIZE][/B] And at the same time let's give the Notepad a little extra flair, and a dash of gameplay immersion while we're at it. The example I've included is a very quick mock-up, with the majority of the image stolen from Google, so don't take too much stock in it. It may need to be less colorful, or a little simpler in design, but you get the idea. Losing the boarded window format would require the use of alphas and maybe even a little hacking of the base code, but such is the price of beauty. [I]([B]Bonus idea![/B] Depending on your promotion's size and/or finances, the notepad's visuals could change with it. A tiny promotion on a shoestring budget would be using a coffee stained piece of refill pad or a crumpled napkin from Starbooks Coffee House, while an international fed with money coming out their ears could be using very high quality print paper, with their fed's initials printed on the top in gold foil.)[/I] Also, how about we get some [B]bold[/B] as a font option in there, for us to use and abuse? [SIZE="5"][B]TABBED PAGES[/B][/SIZE] Add a couple of tabs in notepad (that's what those overly bright bits of paper in my screen is supposed to be :P), so that you can seperate your information. For example, you could have "Storyline planning" on one page, "Reminders" on another, and one for "Miscellaneous." Use em however you want; either way it means less scrolling when you've got a lot of notes. [B][SIZE="5"]FOREGROUND FOCUS[/SIZE][/B] You might have noticed that I've made the windows sitting in the background darker (I dropped contrast down by, I believe, 40%). This is again another little trick to take the strain off your eyes, reducing all the information to the sides, while directing your attention to the current foreground window. But at the same time, details are still clear enough in the background, should you want to read any information from it. [I](P.S, I've done no screens or anything, but I'm thinking the third menu that could be visually altered is the business and finance section.. Throw some stats and graphs around in the background or something.. y'know what I'm gettin at)[/I] [CENTER][URL=http://img241.imageshack.us/my.php?image=tewyougotmailnb6.jpg][IMG]http://img241.imageshack.us/img241/6822/tewyougotmailnb6.th.jpg[/IMG][/URL] Click pic for fullsize[/CENTER] [B][SIZE="5"]YOU'VE GOT MAIL![/SIZE][/B] Pretty self-explanatory from the picture, but instead of waking up and having all the email be waiting in your inbox being your only option, you'd also recieve emails in "real time." Yes, this feature is [U]COMPLETE fluff[/U] so I won't defend it for anything more than it is. Either you think it's utterly void of any merit whatsoever, or you think the idea of randomly recieving emails from workers as you play is pretty cool and adds a lot to game immersion. Personally, thinking about suddenly getting an email from Tommy Cornell while I'm in the middle of looking through my roster makes me giggle like a school girl. If you can relate to that, read on and I'll explain how it can be done. You'd be forgiven for thinking that I'm about to suggest that we give the AI daily internet routines so worker's know when best to send you email, but it's nothing that ridiculous. It's actually very simple in concept. *Deep breath* [B]Firstly[/B] we'd give certain emails a classification of being "Time Sensitive" (TS). TS emails would be stuff such as negotiations, owner's goals, etc... the sort of stuff that you're expecting or you need it as soon as it comes in. Everything else (y'know, someone complaining about their push, etc) would be classified as "Everything Else." :P [B]Secondly[/B], before the day starts, if you have email waiting, the AI would run a little randomosity to determine whether or not to use the feature (so you're never expecting it). If false, it gives you all your email as usual. Nothing different. If true, it goes onto the next step. [B]Thirdly[/B], it checks to see how many non-TS emails you have. If none, it gives you all your email, if more than 0 it deducts one from your inbox (so if you had 3, it'd leave you with 2) and stores it in cache. [B]Fourthly[/B], it loads up the day as usual, and then after running a little randomized delay (so you can do a little bit of stuff, and it's less predictable) it pops up the [I]"you have just recieved new mail from..."[/I] box! But wait! what say you click "Next Day" before it has a chance to run out it's delay? In that case it a) marks it a TS email (so it can't be skipped again) then b) moves it from cache and gets it ready for your inbox when the next day loads. This way you're not going to miss out on any important emails you just gotta have immediately for great justice all because Crayon would like to see a silly little feature employed. The other thing is that when it pops up it can't stop whatever you're in the middle of doing. That could be an issue depending how the game is hardwired. Of course, if for some reason it was implemented (I don't really expect it, but gotta get these things out in the open eh) you may want a pop-up box that doesn't look so similar to Windows Messanger. Consult with your lawyers first :D ------------------------- I think it'll be little minor suggestions for the last day of my Journal tomorrow heh
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Didn't Adam say at one point it wasn't possible to select multiple item in a list with Ctrl/Alt/Shift in the programming language he's using ? I may be totally wrong on that, so don't quote me. It just feels like it's been asked before. For your other day 1 suggestions, it looks good. Not necessary, but somewhat useful especially for new players. I'm pretty sure some your visual suggestion (day 2) will get in just by looking at how WMMA was designed.
