View Full Version : Interface organization -- Commodities
11-07-2008, 07:27 PM
Devs, since you distinguish between common materials/goods and luxury materials/goods within the game (on the warehouse screen, for example), it would be helpful to have the commodity icons organized accordingly. Right now they're just lumped into two groups: raw materials and goods. It would be less confusing if the icons were further segregated into common and luxury items.
11-07-2008, 07:32 PM
I would in particular suggest the following changes:
1. Put Leather where Limestone currently is. This groups the three military resources.
2. Put Oil where Leather currently is. This groups the three beauty resources.
3. Put Limestone either where Oil currently is, or slide Gold/Emeralds over and put Limestone on the right.
The end result would be to have each resource grouped with the resources it combines with.
11-07-2008, 07:45 PM
I was afraid to get that specific, but yeah, I agree with you.
11-07-2008, 07:53 PM
I'd much rather see, given their Tertiary Natures more of a "Focal-Line-System"
That sort of Organization. I'm not sure how you'd really branch them all out, but it would be nice to see sort of a progression chain "at a glance" that if I need Perfume, I can clearly see it's Henna and Oil and not have to either commit all these trivial details to memory or highlight everything to remember what i'm missing. I mean, i'm getting better at it after a few days, but generally speaking, it wasn't until recently I got a lot of it down, and even then, when i'm looking for "Oh, i need [lux]" ... I still have to go wandering around between four or five windows to find what makes what and what i need. :p
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