-
-
Notifications
You must be signed in to change notification settings - Fork 645
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
RFC: Filter mods menu with search pills #9304
Conversation
I don't think it's worth it to directly include keywords that are already a part of Bungie's mod naming scheme like targeting, loader, siphon, etc. especially when those mods only exist in a single armor-type slot. The element and ability pills will at least filter things from multiple slots, though how much harder it would be to just type them is a different debate. I think that the real focus should be on things that require reading the description to categorize normally and grouping "like things" from different slots. As for displaying on mobile, my idea would be to create an icon for each category; then when viewed on mobile: display only the icons without text and include a button at the end to open a "symbol key". I already have .SVGs for a number of them from the DIMSymbols font and can easily make others for the ones we don't. For the colored mods I would go with the matching dots or arrows at the bottom of those mods and for the orb filters I was thinking we could use the "orb ring" like you find on the siphon mods, but with a down arrow in the middle for "drops orbs" and an up arrow for "on pick-up". Basic Keyword Filters
Special Filters
|
Just chiming in here, as always, symbols without text are generally meaningless especially on mobile where it's notoriously difficult to get any kind of context out from under your fingers. As far as the general pills stuff... yeah I dunno it takes up a ton of space... for so little gain but people really hate typing 3 characters I guess. So I dunno. |
yeah I know what a key is, same thing a hidden guide to your symbols is just another click to something that is supposed increase the speed of this interface... having to consistently open and close a guide to your UI isn't super cash money. |
Yeah I think at best symbols would be in addition to the text, not a replacement for it. |
The idea was only meant for mobile resolutions where space is more limited, on desktop it would still use both like your initial example and the key and key button would be hidden completely.
You wouldn't be opening it consistently, only a few times until you can recognize the symbols or on the off-chance something new is ever added. The symbol-only pills still function as filter pills, no one would ever be required to open the key at all. Alternatively, you could always group things even further to conserve space, but then there's the concern that it won't actually trim down the list in any meaningful way if the filter is including to much.
|
If it's the idea of opening a new panel that is so off-putting, you could change the key button concept to instead just reveal the text portion on the pills—which would expand to flood the screen with the full sized pills—but then have them auto-hide again once something is selected. And of course, they would still be useable as normal while in the short, symbol-only form. |
@vivekhnz what do you think? Also, do you have any ideas for how we could present the mods within this menu better? |
For your stream of consciousness, you also forgot:
|
Wanted to know what folks thought about this before pushing forward on it. At the very least: