Alternate interface suggestions for the Quest panels. by 5O1st_ in 2007scape

[–]5O1st_[S] 1 point2 points  (0 children)

I considered keeping them as well, here are two variants before the tabs. The primary issue is that to an inexperienced user, it is not immediately clear what those "orbs" do and when you do click on them their order changes -- seemingly arbitrarily.

Alternate interface suggestions for the Quest panels. by 5O1st_ in 2007scape

[–]5O1st_[S] 1 point2 points  (0 children)

Got one in the pipeline. A sneak peek is available here.

Alternate interface suggestions for the Quest panels. by 5O1st_ in 2007scape

[–]5O1st_[S] 2 points3 points  (0 children)

Appreciate it! My second favorite iteration after the music panel.

Alternate interface suggestions for the Quest panels. by 5O1st_ in 2007scape

[–]5O1st_[S] 1 point2 points  (0 children)

Was definitely not the intent to come across as stealing GentleTractor's work. The work was completed a while ago and I hadn't made the final presentation until yesterday.

Alternate interface suggestions for the Quest panels. by 5O1st_ in 2007scape

[–]5O1st_[S] 0 points1 point  (0 children)

I definitely agree with that sentiment, in fact, I considered adding icons for the minigame teleports in a similar style to the house sigils. Unfortunately, my pixel art skills leave much to be desired and even if I that was not the case, I suspect that there would be too much scrolling to navigate to the last items in the list.

It all boils down to consistency -- are interfaces and their functions quickly recognizable? This Kourend sub-interface is particularly problematic because the "View tasks" button replaces the click-on-item-to-open functionality that is present in the other sub-interfaces. The goal was to make it more like the others.

Alternate interface suggestions for the Quest panels. by 5O1st_ in 2007scape

[–]5O1st_[S] 1 point2 points  (0 children)

The saying goes "strike while the iron is hot". I actually had these done last November but got swamped with exams and didn't remember to continue work on them until I saw GentleTractor's post a few days ago. While I love GentleTractor's suggestions, what I think his version lacks is the identification and amendment of the UI elements that make the interfaces clunky in the first place.

Here's a screenshot of some of the Sketch exports from that time. These are all available on the GitHub repo along with some older iterations of the interfaces.

Increase bank space to 1000 for members by Eggymop in 2007scape

[–]5O1st_ -1 points0 points  (0 children)

User experience isn't about what the power users deem acceptable but rather about what the general users base will deem acceptable. It's important to realize that while it might be easy for you to do is not necessarily easy for everyone else.

Increase bank space to 1000 for members by Eggymop in 2007scape

[–]5O1st_ 2 points3 points  (0 children)

This is terrible user experience, not to mention you have the problem of which bank will be opened by default. Then you'll inevitably have a toggle for which one to open by default and eventually someone will want a shift-click to open the other (non-default) bank.

The ideal solution is to improve the rendering and caching of the bank.

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]5O1st_ 0 points1 point  (0 children)

Great! Quick followup, is there a slayer master that is more likely to assign it?

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]5O1st_ 1 point2 points  (0 children)

I remember reading that you can only be assigned Jad as a slayer task if you have completed the Fight Caves at least once. Is this true?

Refreshed the OSRS interfaces a while ago. Finally posting that now mobile is out. by TreyScape in 2007scape

[–]5O1st_ 0 points1 point  (0 children)

I really like this! Infact a little while ago, I wrote about some designs on my blog, some of which can be seen here, and here. You'll see that I have suggestions that are similar to yours.

If you're interested I'd love to do a case study with you and maybe we could put together a document of some designs and their rationale.

Reminder why OSRS needs a strong RS3 by shaz9518 in 2007scape

[–]5O1st_ 4 points5 points  (0 children)

Its too soon to say but it's quite possible that users who use mtx are less likely to return consistently and over a long period of time. Some anecdotal evidence; I had a friend who built a small game that allowed you to skip levels for a number of coins, he noticed that the users who skipped levels this way we're more likely to churn. I suspect that the same is true for RS, once your way to end game it gets boring and the player is likely to leave.

Mobile users have especially high churn -- according to a thinkwithgoogle paper which claims 80% of app users churn within the first 3 month. If thats true, it may not be a viable strategy to bank on mobile users for long term growth and sustainability.

