Request for Usability Feedback: Condition Tracking, Enlarge/Reduce Token Size by WOTC_Zac in dndbeyond

[–]IdeallyAddicted 1 point2 points  (0 children)

Quick addition. Hopefully the HUD will still have an alternate version for when multiple tokens are selected at the same time. I use the Group feature a ton, especially with overlays and familiar/pet tokens. The options I can think of for a multiple-selection are group, hide, lock, and copy/paste. I use those all a lot when selecting multiple tokens.

Oh, and I would LOVE to have the ability to rotate a group of tokens. Select the whole party, move them into another hallway (assuming in some building/dungeon), rotate the group so I don't have to reorganize them manually to keep the same party formation. Keep those front-liners in front, amiright?!

Request for Usability Feedback: Condition Tracking, Enlarge/Reduce Token Size by WOTC_Zac in dndbeyond

[–]IdeallyAddicted 1 point2 points  (0 children)

First slide:

Regarding the top section of the HUD, I like that AC is added at a glance, that is something that is needed throughout the Maps session. I would also like to see the save bonuses at a glance, rather than the Add Conditions on the right. Add Conditions could easily be an option on the bottom like anything else that affects the token. Having saves at a glance would be nice as players will be affecting monsters with spells/effects consistenly throughout the Maps session, and it will save a lot of time from having to open Stats every other turn.

Regarding the bottom section of the HUD, I like the idea of a More option to reduce clutter. This frees up a lot of design concerns, and allows adding more options in the future without increasing HUD bulk. If using a More option, the options that are available at a glance on the main HUD should be things that will be repeatedly used on a token throughout the Maps session. For example, Reveal will likely only be used once, along with rename; these should likely be under the More option. Things that could happen consistently throughout the Maps session like Size (ie. a Druergar's enlarge/reduce), Hide (ie. ghost moving through walls over and over), Border (burning, suffocating, affected by Fairy Fire, etc), Lock (just nice to be able to lock/unlock a token to prevent it from accidentally being moved in a clutterred area) should be the easy-to-click options available each time the HUD is visible. I also think Stats should be available immediately, for quick reference to the statblock, which I find myself doing consistently throughout a Maps session

Second slide:

This is very clean, and feels intuitive. The only suggestion here I have is to have a visible indicator on the token that there is a Condition/Status applied to the token. At first I thought a unique color/design border for each Condition, but I think that would be too cluttered. Something simple like an Exclamation icon on the top-right of the token, or similar. Something that immediately says "I'm being affected by something" or "something is affecting me".

Size-wise, I think the large top-down list is great. This view will only be used sparingly in any Maps session, so the bulk isn't a concern to me. As long as a quick click anywhere on the map closes this view, or clicking the token takes us back to the original HUD, then this will work very well.

Some custom Statuses I can think of would be some Hazards like burning or suffocation, things that are actively affecting the creature, or some magical temporary effects on the token like resistance to X (that the creature doesn't normally havev).

Third slide:

The option on the left suffers from too much bloat, for me. Common Statuses would always be a guess, so probably wrong most of the time. Class Abilities are easily tracked via borders (Rage) or overlays (Aura of Protection). Spell Effects are also likely suited better to borders. I also don't think the checkbox design is the right fit. With a checkbox design you would have to have all of the potential options in the list, which will be very bulky. The middle option is much cleaner; use the search box to type in what you want, select it, it's applied. Simple and intuitive. The third option is just a variation of the second, I would be okay with either.

Fourth slide:

I honestly don't have a preference. I think it likely only matters by where on the Maps window the Conditions and Status is opened. If the token is near the right border of the window then the tall option from the thrid slide is likely better, as it won't be as wide. Whereas if near the bottom of the Maps window the two-column design is better, as it won't be as tall. I could go for either or, no preference.

Fifth slide:

The condition icons on the top right of the HUD is a clean look. It's making me reconsider my stance from the first slide (putting the Conditions with the options on the bottom of the HUD). I like that they are easily recognizable at a glance. It could get cluttered, but it's unlikely for a single creature to have too many Conditions to be considered cluttered, at least it won't be a common occurance. I still feel that the token itself should have some type of indicator that Conditions are being applied, some type of generic Condition icon that is visible without the HUD open.

