Introduction
This post will try to capture as much feedback on the user interface and user experience of the game as I can remember. I will start with features new to v4.6 before looking at things that have been in the game longer. Within each section, I will try to list items in order of priority, from highest to lowest (though that is only my own opinion, based on my own observations of the community). Many of these items have been raised in community discussions on various forums.
Honestly, I didnât want to do this all in one post â and certainly not all in one day! But Salty made it clear there was only a narrow window for feedback.
Summary of All Major Suggestions
Iâm starting with a summary for reference. However, some of this wonât make sense (or wonât seem as important as it actually is) without reading the equivalent section, below.
Summary of version 4.6 Issues
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Show the orange, 20% Mythstone Bonus icon on the Explore Screen, on one of the Boss panels.
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Implement a setting to choose âGuided Explore,â âQuick Exploreâ or âAdvanced Explore.â The current system is âGuided Explore.â
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Allow Explore at the previous difficulty by clicking straight on the Explore panel.
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Add a Difficulty spinner to the Explore Screen with Quick and Advanced settings.
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In Advanced Explore, move directly from the Victory Screen to the next Fight Screen, changing the text on the button to reflect the nature of the next battle, including any Mythstones to be spent.
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Display the battle name and Difficulty prominently in the centre of the Fight Screen, where the Warlord selector used to be.
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When the Boss Chest panel is clicked, move straight into the Chest animation, without another click from the player.
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Show the names of the Tokens on the Reward Graphic instead of in a further list.
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In Advanced Explore, give the player an option to Explore the Kingdom again (with an orange icon shown if it has the Mythstone Bonus).
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In Advanced Explore, transition directly from the Mythic Boss Victory Screen into the Boss Chest animation, then straight into the next battle (if that button was selected).
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At the end of a run, show a list of which Kingdoms now have the Mythstone Bonus, that doesnât need a click to dismiss. ORâŚ
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On returning to the World Map, flash all orange icons on the map, along with further icons along the edges of the screen in the direction of Mythstone Bonuses.
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Quick Explore (needs a better name) enables the Difficulty spinner control, allows Exploring at the previous Difficulty, removes the Boss Unlock Dialog, and moves directly into the Boss Chest animation from the Mythic Boss Victory Screen.
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As soon as the player completes their third Mythic Boss battle, Luther tells them about the three Explore settings.
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If a player on Advanced Explore shows signs of being confused, Luther suggests returning to Guided Explore.
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After activating Advanced Explore, the player gets a confirmation dialogue for starting the Mythic Boss battle, but only the first two times.
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Consider increasing the drop rate of Legendary Tokens, to better match the rarity spread of Troops we actually use.
Summary of Other version 4 Interface Issues
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Change the hyperlink on the World Map pop-out for the Adventure Board to a proper button.
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Reduce the amount of vertical white space in Full Chat.
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Reduce the size of Portraits in Full Chat to match the height of a single-line post.
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Introduce smaller text sizes for Chat on PC, so you can no longer see more on an iPad with a screen half the height!
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On inserting an emoji from the list, return focus to the end of the composition text box.
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Fix the behaviour of Home and End in the Chat composition text box.
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Add the ability to move/select word by word in Chat composition (Ctrl-Left/Right arrow).
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Change the icon for the Battle Summary Screen to a more appropriate Information icon.
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Move the Settings icon back to the battle screen, next to the Battle Summary icon.
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Allow the player to type numbers as soon as the change Chat channel text box is clicked.
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Add a category for Levelable Troops when sorting by Upgradable, so they donât get lost.
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Show the duration of each battle on the Victory Screen.
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Widen the scrollbar in the cosmetics interface so it can be used properly on mobile.
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Show the reason we obtained each cosmetic item.
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Change âUnlocked from Eventâ to at least specify the type of the event.
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Release emojis of other Game Resources (eg: Orbs).
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On the Manage Team screen, change the pale green panels to match other GUI elements in the game: either fully-saturated panels, or bright green buttons.
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On the Manage Team screen, change the Team Share Code button so it doesnât look like a text box.
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Change size of the Filters on PC so the Troop Role setting is properly visible, just like on iPad.
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Change the right-pointing green arrow that sometimes appears at the top of the Adventure Board to a more appropriate icon.