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(Day 3) Just various odds and ends, that I took note of while playing, in this last post. [I](Forgive any typos, but I'm in a bit of a rush and haven't been able to go back over it that well)[/I] [B][SIZE="5"]QUICK FILTER MATCH TYPES[/SIZE][/B] I remember reading something about quick filters for finding angles, but I don't recall matches. I would like some sorta method (in the form or a drop-down menu, list, box, checkboxes, whatever) to filter only matches involving N amount of people within one click. Other variables could be added I guess. [CENTER][URL=http://img291.imageshack.us/my.php?image=tewtooltipske4.jpg][IMG]http://img291.imageshack.us/img291/8846/tewtooltipske4.th.jpg[/IMG][/URL] Click pic for fullsize[/CENTER] [B][SIZE="5"]SAY "NANANA NAH..." TO THE HELP FILE[/SIZE][/B] I cribbed the idea off of a graphics app, so it's nowhere original, but it makes up in being awesome. The suggestion is that when you mouseover various information and buttons with, say, the X key pressed down, it'll pop up a little window explaining everything you need to know. If the mouse-button combo isn't possible have it be right click. This way new users don't have to go ctl-F'ing through a giant text file. Understandably this would most likely be quite an arduous job to accomplish (also, everything with a popup, would need to be distinguishable somehow.. mouse cursor change?). In the meanwhile, having a help button in-game that launches the text file Would be nice. At the very least, a shortcut link to it placed inside your TEW folder on your windows start menu. If using the non-mouse hover alternatives, a single-click anywhere on the screens should close it, so you don't have to find "close" box each time. [B][SIZE="5"]ALTERNATIVE FOR SELECTING MULTIPLE WORKERS[/SIZE][/B] If the limitations of the programming language prohibit the use ctl/alt/shift in conjuction of the mousebutton, like suggested, thankfully there are other options open to us. [B][U]1.[/U][/B] Checkboxes. Just tick them off, easy as pie. Drawback is it means more clutter on the screen. [B][U]2.[/U][/B] Take advantage of the right-mousebutton. Left click to select single (deselecting previous worker, as it does now), and right click to keep adding more to your selection. There is still hope, guys :) [B][SIZE="5"]WHERE'S MY NOTES?[/size][/B] Have notepad be available from anywhere within the game, with any window open. If it was un/dockable that'd be even better, but I'm guessing it's out side of this programming language's scope. [B][SIZE="5"]GIMMEE THOSE STATS BABY[/SIZE][/B] When choosing an announce team, it should display the relevant (or primary) stats in that window when you click on a worker, rather than having to navigate to skils & abilities. Also suggest using a selector box (eg. as used when you choose your Booking Team) instead of a drop down, making it easier to compare workers. Would also suggest that when choosing a booking team, it displays the relevant stats as well. Well, that's if they actually have any impact to their roles (maybe someone could enlighten me). To check if a worker has enough skills to be a good announcer, this would reduce 4 mouse-clicks down to 1. And to compare two workers announce skills, it's 2 mouseclicks down from 9! Add the overall ratings for a worker (currently hidden in my promotion > roster page) to the Skills and Abilities page as well. Just small icons or letters, easily seperate from all the others. Don't need more clutter. [B][SIZE="5"]PROFILE, LIKE, WHAM![/SIZE][/B] Double Clicking any name in a list would automatically bring up their profile. Saves having to move mouse back and forth. [CENTER][URL=http://img291.imageshack.us/my.php?image=tewskillswithbreakersmg7.jpg][IMG]http://img291.imageshack.us/img291/6343/tewskillswithbreakersmg7.th.jpg[/IMG][/URL] Click pic for fullsize[/CENTER] [B][SIZE="5"]EEK, MY EYES![/SIZE][/B] On the Skills and Ability page, all the different skill sets need to divided up more clearly. It's just a mass of letters at the moment. All it would take is a few well placed lines here and there (although, I'm certain it could be done in a much more appealing manner, that seemingly seperates them even moreso). Also, I'm wondering if this page could work in a statiticians view, as well? [B][SIZE="5"]CORRECT LINK-THROUGHS[/SIZE][/B] In Extreme Eye, double clicking on "[Worker] Needs to be assigned a push" would take you to the worker's page under Booking tab. "You have no storyline's running. Fans will expect some" would take you to the booking tab. [B][SIZE="5"]TEAM SELECT[/SIZE][/B] When adding tag team storylines, you should be able to select saved tag team combinations. At the moment you've gotta pull up the drop down menu