Tooltip Adjustments

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Steve
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Re: Tooltip Adjustments

Post by Steve » Sat Apr 05, 2008 2:18 pm

The newer one is nice, yes, straight and to the point. However, the lack of the Targets section is sorta meh for me. Having played DoE for a bit I know what works on structures, which can be very important, granted you know this already. But would a newbie to DoE know this, also with the new "carbine" version of the tooltips?

Although, this raises the question why not ask. Hm.
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Re: Tooltip Adjustments

Post by Rising_Dusk » Sat Apr 05, 2008 2:34 pm

Notice that it says "damages units and structures" in the description itself. I think that's quite clear and merits no further description.
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Re: Tooltip Adjustments

Post by Sabertooth » Sat Apr 05, 2008 3:39 pm

Aye, I like the shorter tooltips as well, and the new sandier color! :D
I too liked the targets field, but as long as it's obvious what you can do in the description, It's all good.

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Re: Tooltip Adjustments

Post by Phox » Sat Apr 05, 2008 4:38 pm

I personally like the green better, but this one is nice too. I was getting tired of the blue.

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Re: Tooltip Adjustments

Post by Rising_Dusk » Sat Apr 05, 2008 5:27 pm

I actually agree, I like the green more too. Let's do it.
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Re: Tooltip Adjustments

Post by snakehawk37 » Sat Apr 05, 2008 5:38 pm

I am also in favor of the green. Also, perhaps you can highlight conditions? It would help new players realize what conditions their heros apply and stuff like that. I do not think new players would have any problems understanding this new concise tooltip in general. After all, they would not be interested in the lore anyway. Guild wars had done something similar with shorter tooltips and it worked much better in game when you forgot which icon was for what.

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Re: Tooltip Adjustments

Post by Rising_Dusk » Sat Apr 05, 2008 6:03 pm

Highlights have the problem of cluttering the tooltips. I tried to do that, but it really doesn't look good aesthetically. Sure, it highlights them, but now that they're highlighted it won't help people understand any better what they do. Conditions in themselves are one of the few learning curve leaps that need to be made in order to play the map well, the other being understanding skills and what they do.
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Re: Tooltip Adjustments

Post by Fledermaus » Sat Apr 05, 2008 7:54 pm

Rising_Dusk wrote:I think the cooldown field looks better coming after range, personally.
Thank you.

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assassingao
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Re: Tooltip Adjustments

Post by assassingao » Sat Apr 05, 2008 8:38 pm

So, if you are going to redo a tooltip, you'd have to redo about ((28 x 4) + 2 =) 114 skills' tooltip?

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Re: Tooltip Adjustments

Post by Phox » Sat Apr 05, 2008 8:44 pm

Yup, he would. I cringe at the thought.

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Re: Tooltip Adjustments

Post by Rising_Dusk » Sat Apr 05, 2008 8:49 pm

More, actually.

(28 heroes) x (4 spells per hero) x (6 tooltips per spell) = 672 tooltips to redo
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Re: Tooltip Adjustments

Post by Rectifier » Sat Apr 05, 2008 8:52 pm

And now normal people start to understand how much of a biscuit it is to code. :|

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assassingao
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Re: Tooltip Adjustments

Post by assassingao » Sat Apr 05, 2008 9:43 pm

Rising_Dusk wrote:More, actually.

(28 heroes) x (4 spells per hero) x (6 tooltips per spell) = 672 tooltips to redo
Ultimate has only 4 tooltips because it has 3 levels.

MATH TIME!!!
28 x 3 x 6 = 504 (normal skills)
28 x 4 = 112 (ultimates)
2 innates

504 + 112 + 2 = 618 tooltips to redo.


Wouldn't autofill do the job for you by the way?

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Re: Tooltip Adjustments

Post by Rising_Dusk » Sat Apr 05, 2008 9:46 pm

Autofill takes just as much time to configure correctly as typing the numbers in myself and copying and pasting.
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Re: Tooltip Adjustments

Post by assassingao » Sat Apr 05, 2008 11:15 pm

Rising_Dusk wrote:Autofill takes just as much time to configure correctly as typing the numbers in myself and copying and pasting.

Just autofill and modify the numbers?

Same effect :P

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