Summary of Long-Standing User Interface Issues
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Add an indicator for class level progress to the Victory Screen.
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Never hide the Fight button on the Doom room in Tower of Doom; just grey it out. Itâs too easy to accidentally waste a Heroism Scroll.
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When scrolling the Troop menus with the green arrows, make sure the Double Green Arrows always move at least one screen.
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Change the Guild Events Screen so the Results of the last Event of each type can always be viewed, and so the Guild Wars panel can be disabled instead of confusing everyone.
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Add a Legendary Task counter.
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Add the ability to Sort Pets by kingdom name and pet food colour.
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Add the ability to Filter Pets to see only Non-Cosmetics, and only Faction Team Bonus.
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Split the Troop/Weapons Filter into two separate, independent Filters.
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Change the Inventory so Arcane Traitstones can be counted without all the scrolling.
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When viewing Armour Bonus, Armour Style, Class or Banner, make sure the currently equipped item is on screen when the tab is first clicked.
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Dynamically reduce the number of Seals or Chaos Shards spent by the highest-spend button when you have fewer than the usual number on that button.
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Allow all extra copies of all Pets to be Traded for pet food at once.
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Change the Chest Odds icons from Help icons (?) to Information icons.
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Fix the Odds display for Treasures from Chaos Portals.
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Sort Collected Mail so the most recently claimed mail is at the top.
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Show a playerâs Trophy count somewhere in the PvP interface.
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Remove the Most Invaded Kingdom statistic if itâs no longer relevant.
Bonus: Allow someone other than the GM to Kick the lowest-ranked players from a Guild.
Introducing Myself
My experience with the game covers PC/Steam, iPad 6, Android (Samsung Galaxy 5) and BlueStacks 4. I have no experience with any console versions or with a controller on PC, beyond what Iâve seen in other peopleâs videos. Iâve been playing an average of 4-6 hours per day since mid-June 2018. I watch Tacetâs and Keylimeâs videos and streams, and participate in discussions on the top Discord GoW servers, and sometimes on the official forums.
As a System Design Engineer, I have experience with all aspects of the software life-cycle, to varying degrees. Most relevant, Iâve built complete system specs and a complete testing system with detailed procedures, and Iâve documented numerous processes. Iâve always taken a particular interest in how a user experiences a piece of software, though my conclusions sometimes conflict with established wisdom (eg: I believe in educating the user as part of the process). I have some insight into games development through my brother (10 years as a games programmer) and acquaintances in the industry.
That said, I certainly donât think my ideas are the only good ideas. An actual expert would likely be able to improve everything I say, and frequently find a much better solution. Even more so, with inside knowledge.
Iâm going to focus on pain points, for the most part. I will suggest solutions, but theyâre intended only as inspiration for real solutions. Iâm aware that there will be technical and platform limitations that Iâm not privy to. Some of these â such as the behaviour on different sized screens â I will attempt to anticipate. I also consider that some features are worth having even if they only work on a subset of release platforms.
My understanding of GUI design has been heavily influenced by one video, in particular: Windows 8: The Animated Evaluation - YouTube If you jump to the 2:20 mark, you will see four Cs of GUI design: Control, Conveyance, Continuity, Context. In my mind, I accidentally reworded two of these as Clarity and Consistency, which are also good rules of thumb. I expect to refer to these further down.
Please donât be put off by the length of this post. It only covers a tiny fraction of the elements in the game. Also, things get much briefer after the initial treatment of the new Explore.
The New Explore
Before version 4.6, Explore was used by most people to mindlessly farm Traitstones and Class XP, often while watching YouTube videos or Netflix. The new Explore is both slower and requires more frequent attention.
Pain Points
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Overall speed for fast Explore has dropped significantly (up to 40% for an end-game player on a touch device).
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Finding the next Kingdom with a 20% bonus can be tricky and takes time.
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Choosing Difficulty takes time, and if you change it, there is a âloadingâ delay.
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Moving on to the next battle involves a screen transition we didnât used to have.
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Unlocking a Boss battle has three separate reminders: rewards card, pop-up dialogue and a new panel to click. The dialogue makes us feel like the game thinks weâre idiots.
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The Boss Chest requires at least 4 clicks/taps to open (ignore Evolving â thatâs done well).
