Bounties.... and injuries

BlackWolf

Landscape Designer
Joined
Dec 14, 2007
Messages
1,217
Location
Lappeenranta, Finland (Wolf territory)
I allready made suggestion of injuries but... then collided to this...
2 7063 B 33 The Bots 765,904 0 0 0 0 85 16th Dec 15:00 0 12%
Ok i dont know where this game is going but i have bounty on a bot.
I think thats ridiculous.
Its stupid to be fair.
And still i hate how this injury system is shown...
If 20 different units are killed on 2 ticks you get total of 40 different units to your oview and hiring page as returning ones...
huh!
 

Bobbin

Head Gardener
Joined
Dec 14, 2007
Messages
476
Location
Bracknell, Berkshire, England
Re: Bounties.... and injuries

BlackWolf said:
I allready made suggestion of injuries but... then collided to this...
2 7063 B 33 The Bots 765,904 0 0 0 0 85 16th Dec 15:00 0 12%
Ok i dont know where this game is going but i have bounty on a bot.
I think thats ridiculous.
Its stupid to be fair.
And still i hate how this injury system is shown...
If 20 different units are killed on 2 ticks you get total of 40 different units to your oview and hiring page as returning ones...
huh!

Yeah...

So?...

Just collapse the section, and open it when you want to read it. Problem solved.
 

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
Re: Bounties.... and injuries

What's the problem having bounty on a bot? Was the same last round (when everybody had a bounty).

As for the injurylist... who cares if it's a mile long, collaps it if you find it akward, and just check in to see when your next influx of staff is? I played a briber last round, and I had at least 31 different types of staff at one time... wasn't that hard to use the military-page even then.
 

Souls

Official Helper
Joined
Dec 14, 2007
Messages
837
Re: Bounties.... and injuries

They are. They're telling you to collapse it if you don't like how long it is. You're just blowing them off in a condescending manner. :p

It could be rearranged to say something along the lines of:

[Unit] [Amount] [Ticks back]

Where ticks back is ALL the ticks you'll get some of them, so it combines them all on to one line. You won't get an exact specification of how many (unless there's a way to make the HTML box thing display when you hover over it, or something), but it'll be less cluttered.
 

Azzer

Administrator
Staff member
Administrator
Joined
Dec 13, 2007
Messages
1,215
Re: Bounties.... and injuries

I think BlackWolf's point is that while the overview section can be collapsed, the section on hiring (bottom of the hiring page below the actual hiring form) cannot be collapsed - it simply lists every injury in order of the return time (returning soonest = top of list), and this could be seen as spammy.

The problem is I want to make it clear to people they do have those injuries - if I only showed when the next batch of say gardeners were returning, and it was 50 gardeners, but 8 ticks after that another 1,000,000 gardeners were returning, I want people to be able to see that clearly without paniccing and thinking "Only 50 injured gardeners!?!?". So at the moment it displays them all. I will work on a nicer alternative perhaps javascript based... eg something like;
Code:
Unit          Amount   Eta 
Gardener      100      5
 + see more
Harvester     50       5
 + see more
Ninja         300,000  9
Assassin      200,000  9
Secret Agent  500,000  9

Clicking on +see more doesn't refresh the page, it just uses javascript to show a bit of data already loaded but currently minimised so if you clicked see more on the gardeners you'd get;

Code:
Unit          Amount   Eta 
Gardener      100      5
              70       6
              50       7
              750,000  9
 - hide more
Harvester     50       5
 + see more
Ninja         300,000  9
Assassin      200,000  9
Secret Agent  500,000  9

And you could click on "+see more" for the harvesters too resulting in;

Code:
Unit          Amount   Eta 
Gardener      100      5
              70       6
              50       7
              750,000  9
 - hide more
Harvester     50       5
              30       6
              10       7
              90,000   9
 - hide more
Ninja         300,000  9
Assassin      200,000  9
Secret Agent  500,000  9

And clicking -hide more simply shrinks that section back down again. How's that sound, BW?
 

BlackWolf

Landscape Designer
Joined
Dec 14, 2007
Messages
1,217
Location
Lappeenranta, Finland (Wolf territory)
Re: Bounties.... and injuries

Sounds awesome!
I will make small suggestion by copying your list...
Code:
Unit          Amount   Eta
Gardener      100      5
              70       6
              50       7
              750,000  9

Now could it looks like this...
Unit          Amount   Eta
Gardener      750,220  ?  
              100      5
              70       6
              50       7
              750,000  9
So you could see on first glance total amount of injured units you have coming back.
And could check ETAs and exact amounts by that +see more system.
Its just idea. Thats ? is there cause couldnt figure anything to add to it... maby ETA range... or something.
 

Bobbin

Head Gardener
Joined
Dec 14, 2007
Messages
476
Location
Bracknell, Berkshire, England
Re: Bounties.... and injuries

BlackWolf said:
Sounds awesome!
I will make small suggestion by copying your list...
Code:
Unit          Amount   Eta
Gardener      100      5
              70       6
              50       7
              750,000  9

Now could it looks like this...
Unit          Amount   Eta
Gardener      750,220  ?  
              100      5
              70       6
              50       7
              750,000  9
So you could see on first glance total amount of injured units you have coming back.
And could check ETAs and exact amounts by that +see more system.
Its just idea.

Which is a good Idea...

Maybe instead of a ?... The Highest ETA you have returning in that space instead :)
 

MattM

Tree Surgeon
Community Operator
Joined
Dec 14, 2007
Messages
717
Location
Oxford, England
Re: Bounties.... and injuries

I like BWs suggestion here, it would definitely make it easier to see at a glance, what units you have returning; useful when you're in a hurry to work out what troops you need to buy!
 

DR4545

Pruner
Joined
Dec 14, 2007
Messages
92
Re: Bounties.... and injuries

Yes well on another comment made, I do find it funny how I now get bounty for bashing the same person over and over, with really no penalty. I'm not really complaining that there should be a penalty, it's just funny that there's an actual incentive.
 

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
Re: Bounties.... and injuries

DR4545 said:
Yes well on another comment made, I do find it funny how I now get bounty for bashing the same person over and over, with really no penalty. I'm not really complaining that there should be a penalty, it's just funny that there's an actual incentive.

He must have hurt you first, so until you're even, you get bounty. Fair enough: Don't get mad, get even!
 

Davis

Tree Surgeon
Joined
Dec 14, 2007
Messages
516
Location
usa
Re: Bounties.... and injuries

Bobbin said:
BlackWolf said:
Sounds awesome!
I will make small suggestion by copying your list...
Code:
Unit          Amount   Eta
Gardener      100      5
              70       6
              50       7
              750,000  9

Now could it looks like this...
Unit          Amount   Eta
Gardener      750,220  ?  
              100      5
              70       6
              50       7
              750,000  9
So you could see on first glance total amount of injured units you have coming back.
And could check ETAs and exact amounts by that +see more system.
Its just idea.

Which is a good Idea...

Maybe instead of a ?... The Highest ETA you have returning in that space instead :)
I like the ?, it could be confusing to some people to see hey those died a long time ago why are they eta 12 returning :S maybe have it have the lowest then a - then the highest in this case
Code:
Unit          Amount   Eta
Gardener      750,220  5-9
I don't know it could make people think they will all get home a lot later than they should be?
 
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