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New stat tier editor #9992
New stat tier editor #9992
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I guess I don't really understand what the lock does even after reading what it does? So that's not super intuitive to me. Does it mean that if I select 5 on the stat bar it won't try to hit 5? It'll try to hit from 5-10? Unless I hit the lock? Why not just let the selection do that? So it's not a bar from 0 it's whatever you want? Could be a highlight from 3-5 instead? I guess there is no way for someone to know that's a minimum they are selecting... to me that interface reads as "I pick this stat". |
I'd echo this. I had to re-read and toy around with it before getting my head around it. From what I understand:
This could be better explained with improved UI text, to a degree, but the UI itself could be more intuitive. Automatically 'locking' a stat at T10 is also a little confusing — mainly because a stat can't be 'unlocked' and the tooltip text is the same. Idea (although i'm not sure I like this myself): replace the lock icon with logical operator icons to indicate how each stat is being evaluated ( Another potential alternative was to consider highlighting the selected tier → 10 in orange (instead of 0 → selected) — and only the selected tier if a stat is locked. However, since we visualise whether stat tiers have matching armor combinations this would likely lose that detail. Wild card option: get rid of the lock entirely? Always match "at least" on the selected tier and rely on the specified order for further prioritisation. The obvious risk here is removing functionality that people use — but i'm struggling to think of scenarios where locking gives you a benefit over not-locking? |
The way it was explained to me is that some folks consider the last few tiers to be useless, either because they don't provide a significant enough benefit, or because they have exotics or mods that will make up the difference when activated. So they want to prevent LO from putting extra points there. The correct move would be to reduce the priority of that stat but editing priority is difficult for folks to grasp. |
Yup - that's how it works today if you select Min 5, Max 10. Hitting the lock is equivalent to setting it to Min 5, Max 5. |
The "locked" UI was a bug where I had too long a timeout for the react-dnd move operation - leftover from some testing.
This is how it used to work a long time ago! I should really bring it back. |
@guise I implemented a bunch of your suggestions - I think it's a lot cleaner now. I tried using >= and = instead of the locked icon, but in the end decided to just remove it entirely. We'll see if anyone complains. |
Few more thoughts/suggestions
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Gotcha. My main concern with the opaque black bg is that it's jarring on some themes. A darker tint (0.6) seems to work well with some other changes… We can adjust spacing to group controls more naturally into sections:
Rough mockup showing before/after spacing tweaks (note: this spacing is probably too tight) It's also worth disabling the tier tooltips during a drag — atm they can appear mid-drag causing the tooltip to appear infront of the stats you're re-ordering |
Thanks, I'll file those spacing ideas as a followup. Though I don't think I can remove the gap from between the sections - your mockup puts Assume Masterwork, Include Vendor Items, and the Exotic selection together, but they're all independent panels. |
OK I've prevented presstips (everywhere) from triggering if you hover while a mouse button is down. Should be a nice improvement for some edge cases. Anything else I need to touch before this can go in? |
This implements a new stat tier editor - feature flagged to beta for now.
Some features:
Very interested to hear ideas to make this more intuitive, more attractive, and most of all more useful for finding your optimal build.
This is only one more step in the revamp of LO - more is coming.