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Bro you are talking so much stuff that is just wrong, It's insane.
No one is complaining about the "clicking away quests" - these adventures are nothing new lmao.
The UI is a mess. Period.
Seriously,u are compléaning,agains tppls,when u saying u just STARTED THE GAME A DAY BEFORE ,get the hell out. U know nothing.
Please mind your language.
We know that a lot of players are unhappy at the moment, but we will do our best to further improve the UI and fix issues.
O yeah, only i mind my tounge,not the other ones who used the same manners and flammed everyone, yeah protect the fanbot and purge the others. NICE. Typical. And yeah,again time wasting,answer days after and saying nothing,please just enlighten me,why in mobile the attack button for pets is smaller than a pixel?whose idea was that and whose idea was to make the invertory into a pile of goo, why was the pervious one bad in your eyes,and i should ask about a lot more question,but it would take a lot time,but i am certain any of this 2 question would not get a "normal" answer from you.
still cant learn rhis ui free and automatic like old one. Too much clicking without view whole game and i lost think what i wanted to do. Put back time count at bars for god sake! it is still hopeless and not help put little, thin invisible bars! i need big number, all the time without clicking at any bars and icons!
Also update ur game as the invisible bars dont even exist anymore
Seit einer Woche bin ich nun abstinent. Mit der Kohle die ich da reingesteck habe kann ich auch Sinnvolleres tun.
I actually think the new UI is better than the old one. The old one was created when many features did not exist and as a result of adding them, the UI became chaotic. We were used to it, but I think for newcomers it must have been quite bad.
Every change brings discomfort, I, too, was used to the old one so much that I could switch between screens without looking, but if you think about the old UI, remove the "being used to it" factor. you will see it was less than ideal.
The new one is not without problems, but it is a step in a right direction. With all the negative feedback, I thought it is important to let Playa know that not all their players are unhappy.
Please tell us where it's better and why the old version is chaotic.
You asked us to remove the “being used to it”. But all you can say is, “I feel the new UI is great, get used to it”.
If you really "think" the new UI is great.
First, please convince us with reasons, what are the advantages and disadvantages of the new version? If not, then secondly, don't be double-standardized as to why you are so lenient with the new version and so harsh with the old one. Why must we give up the habits of the old version and must “get used to” the new version.
Lastly, I'd like to ask why there have been so many more positive reviews from players with less than 10 hours of play lately?
I am playing mostly on Android tablet in ladscape mode, I rarely use my Steam machine to play this game. You can find me in F22 as Robaryk, playing since Feb 2019 nonstop.
In the new UI the features are better accesible thanks to two level menus and they are logically grouped. It makes it easier to access them for me. The old interface relied on multiple clicks/taps on same menu buttons that produced different screens often totally unrelated to the menu button caption.
The attention icons are now also easier to see and placed to relevant function icon. I am not even sure if there were used in the old UI, I do not recall seeing them.
For example the feature showing progress in daily or special quests - with the old UI I was repeatedly forgetting that thing even existed, because it was represented only by a small dude on the city map. I guess if I clicked some menu item exactly X times, it would open too, but I was not aware of that.
What I think needs improvement in the new UI is the guild overview and maintenance. Another thing is working with items - upgrading, enchantement etc. - I think it should be possible to do it all using small dialogs like it was for item upgrading in the old UI.
However my overal perception of the new UI is positive. It is my opinion and I believe that a lot complains are simply coming as a result of the change itself, not from the new UI's shortcomings. It is quite common to see such reaction from users when UI is dramatically changed.
Please tell us which of the following two categories is more consistent logic in categorization.
A.
Tavern
Arena
Weapon shop.
Magic Shop
Stables.
Dungeon
Fortress
---------
Guild
Mail
hall of fame
Dr.ABAWUWU
B.
Tavern
Battles
Merchant
Quarter
Upgrade
Building Management
Progress
Or can you tell us how these categories fit into your so-called logic? Are they visually oriented? Because this is the main function of the UI, to guide each other.
In other words, that kind of way is more visually intuitive and can be visually oriented, so that you can directly associate it with a certain building. Or do you have to rely on the icons?
Let me put it this way, if the buildings are clear, why do we need repetitive icons? Why do we need building images if the icons are already enough? What exactly is the design of the menu text to guide the visuals? Or is it because the text is insufficient and therefore needs to be iconized?
On a more detailed comparison, why is it that if we play a game where we tap repeatedly, we now need to tap more times?