[ui/0.99] Spelltraits from hero level-ups are confusing for multiple prereq spells (updated)

Bug one

 

When selecting spelltraits for my hero on levelup, I am experiencing some confusion caused by the UI.

There are certain spells in the game that require 2 spelltraits to activate. One example is Battlecry. Battlecry requires Life2 and Air2. However, when I hover over the spelltraits - assuming that I already have the other one - this one will show it as unlocking the spell.

This is an example screenshot that appears when I already have life2, and have the choice of unlocking air2 (hovering over Air2): http://i.snag.gy/rtKu1.jpg

This is very confusing for players that may think that the spelltraits differ in spell unlocks between each game (as there is no direct indication that the spell requires multiple spelltraits).


 

Bug two

 

Also note that if I hover over Life2 on that same level-up screen then the hover-over will display that Life2 is already granting me Battlecry. That information is just plain wrong since I don't have it yet. In addition, that particular bad information only appears if I have selected Air2 in the list (but not yet clicked OK to choose it).

Not currently selecting Air2, hovering over Life2: http://i.snag.gy/L0kim.jpg 

Currently selecting Air2, hovering over life2: http://i.snag.gy/v9lSz.jpg


 

Bug three

 

This is similar to the issue just above, but even worse. In this scenario, a champion has two level 1 spelltraits. Death1 and Earth1.

At upgrade, he receives the choice of upgrading both those to their next level, Death2 OR Earth2.

This is what it looks like when I hover over Earth 2 - all is as it should be: http://i.snag.gy/ee86d.jpg

But if I select Death2 (not choose it, just select it) then hovering over Earth2 at the same time will produce this: http://snag.gy/WpZd2.jpg

As you can see, it now shows Syphon Strength as a spell that I get from Earth2. Syphon Strength, of course, is a Death2 Earth2 spell. It will not be unlocked by selecting Earth2 because that means I only have Death1.

 

 

 


IF A SPELL HAS MULTIPLE PREREQUISITES, THIS NEEDS TO BE DISPLAYED IN THE SPELL POPUP UI ON HERO LEVELUP SCREEN. I understand and respect that UI space is limited, but in this case it is simply needed to prevent confusion.

 

 

18,633 views 31 replies
Reply #1 Top

Here is a mockup of a minimalist way to put the information in that part of the UI. It only takes 12-15 extra pixels of height.

Reply #2 Top

Small suggestion: move spells that won't immediately be unlocked to the very end and have their icons greyed out. Also, don't show the requirement message if that trait will actually unlock it thanks to already having the partner.

Reply #3 Top

Quoting Madcatter, reply 2
Small suggestion: move spells that won't immediately be unlocked to the very end and have their icons greyed out.
End of Madcatter's quote

Currently spells that won't immediately be unlocked are hidden completely. This is necessary to conserve UI space - otherwise level 2 traits would have 6 spells each on display (Death2 and Air2 has 7)

Quoting Madcatter, reply 2
Also, don't show the requirement message if that trait will actually unlock it thanks to already having the partner.
End of Madcatter's quote

I'm not sure what you mean by this. This is exactly the point I'm trying to make - if selecting an additional trait unlocks a "combination" spell it SHOULD display the text so the player understands what it is.

Reply #4 Top

Oh. Misread the issue as spells appearing even if they won't unlock and that sorta makes my last suggestion nonsensical. Derp.

 

Yeah I suppose that would be helpful if the temporary ghost trait is showing you spells you don't have when looking at that trait's spell-list. Maybe have a message that changes depending on the context? i.e. If looking at Life2, you'd see "Only unlocked if Air 2 is obtained" in eye-catching red or something. In Air 2's list you could also stick the message that this is added thanks to already possessing Life 2, but doesn't seem as necessary besides letting the player know why they're getting something.

Reply #5 Top

Agreed HeavenFall, very good thinking.

Sincerely
~ Kongdej

Reply #6 Top

Good catch Hf. I never even look at the UI for this as I know what spells are unlocked by what. But for the new player that don't use xml for bedtime stories, how would they know? Seems like we can prevent alot of user frustration by displaying this more clearly. Also, what happens when you need a non-spellbook trait to unlock a spell? It would be great to see the other things needed for a spell to unlock. Especially for new users who are trying to make important choices.

Reply #7 Top

This would be great!  +1

Reply #8 Top

Quoting seanw3, reply 7
Good catch Hf. I never even look at the UI for this as I know what spells are unlocked by what. But for the new player that don't use xml for bedtime stories, how would they know? Seems like we can prevent alot of user frustration by displaying this more clearly. Also, what happens when you need a non-spellbook trait to unlock a spell? It would be great to see the other things needed for a spell to unlock. Especially for new users who are trying to make important choices.
End of seanw3's quote

Exactly, I'm trying to see it from the perspective of someone new to the game. The fact is there are ~15 combination spells and the level-up UI isn't built to support them right now. Plus, this would expose some underlying depth that the game does have to all players.

Beta 5 addition?

Reply #9 Top

You wouldn't even need the extra pixels of height if you had the text changed to grey and semi-transparent...overlay it right over the spell itself.

 

 

Reply #10 Top

Quoting GFireflyE, reply 10
You wouldn't even need the extra pixels of height if you had the text changed to grey and semi-transparent...overlay it right over the spell itself.

 
End of GFireflyE's quote

Hmm... overlay can create other issues though, such as text being unreadable. Or maybe I am not getting what you mean?

Reply #11 Top

Quoting Heavenfall, reply 11



Quoting GFireflyE,
reply 10
You wouldn't even need the extra pixels of height if you had the text changed to grey and semi-transparent...overlay it right over the spell itself.

 


Hmm... overlay can create other issues though, such as text being unreadable. Or maybe I am not getting what you mean?
End of Heavenfall's quote

You got what I meant...and that definately can be a concern. Idea is to show the spell 'stamped out' with the qualification overlaid. Then there is no confusing the issue. You can't cast the spell...and this is why.

I just give the ideas....I don't implement them. ;)

Reply #12 Top

I have updated the original post with a third bug I discovered today.

Reply #13 Top

Also the top level description is completely redundant now. Don't tell me that the trait gives spells like X and Y when you display all spells below anyway!

Reply #14 Top

I like it, Heavenfall.  All the information you need, presented in an easy to access and read fashion.  Get it, then make your choice knowing what each choice means.

Reply #15 Top

Quoting Heavenfall, reply 13
I have updated the original post with a third bug I discovered today.
End of Heavenfall's quote

Nice catch

Sincerely
~ Kongdej

Reply #16 Top

These issues are still in 0.980

Reply #17 Top

Issues persist 0.981

Reply #18 Top

Ruthless bump.

Reply #19 Top

A Wild Kongdej appears... Rawr

Reply #20 Top

I didn't even realize there were combination spells.  cool.

Reply #21 Top

Quoting Kongdej, reply 20
A Wild Kongdej appears... Rawr
End of Kongdej's quote

RUN AWAY! RUN AWAY! 

Reply #22 Top

Stand fast!

Reply #23 Top

Fight the good fight!!

Reply #24 Top

*Uses Recall Scroll*  :ninja:

Reply #25 Top

Quoting Ausland, reply 21
I didn't even realize there were combination spells.  cool.
End of Ausland's quote

Same here. Seeing the prerequisites would be very handy for being strategic with my level up choices.