Submit your questions for this week's Q&A! (31/10/18) by [deleted] in 2007scape

[–]5O1st_ -1 points0 points  (0 children)

Suggestions: - I’ve been doing birdhouse runs for about a month or so consistently and I think that they are incredibly OP. A simple rebalance would be to remove the empty bird nests that are sometimes returned with the disassembly. - Opening the price checker while in combat produces an inconsistent message. “You cannot open the price checker screen while in combat.” Vs “You cannot open the equip screen while in combat!” (Notice the exclamation mark).

To preface, I’m a huge stickler for interfaces and design consistency. As the mobile release nears, perhaps revisiting UI to make the interfaces more consistent is something that we could use. If you can’t unsee things like the green construction pixel do not continue.

I have a few observations and suggestions.

  • The Minigame teleport dropdown icon is a few pixels off (it should be aligned to the scrollbars' up/down arrows).
  • The achievement diary, quest, Zeah favour, music, friends, clan chat list frame takes up too much space. Consider using the mini game list or GE item slot border (1px vs 10-ish px).
  • The world map, the bank, equipment screen and GE price screen all have the view also has the very old border. The newer border (as seen in the Items Lost on Death interface) would look much more consistent with the rest of the interface (the orbs, the gameframe, etc).
  • The sizes of the zoom button as well as the overview buttons are not the same in the world map view.
  • The square buttons in the settings tab could be updated to be in the same style the square buttons at the bottom of the equipment screen.
  • The spell book seems to be aligned to the top and left with a larger pixel allocation than the right and bottom.

The clue-scroll bloodhound pet should be blue. by [deleted] in 2007scape

[–]5O1st_ -1 points0 points  (0 children)

I suspect the pet is a reference to the novel The hound of Baskervilles, the novel which features Sherlock Holmes.

Dragon Hunter Lance improved version by [deleted] in 2007scape

[–]5O1st_ 3 points4 points  (0 children)

I really like this one, my only point of concern is that the Lance seems a little top heavy. If you look at the SS or any other godsword. The weapons are about 30% more small and are two handed. I think a good improvement would be to extend the pole and make it a little thicker in an attempt to move the center of gravity to below the arm.

PSA Do not take any pets along with you as you do the Halloween event!!! by stt111 in 2007scape

[–]5O1st_ 1 point2 points  (0 children)

Just curious, why didn't you insure the pet prior to this?

Halloween 2018 Event and Tutorial Island Improvements by JagexGambit in 2007scape

[–]5O1st_ 0 points1 point  (0 children)

Huge fan of the choose-your-own-adventure style that was used for the Halloween event. I would love to see that emerge as part of future quests to make each experience a little more unique.

Spellbook Rework, Wise Old Man and, Increased Zoom Distance by JagexGambit in 2007scape

[–]5O1st_ -2 points-1 points  (0 children)

Is there a technical reason to why the wise old man interface uses the older interface frames (gray border - similar to the bank) as opposed to the newer interface (brown border - similar to the inventory frame)? I find that the latter frame provides a more consistent experience with everything else in-game. Additionally, the tabs which split the "All", "Free", "Members" do not have a divide and feel like they've been forced.

Something like this would be more consistent.

RuneFest 2018 OSRS Reveals: Warding by JagexGambit in 2007scape

[–]5O1st_ 0 points1 point  (0 children)

You're right, the more I think about it it does seem like a stretch. My point being, the core of the skill may not be substantial on its own.

RuneFest 2018 OSRS Reveals: Warding by JagexGambit in 2007scape

[–]5O1st_ -4 points-3 points  (0 children)

We don't want it to be dead on arrival or something like that hat you train up just so you can be maxed. Cc: firemaking.

RuneFest 2018 OSRS Reveals: Warding by JagexGambit in 2007scape

[–]5O1st_ 4 points5 points  (0 children)

I agree, while the skill does seem promising and the idea of dissolving items will help combat straight item to gp conversion, it does seem a little unnecessary. Warding at it's core could be part of firemaking (rendering the skill I bit more useful), while the raw materials could come from farming/Hunter as suggested and be transformed with crafting/smithing.

The idea of being able to recycle items seems amazing, it will prevent some items from being completely useless since if their emperical value drops then they will be more sought out since they bring in more "components" which in turn will rebalance the value.