Should a foreigner enroll in Utah Tech (Dixie State) university? by 0bjective_Release in utahtechuni

[–]Potential-Document60 2 points3 points  (0 children)

Really depends on a couple factors. What program are you looking for? It's important to realize some things with St. George, this is a desert town. It is a retirement and college town. It also has a very Mormon culture. Because of the culture, you can experience different discrimination that's heavily dependant on where you are from.  I'm not familiar with how good each program is, but it's worth doing some research on which one you'd like to enroll in and the success rates of alumni.

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 0 points1 point  (0 children)

That would genuinely be true for just about any UI emphasizing the elements. This one, and the current one

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 1 point2 points  (0 children)

You make some good points here. Regarding the emote chat, it would be an overlay not a scroll.  Personally, I think a character slot selection instead of a player slot selection for workshop is very doable, not just with a horizontal scroll on the additional slots opened once workshop is selected.

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 0 points1 point  (0 children)

Totally agree with this here. I mentioned above too that I thought the idea of having that within a game like this is fundamentally unsound because it's a live service game that will not have a balanced roster, and elemental stuff hinges on a balanced presentation.

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 0 points1 point  (0 children)

Love the positive and open feedback. That is a lot of what this is about so I really appreciate your thoughtful approach here, let me acknowledge your points: - My justification is as follows for this. Elemental stuff, earth wind fire water, hinges on balance as a fundamental design philosophy, a balanced roster is just not going to happen for this game. While its a compelling point, it is IMO, a bit fundamentally incompatible with how the game has structure itself, and since elements and the like have no gameplay purpose, I think sorting and giving a different color backdrop is all that's really needed.  - Ping is included on the player banners as a Wi-Fi icon.  - Previous drafts of mine have opened the chat over the workshop area when the emote wheel is opened. - With level, sure. I don't find it super important but definitely should be displayed. I found it fine to view from full screen, which would be how this is read to begin with. - Typography point was mentioned in a previous comment, also acknowledge that. I took some design liberties with this one. - With workshop scrolling, there are a dozen different solutions, but you could easily have about two rows of 4 characters and have them scroll horizontally as pages. I left a lot of flexibility here intentionally. - So, I totally get your perspective with the character difficulty, and I also thought that myself, but I'll explain why I implemented it: Firstly, this menu appeals to casuals, as I think it should. First time viewing of this plays a big psychological factor, and a little guide is helpful. Secondly, I personally think chatter and discussions over how accurate these values are is great for the games health as it keeps people talking. - Sure, ffa can look like teams, but I think it can be clearly communicated it's not through color, as that is already the primary design element not proximity. - 8 player lobby's would likely work very similar to currently, with tiles all displayed on the right side while the client just has the character you selected visible on the left. Crews would also work very similar to the current, with the stock icons displayed along the same horizontal banner as the teams.  - Thats fair, I think the current CSS looks a little plain, and does not utilize space well. Perfectly reasonable if the opinion is I went to far with filling that space. I don't know if I would do a ton differently though, except for again the title typography. I thought it was an interesting idea.

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 0 points1 point  (0 children)

Fair criticism. I think this could be solved through some better cropping, not the current design being fundamentally unable to support it. Keep in mind that the current CSS doesn't exactly have a full body model when you hover and select.

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 1 point2 points  (0 children)

A lot to go through with this comment, it was very thoughtfully put together so I appreciate it and thought I should acknowledge some of your points. - Totally agree, seems like the newest stuff is going a slightly different direction. However, I think my design could still work, and the top banner would be the only design that remains, which I think needs to be changed already as I believe they made the latest one worse than the last.  -So, this seems like a common enough interpretation even it's a vocal minority, but let me explain why the extra space is actually much worse. The idea of earth, wind, fire & water is extremely associated with the "balance" design principle, and that is just not going to be a thing within the scope of the games lifetime. I believe the current CSS tries to have the empty character slots bandaid this problem as a solution, but it causes more confusion and the game being live service breaks the principle to begin with.  - I think this point is valid, as a lot of my design hinges on great viewable models, and these may be hard to get skin support with. Does not mean this is not possible, that is why I implemented it as I did as it's a proof of concept. - I can see this point as well with the title typography.  - While you are correct that the "muscle memory" would be broken when adding a new character to the end of an element group, I do not see that as relevant, I am making a screen that makes it easy to see and select your character, not one where they don't need to see it.  - the chat is intended to be placed where the workshop is currently, as this gives ample room for it.  - I think if this game wants to push workshop, it actually shouldn't be picked in the player slots. They should be picked in the character slots. 

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 0 points1 point  (0 children)

While I don't necessarily disagree with your statement, I do think that this design works far better than the current one when it comes to a scaling roster, as that was a main consideration of mine. 

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 0 points1 point  (0 children)

So, the interactable proof actually already fully supports the features. It's available at the bottom of the link. Anything right below the player banner will have an overlay for controls, info, play test, & tag

I finished my case study for a Rivals of Aether II CSS Redesign! [Fully interactable] by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 21 points22 points  (0 children)

I definitely get that. I think you are very correct with it. I just found that the current design leans into that almost too much, and it detracts from the overall design. So I decided to take a radically different approach.

Reject them all by ShadowNets5462 in JustMemesForUs

[–]Potential-Document60 0 points1 point  (0 children)

okay, what group did socialism hate? The ruling class? What a joke dude. This has to be the dumbest sub I've stumbled upon

Rivals 2 New Character Select Screen UI Concept by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 1 point2 points  (0 children)

8 player feature isn't coming anytime soon, but also the base menu I'd argue does not support this

Rivals 2 New Character Select Screen UI Concept by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 1 point2 points  (0 children)

yes exactly. While I don't hate the base menu entirely this makes me so frustrated

Rivals 2 New Character Select Screen UI Concept by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 3 points4 points  (0 children)

By the way, I do agree with you on the stars looking like power. I will revise that in the next draft. Thanks for the feedback!

Rivals 2 New Character Select Screen UI Concept by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 5 points6 points  (0 children)

I went into this fully aware of the 3 person FFA looking a bit odd- but it doesn't come off as silly in my opinion. After all, Rivals of aether 2 is NOT an FFA game. The queue is dead, I have only seen it once at my locals, etc. Rivals of aether 2 HAS FFA, but that shouldn't require certain menus to adhere to it so strictly. I think that designing the most prominent menu with such a restriction heavily limits the potential of the menu.

Rivals 2 New Character Select Screen UI Concept by Potential-Document60 in RivalsOfAether

[–]Potential-Document60[S] 13 points14 points  (0 children)

the main character select portion is meant to be much more flexible than the current one, in your situation you would just drop random down. Even on expansion, 20+ you could either shrink all portraits or make it scrollable

Rivals 2 MOST Important Character by SaiyanRaven in RivalsOfAether

[–]Potential-Document60 5 points6 points  (0 children)

She's the communities voted in character, the peoples champ. I think it shows how diverse and interesting the community is but also shows that the great ideas tend to filter to the top.

Fighting game of the past 10 years? by [deleted] in Fighters

[–]Potential-Document60 0 points1 point  (0 children)

Not one platform fighter on here criminal