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City management UI — Beautiful, but difficult to use

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4 years ago
Dec 25, 2020, 12:55:32 PM

The UI of HUMANKIND  is beautiful, but the UI of the city operation interface is difficult to use.


For example, when the player opens the city interface, it is often to build the District and Infrastructure, but most of the interface is occupied by fixed information, and the high-frequency building functions are hidden on the next screen.


Moreover, even if you slide to the Infrastructure column, there are too few Infrastructures (only 2 x 4 = 8) displayed on the same screen, and it is impossible to quickly locate the Infrastructure you want to build.


There is also a lack of distinction between the Infrastructure icons.

A very strange phenomenon, the icon of a Infrastructure is not a Infrastructure, but …… a person, which makes it difficult to find the Infrastructure you want to build at a glance.



And, ListMode cannot change this problem

In Listmode, commonly used building functions are still hidden on the next screen

And the Listmode here is actually a small icon mode, there is no text description, it is even more difficult to understand and quickly locate.


The evil result of this UI is that when players build more cities (I believe that each king has his own territory, the wider the better), the operation of building each round is very cumbersome. Lead to a fragmention of operation and flow experience.

Updated 4 years ago.
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4 years ago
Dec 25, 2020, 1:06:08 PM

Can you refer to the UI mode of Civilization 6 to separate the city information from the building options?


Can the description text of each building be displayed in ListMode, so that players can intuitively and clearly find the target they want to build with the smallest amount of manipulation?


May the key output points (food, industry, money, scientific, stability) be displayed under each building, similar to Civilization 5 Beyond Earth?


I believe that a clear, intuitive and easy-to-operate UI will greatly enhance the game experience and extend the life of the game. Thank you!

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4 years ago
Dec 26, 2020, 4:07:42 AM

I agree that you need some time to get into the symbol and the subsequent function of the building. However I would not plea to drop their amazingly detailed artwork.

The mouse hoovers will help to learn the buildings. 


When it comes to usability then only the amount of scrolling is a bit disgusting, and the fact that you are offered to build buildings that are effectively unlocked in later eras.
view only constructible will not filter these. 

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4 years ago
Dec 27, 2020, 3:59:35 AM

I love the art, but the fact of the matter is utility trumps aesthetics.

By all means make the game pretty, but don't do so at the expense of usability.


The art might not be as bad if it were accompanied by the name of the item and/or icons that describe at-a-glance what it does, but ALL we have without the mouse-over is a pretty picture.  That is NOT information, that is asking the player to play the memory game on top of the other hundred things occupying their mind.  More than that, though, the art is HUGE, you can't fit very much on screen at any one time, which makes it hard to use, and making it smaller makes it harder to see the art which is both a aesthetic loss and a utility loss, 


Now I would LOVE if the art were kept, and made bigger as a component of the tooltip, but the buttons themselves would be better served if we could fit a couple more columns and rows on screen with proper labels

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4 years ago
Dec 27, 2020, 5:57:55 PM

The original post hit the nail on the head.  This UI visually is a beautiful piece of art,  functionally however, for a game that’s done so many things right, it is a disaster.


At first I thought it was just my inexperience with the game, perhaps there’s an adjustment period between the lists of Civ and the pictures of Humankind.  Now that I’ve played three open devs and have about 100 hours’ played (around 70 in steam and over 30 in Stadia) the problems I’ve had since my first game as Babylon to my games in the Lucy open dev, are the same.


There are two problems I’ve experienced:


1)  Given the sheer quantity of things to build in this type of game, using 4x2 involves tons of scrolling.  This makes it time consuming to build things at the bottom of the list.


2)  It’s hard to find things in this UI. There are so many items condensed into such a small area, it’s very difficult to quickly find what you are looking for.  This problem is exacerbated by the fact that everything is also constantly moving, based on what you have built along with what technology you have.


List mode solves problem 1 but makes problem 2 worse.


Bottom line, in its current state this UI is inefficient, and those who don’t mod it will be at a major competitive disadvantage in multiplayer.


The best UI I’ve ever seen for this type of game is the civilization 5 mod Enhanced user interface.   If you want to see what it looks and functions like, there is a great example in the YouTube video titled, Civ 5: Single vs Multiplayer - Ep. 5 - War in Multiplayer (ft. FilthyRobot) uploaded by Marbozir they show the UI multiple times throughout the video the first is at 6:07.


You can download it from forums.civfanatics.com if you want to try it yourself.

Updated 4 years ago.
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