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The relative drop rates of the different Token rarities is problematic, as it does not align with actual troop usage (or the desire to have enough of each Medal to equip the best combination).
Thereâs a Summary of possible solutions to these Pain Points at the end of this section. But first, an examination of the problems.
The Wizard Paradigm
The first few pain points arise directly from the choice of a Wizard paradigm for the new Explore screen. Wizards are most commonly seen when installing programs on Windows, but many programs also use them as part of a âSimpleâ mode of operation. The purpose of a Wizard is to guide the user through a series of steps to make something happen. Generally, a Wizard is unable to access all the features of a program, and sometimes the way the software works has to be unnaturally rearranged in order to fit the Wizard paradigm.
From a design point of view, Wizards work great for beginners and when a particular feature is used infrequently. The hope is that the user will move away from the Wizard to the normal operation of the program as they become more familiar with the software. This is where we run into problems with the new Explore mode.
Obviously, thereâs no chance of completely redesigning Explore around a different paradigm. However, we can certainly try to remove some of the pain points.
Player Flow
We can examine the passage of the player through the user interface with a diagram:
The most important thing to note is that actual gameplay only occurs on the bottom-most line, the âBattleâ line. Everything else is navigation or information.
The player is jumping through multiple layers all the time, constantly coming back to the Explore screen. Even opening the Boss Chest takes four clicks!
Compare this to Explore mode in the previous version:
Here we see a short and simple cycle between the Fight Screen (showing the opponent), the Battle itself, the battle Rewards, then straight back to the Fight Screen. Quick and easy.
Simplifying the Flow of Battle
Thereâs a number of ways to approach this, but Iâll suggest what I think is the most obvious. Iâll also mention a way to link the two flows together.
The sequence of battles operates the same way in v4.6 as it did in v4.5, except for the fact that there are two special battles. Unlocking the Boss battles is currently announced three times: as a very prominent card on the Victory Screen, on the super-redundant Boss Unlock Dialog, and by the fact a new panel is active on the Explore Screen. Thatâs significant overkill.
The obvious thing to do is to put all the extra information on the old âFight Againâ button on the Victory Screen. Instead of reading, âFight Again,â change the text to âFight Battle 2,â âFight Battle 3,â âFight Battle 4,â âFight Mini Boss,â âFight Mythic Boss.â The last button would need to show the Mythstone count, just as the Mythic Boss panel does on the Explore Screen. Putting Sigils on buttons has become common-place, so this isnât anything new.
At the end of the Mythic Boss battle, there are a couple of options. My preferred option is to label the left button âExplore Another Kingdomâ and the right âExplore Here Againâ (or âExplore This Kingdom Againâ). However, it is essential that, if the current Kingdom has retained its 20% Mythstone Bonus (this is possible â Iâve seen it happen twice), the orange bonus icon must also appear on the button.
So that players never lose track of where theyâre up to or what Difficulty theyâre playing, both of these pieces of information can be prominently displayed in the middle of the Fight Screen, where the Warlord difficulty slider used to be.
I would also make claiming the Boss Chest an automatic transition, much the same as revealing your Orbs after winning a Vault battle.
Giving the Player an Option
The Control element of good GUI design (see the video linked above) suggests that players should have the option of how much prompting they would like. Forcing people into the current system takes away that Control.
I recommend three settings. The âGuided Exploreâ setting would correspond to the existing situation. âAdvanced Exploreâ would follow the quick flow described above, along with the suggestions below. An intermediate option might be called, âQuick Exploreâ (or something else!).
Quick Explore would remove only the worst pain points, namely the Boss Unlock Dialog, the Difficulty Selector and the Boss Chest sequence. Iâll consider the last two in a moment.
To prevent players from accidentally getting stuck in the wrong mode, I would suggest confirmation dialogs in the settings whenever the Explore mode is changed. The text would explain which prompts they wonât see in the new mode and ask them if theyâre sure. The game could also watch for signs that the player is getting confused with Advanced Explore mode; some research might be required, but long delays on the Victory screen or always choosing to Leave might be good indications.
From the point of view of Lutherâs Tutorial, I would suggest that, once the player acquires their third or fourth Token (after 3 Explore runs?), Luther comes back to suggest that the player might want to change to Quick Explore or Advanced Explore, and asks if they want him to show them the setting.
