#36423: "The new distress signal UX needs improvement"
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Petra a zo c'hoarvezet ? Trugarez evit dibab amañ dindan
Petra a zo c'hoarvezet ? Trugarez evit dibab amañ dindan
Gwiriit mar-plij ma n'eus ket dija un danevell evit an hevelep dodenn
M'oc'h a-du, VOTIT evit an danevell-mañ. An danevelloù gant ar muiañ a vouezhioù a vo studiet DA GENTAÑ !
# | Status | Votes | Game | Type | Title | Last update |
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Deskrivadur dre ar munud
• Mar-plij, eilit/pegit ar gemennadenn fazi a zo war ho skramm, ma zo unan.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Displegit deomp, mar-plij, ar pezh ho poa c'hoant d'ober, ar pezh ho peus graet hag ar pezh a zo c'hoarvezet 'benn ar fin
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Mar-plij, eilit/pegit an destenn e Saozneg ha n'eo ket en ho yezh. M'ho peus ul lennad skramm eus ar gudenn (ho pezit soñj d'eus se !), gellout a rit implij Imgur.com evit e bellgargañ hag eilañ/pegañ al liamm amañ.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Ha dibres eo an destenn-mañ er sistem treiñ? Ma ya, daoust ha troet eo bet ouzhpenn 24 eur 'zo ?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Displegit ho kinnig mar-plij, e berrgomzoù met en un doare resis, evit ma vefe an aesañ posupl kompren mat ar pezh ho peus c'hoant lâret.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• What was displayed on the screen when you were blocked (Blank screen? Part of the game interface? Error message?)
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Which part of the rules was not respected by the BGA adaptation
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Ha posupl eo gwelet torridigezh ar reolenn e replay ar bartienn ? Ma 'z eo ya, da be niverenn taol ?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Peseurt taol ho peus c'hoant c'hoari ?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Petra emaoc'h o klask ober evit delankañ an ober c'hoari-mañ ?
• What happened when you try to do this (error message, game status bar message, ...)?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Da be bazenn ar bartienn eo en em gavet ar gudenn (petra oa testenn kemenn ar c'hoari) ?
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• What happened when you try to do a game action (error message, game status bar message, ...)?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Mar-plij, diskrivit kudenn an diskwel. M'ho peus ul lennad skramm eus ar gudenn (ho pezit soñj d'eus se !), gellout a rit implij Imgur.com evit e bellgargañ hag eilañ/pegañ al liamm amañ.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Mar-plij, eilit/pegit an destenn e Saozneg ha n'eo ket en ho yezh. M'ho peus ul lennad skramm eus ar gudenn (ho pezit soñj d'eus se !), gellout a rit implij Imgur.com evit e bellgargañ hag eilañ/pegañ al liamm amañ.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Ha dibres eo an destenn-mañ er sistem treiñ? Ma ya, daoust ha troet eo bet ouzhpenn 24 eur 'zo ?
• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
• Displegit ho kinnig mar-plij, e berrgomzoù met en un doare resis, evit ma vefe an aesañ posupl kompren mat ar pezh ho peus c'hoant lâret.
When the game asks whether I want to use the distress signal and I click "No", my clock stops counting and I have no reason to believe that any more interaction with the question is required. It confused me greatly when the clock started counting again, and I thought that there must have been a communication problem with the server.
Moreover, even when people understand what's going on with the UI, there are situations where consensus is not reached. At the end of the linked game, we went through a lot of rounds of pressing buttons and arguing in the chat: you can see in the log that it skips from move 126 to move 144 (and I'm not entirely sure that the misplay by one of the players in the first trick wasn't a deliberate way of expressing dissatisfaction).
The idea of having a standardised and localised method to handle the discussion rather than just relying on chat is a good one, but I think that the implementation would be better in a simple three-phase process:
Phase 1: the current question: "Do you want to use the distress signal?" with options "No", "Clockwise", "Anticlockwise". If everyone says "No", skip phases 2 and 3.
Phase 2: those who said "No" get a message "Other players want to use the distress signal. What do you think is best?" with options "Clockwise", "Anticlockwise", "Either", "Please don't".
Phase 3: the commander decides.
It's less democratic, but it's finite. You can't win the argument by having more time on your clock.• Peseurt merdeer eo hoc'h hini ?
Google Chrome v79
Roll-istor an danevelloù bog
The Crew is a cooperative game, that's precisely the point of the game to discuss and debate.
I wish that the help button on the title line leads to a description, how the implementation works.
I believe that option 'distress yes, either direction' is useful.
It is a rather rude and implies dismissiveness, as if you don't care: www.thefreedictionary.com/whatever. It's also quite hated: www.huffpost.com/entry/most-annoying-word-_n_4474607
Better alternatives would be "Abstain", "Neutral" or "No opinion".
I've submitted "No opinion".
Ouzhpennañ un dra bennak d'an danevell-mañ
- Niverenn taol all / Niverenn ar fiñv
- Ha renket eo bet ar gudenn gant an douchenn F5 ?
- Ha c'hoarvezet eo ar gudenn meur a wech ? Bewech ? Cheñch-dicheñch ?
- M'ho peus ul lennad skramm eus ar gudenn (ho pezit soñj d'eus se !), gellout a rit implij Imgur.com evit e bellgargañ hag eilañ/pegañ al liamm amañ.