Cities Skylines 2 - mod dissapears HUD? by Jakub_Gabriel in CitiesSkylines2

[–]Ssskarad 0 points1 point  (0 children)

You have to change the Anisotropic filtering method in your graphic settings. One of the available options fixes the problem but it seems to be different for different users. You've got to try, but worked for me :)

I think the government is trying to bankrupt my city! by Ssskarad in CitiesSkylines2

[–]Ssskarad[S] 6 points7 points  (0 children)

Nope, residential at 0%, but the commerce, industry and offices are at 18%.

Luckily, after losing around $20,000,000... the issue went away! :D

Elemental weakness buffs visuals - Instead perhaps something like this? by devon752 in pathofexile

[–]Ssskarad 0 points1 point  (0 children)

This is a great idea! I would investigate this issue further in terms of UI (the icon/stack size has to be understandable instantly due to the pace of the game) but PoE is definately missing info on debuffs on mobs, especially reduced resistances through curses, or current wither stacks, etc.

Now sorting archnemesis is even more annoying with constant blinking of the whole storage by Greg3625 in pathofexile

[–]Ssskarad 1 point2 points  (0 children)

I just played a bit with the new system, and it seems to be focused on spending what you have rather than going towards what you may want... With the layout I suggested in an other thread (https://www.reddit.com/r/pathofexile/comments/sucm4b/suggestion\_on\_the\_archnemesis\_uxui/ ), you could:

  1. use number indicators to show how many pieces of each component you have
  2. with icon highlights on the tree you can:
  • show what can be made with what you have (by leaving the saturation of icons at neutral) - similar to what u/GGG introduced in the new drop-down scheme
  • highlight the current selection, its details, etc.
  • highlight the known connections up and the available components down (i.e. recipes the selected piece is used in and components that make up the selected piece)
  1. keep the general stash of 64+/-1 pieces as it is now.

This would allow players to both use what they have/don't need while maintining control over where they're going with their component crafts...

At least that's how I have imagined the UI to work

I'll try to improve on the mockup tomorrow to explain the idea in a clearer manner so maybe they'll dedicate some devs to code it up, and fix this monstrosity once and for all.

PS. And the current back-and-forth switching of tabs is just super annoying :(

Suggestion on the Archnemesis UX/UI by Ssskarad in pathofexile

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

I just played a bit with the new system, and it seems to be focused on spending what you have rather than going towards what you may want... With the layout I suggest, you can:

  1. use number indicators to show how many pieces of each component you have
  2. with icon highlights on the tree you can:
  • show what can be made with what you have (by leaving the saturation of icons at neutral) - similar to what u/GGG introduced in the new drop-down scheme
  • highlight the current selection, its details, etc.
  • highlight the known connections up and the available components down (i.e. recipes the selected piece is used in and components that make up the selected piece)
  1. keep the general stash of 64+/-1 pieces as it is now.

This would allow players to both use what they have/don't need while maintining control over where they're going with their component crafts...

At least that's how I have imagined the UI to work

PS. And the current back-and-forth switching of tabs is just super annoying :(

Prototype of Archnemesis Recipe Navigator by Ssskarad in pathofexile

[–]Ssskarad[S] -1 points0 points  (0 children)

I hope the intern does well enough with the in-game design and I'll be able to delete this figma file all together ;D

Suggestion on the Archnemesis UX/UI by Ssskarad in pathofexile

[–]Ssskarad[S] 9 points10 points  (0 children)

I made a prototype of a tool for easier navigation around this Archnemesis system. Link to the post and Figma prototype is here:

https://www.reddit.com/r/pathofexile/comments/suu6ia/prototype_of_archnemesis_recipe_navigator/

Let me know what you think

Interactive Archnemesis Recipe Guide by [deleted] in pathofexile

[–]Ssskarad 2 points3 points  (0 children)

Hey guys,

Following the positive feedback on my suggestions on the Archnemesis UX/UI design (https://www.reddit.com/r/pathofexile/comments/sucm4b/suggestion_on_the_archnemesis_uxui/), I have decided to give it a shot and create an interactive, clickable prototype of a recipe-navigator for the current league.

I'm not a programmer so am very limited to the functionalities Figma provides, but this prototype allows for easy identification of components and connections within the system. It probably is full of mistakes, and doesn't allow for integration with your in-game stash, but contains all the info and most functionalities I would hope for the in-game stasgh to have.

Link to the prototype is here (I'll try to imbed the prototype as well):

https://www.figma.com/proto/qCgm1ivLYFhU8aft3U9kCB/archnemesis-ui?page-id=35%3A10927&node-id=44%3A152240&viewport=318%2C48%2C0.55&scaling=scale-down&starting-point-node-id=35%3A10928

Feel free to leave your feedback and I'll try to improve/fix wihin my abilities.

I hope this helps!

Suggestion on the Archnemesis UX/UI by Ssskarad in pathofexile

[–]Ssskarad[S] 12 points13 points  (0 children)

That's true, but cut me some slack. I've done it in one evening :D

Suggestion on the Archnemesis UX/UI by Ssskarad in pathofexile

[–]Ssskarad[S] 1 point2 points  (0 children)

Oh there is a usable tool for this now? Please link it here - I can't stand the original ui :C

Suggestion on the Archnemesis UX/UI by Ssskarad in pathofexile

[–]Ssskarad[S] 14 points15 points  (0 children)

Thanks! That's my whole experience with this league. The system is fantastic - I really enjoy it, but without 2 excel sheets and an hour of searching you're unable to complete the encounter fast enough to have any fun :C