Finally, the first time or two that the player reaches the Mythic Boss in Advanced Explore, they should be prompted, to check that they understand theyâre about to spend 100 Mythstones. This should never appear to any player more than twice!
Difficulty Selector
Thereâs no obvious reason why the player should have to reselect the Difficulty at the start of every Explore run. Having both the Difficulty and Explore panels active should be sufficient. If necessary, the Difficulty panel could be highlighted, or the Explore panel could have some extra text, along the lines of, âRetain Difficulty 2.â
I would argue that changing the Difficulty is quite clunky, especially if you want to scroll all the way from D1 to D12 or back. However, I think I understand the why: mobile devices, and the desire to display the information that distinguishes the Difficulties. Nonetheless, there is space for a spinner (like the old Warlord selector) across the bottom of the Explore Screen.
In my opinion, allowing the player to continue exploring using the previous Difficulty is essential (both because of the extra click/taps and the delay returning from the Difficulty Selector). Adding a spinner control for changing Difficulty directly on the Explore Screen would be nice, but is not essential.
Claiming the Boss Chest
The animations are lovely ⌠and a royal pain!
I would love to see the Reward List merged into the Reward Graphic, but I suspect thatâs not really possible. However, thereâs no reason why the player should have to click the Chest to start the animation. Clicking the Boss Chest panel should jump straight into the animation. In Advanced Mode, the Boss Chest animation should simply pop-up after picking a button from the Mythic Boss Victory Screen (much as Orbs do in the Vault).
Moving to a New Kingdom
As mentioned, itâs possible for the same Kingdom to retain its 20% Mythstone Bonus. However, you have to go back to the World Map to see this. Even if you do need to move to a new Kingdom, it can be hard to find another Kingdom with the Bonus, especially on small screens.
I have two suggestions:
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The orange bonus icon really should appear on the Explore Screen, to the right of the Mythstone tally (or on the Mini Boss panel). That way, you always know if youâre playing for the bonus.
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When you return to the World Map from Explore, orange icons should flash at the edges of the screen for about 5 seconds, pointing you in the direction of all Kingdoms with the Bonus. Any orange icons already on-screen should also flash.
The latter is probably harder to implement, but itâs kind of important. It really is difficult to locate the Bonus Kingdoms, at times, sometimes taking more than 15 seconds!
Alternatives would be to show some kind of guidance to the Bonus kingdoms at the end of each Explore run before leaving the Explore Screen. If it must be a dialogue box listing the Bonus Kingdoms, donât make us have to click it to go away! Let us click Difficulty or Explore at Previous Difficulty directly.
Summary of All Suggested Solutions to Explore Pain Points
-
Show the orange, 20% Mythstone Bonus icon on the Explore Screen, on one of the Boss panels.
-
Implement a setting to choose âGuided Explore,â âQuick Exploreâ or âAdvanced Explore.â The current system is âGuided Explore.â
-
Allow Explore at the previous difficulty by clicking straight on the Explore panel.
-
Add a Difficulty spinner to the Explore Screen with Quick and Advanced settings.
-
In Advanced Explore, move directly from the Victory Screen to the next Fight Screen, changing the text on the button to reflect the nature of the next battle, including any Mythstones to be spent.
-
Display the battle name and Difficulty prominently in the centre of the Fight Screen, where the Warlord selector used to be.
-
When the Boss Chest panel is clicked, move straight into the Chest animation, without another click from the player.
-
Show the names of the Tokens on the Reward Graphic instead of in a further list.
-
In Advanced Explore, give the player an option to Explore the Kingdom again (with an orange icon shown if it has the Mythstone Bonus).
-
In Advanced Explore, transition directly from the Mythic Boss Victory Screen into the Boss Chest animation, then straight into the next battle (if that button was selected).
-
At the end of a run, show a list of which Kingdoms now have the Mythstone Bonus, that doesnât need a click to dismiss. ORâŚ
-
On returning to the World Map, flash all orange icons on the map, along with further icons along the edges of the screen in the direction of Mythstone Bonuses.