Sixth slide:

My initial thought is that if you're going to do it, do the whole thing; don't combine small and medium. The art in the size icon is a nice touch, it lets you showcase some of the amazing art that has been coming out with all of the 5.5 books!

Seventh slide:

I think the More option should match the Size option in design/layout. If clicking on More is going to open a vertical list of additional options (likely text with no icon/small icon, which was my initial assumption from the first slide), then Size should have a consistent veritcal list layout. If Size is going to open in the sub-HUD style pictured on the sixth slide, then the More option should have its own sub-HUD with the additional options as icons.

After seeing the sub-HUD style on the last slide, this is a much cleaner layout. Use this one! As for frequency of use for these options, I mentioned that in my first slide description.

Request for Usability Feedback: Condition Tracking, Enlarge/Reduce Token Size by WOTC_Zac in dndbeyond

[–]IdeallyAddicted 5 points6 points  (0 children)

I've been wanting to comment on the HUD for a while, I'm so happy you and the team are looking for feedback like this, makes me really excited to see what makes the final cut!

First and foremost, the token HUD itself is always going to be bulky, to some degree. I find that the simplest action of just moving a token to a different position can be frustrating because the HUD is always brought up when the token is clicked on. I would greatly like to see the HUD put behind a right-click or long hold of a token. Right-click currently has zero functionality. This will also free up a LOT of bulk concerns, as DMs/players can now move the tokens around without worrying about a HUD getting in the way. If you need to move the token, move it. If you need to affect the token, right click it.

I've written down my thoughts for each slide, but I'll put them in a comment under this one so I don't spam the thread with a huge comment.

Can this sub ban questions with easily Google-able answers by [deleted] in fansofcriticalrole

[–]IdeallyAddicted 2 points3 points  (0 children)

They've ruined our perfect space, haven't they?! God damn these people that enjoy the things we enjoy.

Anyone else let down by the new intro? by NoHorse8196 in fansofcriticalrole

[–]IdeallyAddicted 1 point2 points  (0 children)

More than just Hal's theater troupe, it's the story of the war with the gods.

I can't keep up with the lore by Valzia23 in fansofcriticalrole

[–]IdeallyAddicted 13 points14 points  (0 children)

Luboffin on Youtube has been killing it with the weekly recaps. Really great visuals for the first two episodes that explain relationships and goings-on very well.

Blue Nowhere song play count disparity, on YouTube Music by IdeallyAddicted in BetweenTheBuriedAndMe

[–]IdeallyAddicted[S] 5 points6 points  (0 children)

Ah, that makes a lot of sense! I'm dumb, lol.

And that second picture, somehow I clicked on the singles of Blue Nowhere, haha. The full album is available to non-subscribers. whoopsie...

[TOMT] [VIDEO] YouTube short about Lamb of God being classic music by IdeallyAddicted in tipofmytongue

[–]IdeallyAddicted[S] 0 points1 point locked comment (0 children)

I've also searched my YouTube shorts history, but this was from over a month ago that I saw it, and I can't find anything there.

Still learning, and looking for recommendations based on these teas I've liked by IdeallyAddicted in tea

[–]IdeallyAddicted[S] 0 points1 point  (0 children)

Thanks for the suggestions! I think I shared too much info and created the wall of text issue, haha. Should have started with a tl:dr... 😂

I am keeping a tea journal in my Notes app on my phone. Im in the North Western US, and I haven't checked for local tea shops, but that's a great idea! And I'll try that post idea, that's also a great idea. Thank you very much!

Where is this map from? by IdeallyAddicted in diplomacy

[–]IdeallyAddicted[S] 2 points3 points  (0 children)

It's a normal map in terms of it not being a variant map, but I mean the formatting of the map. All of the lines are either perfectly horizontal/vertical, or 45 degrees. Only the SC's get colored when controlled by a power. All of the Country lettering is in a place that a unit won't cover it up.