for each participant. Which still needs to be an option, of course.. but it is pretty frustrating when you've got a team already in the databanks. A quick filter checkbox, for "only saved teams" would remedy this. [B][SIZE="5"]NO MORE BLOAT CLICKERY[/SIZE][/B] Unless it's sneakily hiding some background computing, drop the uneccessary "Storyline has been added" window. We've already been prompted whether or not we really wanna go ahead with it after all, so there shouldn't be any doubt as to whether or not it's done it's job. If you really gotta have some kind of confirmation, stick a little passive note in the right corner of the storyline menu, that dissapears after a delay, after you've been returned to it. I may have come across this in other areas of the game, but I can't recall for sure. [B][SIZE="5"]EXPAND BOOKING TEAM OPTIONS[/SIZE][/B] Instead of just being able to ask about a worker, I'd also like to be able to ask questions such a "Who's our best for promos?", "Who's pur best for ring-work?", etc. If suggestions from my first post made it into the game, this may become a moot point though. Booking Team could defeinitely use more to do though. [B][SIZE="5"]REVAMP TALK TO MENUS[/SIZE][/B] When talking to road agents and your booking team, there's a lot of dead screen going to waste. This could be used to throw in a list box, instead of a drop down menu (benefit: less clicks), and some stats, perhaps. [CENTER][URL=http://img291.imageshack.us/my.php?image=tewprofiledifferencefn6.jpg][IMG]http://img291.imageshack.us/img291/1561/tewprofiledifferencefn6.th.jpg[/IMG][/URL] Click pic for fullsize[/CENTER] [B][SIZE="5"]THERE IS NO SNOWSTORM. LESS WHITE[/SIZE][/B] In Worker's Profile, Category and Category Information are all the same color (Eg. Gender: Female. "Gender" and "Female" are currently both white). Change it up, to make a clear difference in text. Example provided isn't very good (may even make it look worse) but you see what I'm talking about. [B][SIZE="5"]BUTTON VISUAL TWEAK[/SIZE][/B] Very small thing, but is anyone else bugged that all buttons look indented (as in, already clicked in) as opposed to extruded? [B][SIZE="5"]INJURY INDICATOR[/SIZE][/B] Full Body model instead of/as well as ratings for showing damage in Physical menu. I know it's disgusting to think I'm suggesting something from Smackdown vs Raw, but it really is quick to tell what's going on at a glance. Plus it looks snazzy. Pretty Low Priority feature, though. [B][SIZE="5"]PWETTY BOARDERS[/SIZE][/B] A simple 1px line boarder around wrestler avatars. It makes things look much cleaner, so they intergrate nicely with the rest of the page.. And there should be no conflicting, coz as far as I see, no backgrounds used in cuts for mods have a boarder themselves. Could be done in code, or as a part of the background. [B][SIZE="5"]CLOSE / CANCEL[/SIZE][/B] Very nitpicky, but some for menus a "Cancel" button would make more sense than a "Close" one. Sure, technically it's correct but still on more than one occassion I've clicked that instead of "Save" thinking it'll do the trick. I may just be a tard though. Your own milage may vary. [B][SIZE="5"]BONUS: MAD SCIENTIST IDEA[/SIZE][/B] Okay, this may be crazy, but I'm just gonna throw it out there.. if TEW accepted .GIF's for worker pictures, and also let you select what background picture wanted to use, Modders would be able to save their cuts as a transparent GIF, and every picture would overlay onto whatever background of their choice. No more upgrading your backgrounds or having to create a new cut coz the only pictures you have aren't on the background you use! However, I'm not entirely sure about the edges of the transparency, and how smoothly they'd work with the background.. which is why it's just a hypothetical thought I'm putting out there for now. ------------------ Thanks for reading :)
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Hats off for this thread, really. I second almost everything crayon has said. I especially love all the fluff ideas. What TEW really needs is a lot more fluff. If those emails actually make it into the game, I promise to dance around a bit.
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Very, very nice suggestions on the interface, Crayon. Anything that cuts down on the number of mouse clicks in this game is a plus in my book. Anything that adds entertaining fluff is good, too. The ideas I like most, though, are the suggested changes to the roster screen. That mini-profile of the selected worker, alone, would save me gobs of time. Combining the functions of the "Creative" screen with the roster overview would double that, and make the game experience much more pleasant to boot.
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