-
Quick Explore (needs a better name) enables the Difficulty spinner control, allows Exploring at the previous Difficulty, removes the Boss Unlock Dialog, and moves directly into the Boss Chest animation from the Mythic Boss Victory Screen.
-
As soon as the player completes their third Mythic Boss battle, Luther tells them about the three Explore settings.
-
If a player on Advanced Explore shows signs of being confused, Luther suggests returning to Guided Explore.
-
After activating Advanced Explore, the player gets a confirmation dialogue for starting the Mythic Boss battle, but only the first two times.
Token Drop Rates
I think Legendary and Mythic Tokens are probably too rare. Iâm basing this on two imperatives while farming for Tokens:
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Wanting to have three Medals of each type, to equip.
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In late-game, an average team is likely to be 1 Mythic, 1 Legendary, 1 Epic/Rare, 1 Weapon.
The latter suggests that weâre going to want to upgrade a lot more Legendaries to Elite than Epics and below. Food for thought.
Other Version 4 Interface Issues
Opening the Adventure Board
Clicking the Adventure Board icon from the World Map slides out a mini-panel. At the bottom is cyan text: âGo to AdventureâŚâ This text breaks the design rule about Consistency: the text behaves like a hyperlink, but no other text in the game does so.
The right thing to do is to change it to a proper, Green button.
(I notice you did change what the text says, which is definitely an improvement over the original!)
The Scale and Readability of Chat
One of the goals of the new Chat interface (introduced in version 4.3, if I recall correctly) was to allow players to read Chat more easily. By implication, that includes being able to see more messages than before (why? because, less scrolling to make sense of a conversation).
In this sense, thereâs two issues with Chat as it is, and neither have been addressed in any way.
a) Poor Use of Vertical Space
The screenshot below shows just some of the places where vertical space could easily be compressed in Full Chat:
In case itâs not clear:
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The space between the poster and their post can be halved.
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The space between consecutive posts from the same poster can be halved.
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The space above a posterâs name can be reduced, so the top of a capital letter aligns with the top of their portrait.
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The size of the portraits can be shrunk (possibly as a user setting). The standard portrait size should be the height of the posterâs name and one line of comment, after the interline tightening proposed above.
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The space below a portrait can be shrunk, to be the same as the space above a portrait.
b) Impractical Text Sizes
In theory, the following two screenshots should say it all. Both have the Text Size set to Small (the smallest option).
This is what I see on PC, on a 1280x1024 monitor with a screen height of 30cm:
This is what I see on iPad, at a resolution of 2048x1536 with a screen height of 15cm:
I am able to read both quite easily. But itâs insane that I canât see all those extra lines on the much larger physical screen on my PC. Full Chat is much the same.
Please fix this.
Losing Focus in Chat
To type in Chat, the player needs to click/tap the text box at the bottom of the Chat window. To enter an emoji from the list in their message, the player clicks the emoji icon and selects an emoji. The emoji is inserted in the text. The focus should then return to the text box, with the cursor after the emoji. But this doesnât happen. After choosing the emoji, the player must again click the text box to continue typing. Not only that, but the entire message is selected, making it very easy to accidentally delete the whole thing. None of this is sensible.
Worse still, on iPad (and probably other mobile devices), it is currently impossible to insert an emoji from the menu except at the very beginning of the message. Trying to access the emoji list mid-message is either impossible (you canât see it), or it sends the message immediately. I donât know how to solve this (or what the issues are), but itâs certainly pretty annoying. I expect a solution is possible, given some thought.
Editing a Chat Message
On PC, certain keyboard shortcuts can be used in the Chat composition text box (mobile devices can achieve similar results by tapping). However, some of these donât work right, and other important shortcuts are missing:
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In a long-ish message (over 46 characters?), Home, Shift-Home, End and Shift-End donât move/select to the start/end of the message.
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Ctrl-Left Arrow and Ctrl-Right Arrow (and their Shifted versions) do not move a word at a time.
It would be really good if these could be fixed.
In-Battle Settings Icon
When the Battle Summary Screen was introduced, the Settings icon was erroneously retasked to display it. To actually access from within a battle Settings (eg: to adjust the speed or sound level), the player must click an identical Settings icon on the far left of the Battle Summary Screen, shown here:
There are three problems here:
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The Battle Summary Screen shows information about the battle. Therefore an Information icon (eg: exclamation mark or lower case i) would be far more appropriate than the Settings cog icon.
