0.18 Power Graph display misleading due to inclusion of accumulators
Posted: Fri Mar 27, 2020 7:23 am
Hi,
TLDR: The power graph (opened when clicking on a power pole) now shows the maximum power output which can be produced, including all accumulators. This is misleading, and a somewhat unhelpful visualisation.
Optimization recommendation: Show the power that can be permanently produced (over one day and night cycle), and for the accumulators, show an info whether they will manage to hold the needed power level through one night if the power consumption stays constant in the selected time-window (1m, 5m etc.)
Long Version: First of all, I love this game including the whole transparent development philosophy! Also, all the major updates leading up to 0.18 have been wonderful! I also really like the UX-approaches that have been implemented so far - they really improve gameplay and are actual benefits while playing!
The only exception I have to make refers to the new power graph display. Since 0.18, the maximum power that is shown via the graph takes all power sources into account, including accumulators. This seems to be misleading for me, at least concerning my (UX-based) use case, thus being to answer the question: "Do I currently have enough power to constantly supply all my buildings?" Adding accumulators into this seems wrong. The use case of accumulators (in my head at least) is to bridge the power production of solar panels through the night. Therefore, adding them to the daytime production doesn't provide me with any useful information concerning my above mentionend use case question.
My Idea: I would show a (maybe additional, better exclusively) graph displaying the maximum power that can be constantly produced, considering both day and night cycle. Additionally, I woul add a small indicator that shows whether my current accumulator load will get me through the next night, all power consumption stayig equal. These two pieces of information would strongly work towards answering my use case question quickly, which is what I understand good UX is ll about =)
Just a thought - once more thank you guys for sharing the game a ssuch and giving so many insight into your process - I am loving it!
Cheers,
Freddy
TLDR: The power graph (opened when clicking on a power pole) now shows the maximum power output which can be produced, including all accumulators. This is misleading, and a somewhat unhelpful visualisation.
Optimization recommendation: Show the power that can be permanently produced (over one day and night cycle), and for the accumulators, show an info whether they will manage to hold the needed power level through one night if the power consumption stays constant in the selected time-window (1m, 5m etc.)
Long Version: First of all, I love this game including the whole transparent development philosophy! Also, all the major updates leading up to 0.18 have been wonderful! I also really like the UX-approaches that have been implemented so far - they really improve gameplay and are actual benefits while playing!
The only exception I have to make refers to the new power graph display. Since 0.18, the maximum power that is shown via the graph takes all power sources into account, including accumulators. This seems to be misleading for me, at least concerning my (UX-based) use case, thus being to answer the question: "Do I currently have enough power to constantly supply all my buildings?" Adding accumulators into this seems wrong. The use case of accumulators (in my head at least) is to bridge the power production of solar panels through the night. Therefore, adding them to the daytime production doesn't provide me with any useful information concerning my above mentionend use case question.
My Idea: I would show a (maybe additional, better exclusively) graph displaying the maximum power that can be constantly produced, considering both day and night cycle. Additionally, I woul add a small indicator that shows whether my current accumulator load will get me through the next night, all power consumption stayig equal. These two pieces of information would strongly work towards answering my use case question quickly, which is what I understand good UX is ll about =)
Just a thought - once more thank you guys for sharing the game a ssuch and giving so many insight into your process - I am loving it!
Cheers,
Freddy