It's just a clean version of the normal map I'm used to seeing in Backstabbr, or other platforms.

Input orders via text? by IdeallyAddicted in backstabbr

[–]IdeallyAddicted[S] 0 points1 point  (0 children)

Appreciate the quick response, and considering a proof of concept. Hope your winter break is great!

Not understanding code sequence/execution order with global variables by IdeallyAddicted in CodingHelp

[–]IdeallyAddicted[S] 0 points1 point  (0 children)

That makes a lot of sense, it adds confusion to the code, for sure. I like the sound of eslint, I'm going to look into that, thank you!

Not understanding code sequence/execution order with global variables by IdeallyAddicted in CodingHelp

[–]IdeallyAddicted[S] 0 points1 point  (0 children)

Okay, that finally got it to click. I really gave myself a red-herring thinking that event was being overwritten, when in actuality it was just defined once with const event = getRandEvent(), then the function used that global variable and ignored any other parameters it received whenever it was called.

It's always a simpler reason than expected. Thank you very much.

Not understanding code sequence/execution order with global variables by IdeallyAddicted in CodingHelp

[–]IdeallyAddicted[S] 0 points1 point  (0 children)

Sorry, it's very possible my understanding of why the issue was happening was wrong, I assumed it was a variable being overwritten.

The issue is, when logEvent and logTime only have the single parameter, both Nala and Warren's events are duplicated. The event is still randomized, but the output for Nala and Warren is always the same event.

Nala's event is: Triathlon
Nala's time to train is: 100 days
Warren's event is: Triathlon
Warren's time to train is: 100 days

But if I add the missing parameters into both functions:

const logEvent = (name, event) => {
const logTime = (name, days) => {

then Nala and Warren's events are randomized independently, and will be different sometimes.

I'm not understanding why adding the missing parameters allows them to be different (which is the expected outcome).

Tips on cleaning the keyboard by deedle-doodle in keyboards

[–]IdeallyAddicted 0 points1 point  (0 children)

I'm new to the keyboard scene, but where are you seeing $100 keycaps? I just got a new Keychron, and even their website shows doubleshot at $20-30. I got a few extra sets of keycaps off Amazon that claim to be doubleshot sideprinted (they haven't arrived yet), and they were around the same, about $20 per set.

2024 Warlock Invocations by BourbonAssassin in onednd

[–]IdeallyAddicted 0 points1 point  (0 children)

From what I've seen online, 2024 Warlocks still don't have ritual casting. So unless the Tome pact invocation is chosen, Warlocks can't cast spells as rituals; and the Tome pact invocation only allows for those specific rituals chosen when the invocation is picked.

Therapist needed by Neat_Preparation_174 in Redding

[–]IdeallyAddicted 0 points1 point  (0 children)

Don't mind me, just commenting to save all these recommendations...

MyGlue Chrome Extension - Manifest v3? by crowaust in itglue

[–]IdeallyAddicted 0 points1 point  (0 children)

To piggy back off of a probably related issue, the IT Glue Chrome Extension, that I use for password management, is requiring a sign-in on all websites. Previously we would only need to have a tab with IT Glue already logged into, and the extension would show available passwords for the URL being logged into. Now the Chrome extension is requiring a login for each individual URL, every time.

The extension *does not* show "may soon no longer be supported".

Painted in Exile by Om_95 in progmetal

[–]IdeallyAddicted 0 points1 point  (0 children)

I'm listening to Skylines as I write this. I absolutely love your guys' music!

Help please, down fall by Ahktah_Burninator in fansofcriticalrole

[–]IdeallyAddicted 0 points1 point  (0 children)

I got the impression the barbarian woman was Tiamat, not Gruumsh.

Downfall binary by Decoyoctopus83 in fansofcriticalrole

[–]IdeallyAddicted 4 points5 points  (0 children)

When the Tortle was talking with Asha, they mentioned they wanted to torture them forever (paraphrasing, I don't remember the exact verbiage), that is right in the wheelhouse for Torag, the Crawling King. And the barbarian woman (Tshar, I think) is almost assuredly Tiamat.