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Settings cannot be accessed directly from the battle screen.
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The Settings Icon is a very long way from the location just clicked to reach the Battle Summary Screen, and hence from the playerâs attention.
I know thereâs a potential issue with screens with different form factors, but there appears to be plenty of space for two icons (one the Settings cog, one for battle Information) in the corner of the screen, as seen in this screenshot:
The second icon can go below the first. On the squarer screen of an iPad (no screenshot, sorry), the second icon can appear to the left of the corner icon.
Changing Chat Channels
Changing to a different Global Chat channel involves bringing up Chat Settings (the details vary), selecting the text box labeled âChannel,â clicking/tapping the text box on the dialogue box that appears, typing the number of a new channel, clicking the Go button, then selecting either Lite Chat or Global.
Thereâs more than one thing wrong with this, but Iâd like to focus just on the fact that you click a text box twice in a row. Thatâs dumb.
Either the dialogue box needs to be removed (ie: enter the number directly into the first text box), or the second text box needs to be automatically selected, with focus and an active cursor, so the player can immediately start typing the new channel number.
Iâm pretty sure part of the problem here is related to touch devices, but I doubt thatâs a good reason for the second tap/click. Either there is a solution for mobile devices, or thereâs no reason why PC users should suffer for a shortcoming of mobiles.
Levelable Troops not Sorted as Upgradable
When Troops are sorted by the Upgradable option, there is currently no category for Levelable Troops. Why is this a problem? For example, I might Ascend a Troop and forget to level it. It disappears into the list of Troops, and it could be months before I accidentally realise I could have raised it to level 20 for an extra Kingdom star.
Show Battle Duration on Victory Screen
Itâs nice to have a battle timer on the Battle Information Screen, but itâs made almost completely useless by the fact the Total Time for the battle doesnât appear anywhere on the Victory Screen. Thereâs plenty of space to add it in.
Finding and Identifying Portraits and Other Cosmetics
With the huge number of cosmetic items recently released (Iâll focus on Portraits), two basic problems have become apparent:
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Itâs really hard to scroll through all the Portraits, especially on mobile.
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Once we obtain a cosmetic item, we have no idea how we earned it.
To solve the first problem, I suggest narrowing the Portait panels so the scrollbar can be made wide enough to be used on a touch device.
To solve the second problem, I suggest retaining the goal text that tells us how to unlock something, even after itâs unlocked. After all, the text has to exist in the game, regardless! That information would then allow us to tell what someone is potentially proud of when setting their Portrait or Title. I really do find it bizarre that you would want to hide this.
I also think âUnlocked from Eventâ is pretty dumb. At the very least, you could tell us what type of Event (Raid Boss, Bounty, etc).
Emojis of Game Resources
I would love to have emojis of the different colour Orbs. They would have a lot more use than most of the other emojis I have.
Manage Team Screen Breaks All the Rules
The Manage Team screen was a great addition to the interface. However, the designer inexplicably chose to break with all the established GUI conventions in the game. This should really be fixed; it makes the devs look bad.
Thereâs two issues:
-
The panel buttons are a textured pale green. Everywhere else in the game, buttons are either a solid bright green or feature a fully-saturated background image (panels). One of these two conventions needs to replace the pale green.
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The box containing the Team Share Code looks like a text box but behaves like a button. Either it needs to be bright green, or a green Copy button should appear beside the code, no longer surrounded by a box.
Iâm actually quite baffled how this design got through the design approval process.
Last Filter Canât Be Seen on PC
This really falls in the same category as the Chat size issues, above. Thereâs no good reason why the last drop-down in the list (Troop Role) shouldnât be visible on PC. Hereâs what it looks like on iPad:
Jumping to a Task at the Top of the Adventure Board
Some of the early tasks at the top of the Adventure Board feature a Green Arrow pointing to the right, as so:
Based on the use of such arrows elsewhere in the game, it looks like clicking that arrow will scroll the panel to view a second task. In fact, in this case, it takes the player to the Kingdom Screen for Adana.
This is a case of an icon being reused in a situation incompatible with the convention established elsewhere in the game. A more suitable icon needs to be used.