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Qualtiy + Modules is visually, poorly distinquished.

Posted: Mon Dec 02, 2024 10:29 pm
by katastic
You've got Quality 1, Quality 2, Quality 3. And they have more if there's more red dots.

But then you've got Quality 1 (uncommon), one red dot, two green dots.

Quality 3 (uncommon). three red dots, two green dots.

Quality 1 (rare), 1 red dot, four purple dots.

It's definitely not easy / nature to stare at modules and see "oh, it's clear I've got 13 rare quality 1, 16 uncommon quality 2, etc"

It's so counter-intuitive I have to stare at my own text and re-read it multiple times to make sure I didn't make a mistake.

Even if the tier 1/2/3 modules were simply completely different icons like a mostly bland (speed1/prod1/etc) computer chip, (speed2/etc) a heatsink'd chip, and (speed3/etc) watercooled chip. Would MASSIVELY improve your ability to clearly see what you have without resorting to counting manually or loading logistics and control-f typing out the name of the thing.

Or you could make the lower tier chips darker, and the highest, very brightly lit. Anything visually to really change them than simply the number of filled pip
lights. Or make one copper, one silver, one gold. There's tons of artist ways to improve this with just a little work (basically redrawing 3 icons and reapplying your color tinting for production/speed/quality/economy modules).

And it's already so confusing in naming. when I say "tier" do I mean tier as in RPG quality mechanics, or tier as in 1st speed module, 2nd speed module, etc. Ugh.... It's definitely been a new frustration with the DLC. (I'm not even going to go into Gleb.)
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