#118702: "Implement Card Sorting: Either Fixed Sort or Player Sort"
О чём этот отчёт?
Что произошло? Пожалуйста, выберите из нижеследующего
Что произошло? Пожалуйста, выберите из нижеследующего
Пожалуйста, проверьте, существует ли уже отчёт на ту же тему
Если это так, ПРОГОЛОСУЙТЕ за этот отчёт. Отчёты с наибольшим количеством голосов будут рассматриваться В ПЕРВУЮ ОЧЕРЕДЬ!
| # | Status | Votes | Game | Type | Title | Last update |
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Подробное описание
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• Пожалуйста, скопируйте/вставьте текст ошибки, которую вы видите на экране (если она есть).
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Пожалуйста, объясните, что вы хотели сделать, что вы сделали и что случилось
• Какой браузер вы используете?
Google Chrome v123
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• Пожалуйста, скопируйте/вставьте текст, который отображается на английском языке, вместо вашего. Если у вас есть скриншот этой ошибки (что является хорошей практикой), вы можете использовать любой сервис для размещения изображений (например, snipboard.io), чтобы загрузить его и скопировать/вставить ссылку сюда. Доступен ли этот текст в системе перевода? Если да, был ли он переведён более 24 часов назад?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Какой браузер вы используете?
Google Chrome v123
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• Пожалуйста, точно и кратко опишите своё предложение, чтобы сделать его наиболее доступным для понимания.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Какой браузер вы используете?
Google Chrome v123
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• Что было изображено на экране, когда вас заблокировало? (Пустой экран? Часть игрового стола? Сообщение об ошибке?)
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Какой браузер вы используете?
Google Chrome v123
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• Какая часть правил не соблюдена в версии BGA?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Видно ли нарушение правил в повторе игры? Если да, то на каком ходу?
• Какой браузер вы используете?
Google Chrome v123
-
• Какое игровое действие вы хотели совершить?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Что вы пытались сделать, чтобы выполнить это игровое действие?
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• Что произошло, когда вы попробовали сделать это (сообщение об ошибке, сообщение в строке состояния игры...)?
• Какой браузер вы используете?
Google Chrome v123
-
• На каком шаге игры произошла проблема (какой была текущая игровая инструкция)?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. -
• Что произошло, когда вы попробовали совершить игровое действие (сообщение об ошибке, сообщение в строке состояния игры...)?
• Какой браузер вы используете?
Google Chrome v123
-
• Пожалуйста, опишите ошибку отображения. Если у вас есть скриншот этой ошибки (что является хорошей практикой), вы можете использовать любой сервис для размещения изображений (например, snipboard.io), чтобы загрузить его и скопировать/вставить ссылку сюда.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Какой браузер вы используете?
Google Chrome v123
-
• Пожалуйста, скопируйте/вставьте текст, который отображается на английском языке, вместо вашего. Если у вас есть скриншот этой ошибки (что является хорошей практикой), вы можете использовать любой сервис для размещения изображений (например, snipboard.io), чтобы загрузить его и скопировать/вставить ссылку сюда. Доступен ли этот текст в системе перевода? Если да, был ли он переведён более 24 часов назад?
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Какой браузер вы используете?
Google Chrome v123
-
• Пожалуйста, точно и кратко опишите своё предложение, чтобы сделать его наиболее доступным для понимания.
I think it would be helpful to have the ability to rearrange hand cards or at the very least for the implementation to provide a set organization with some kind of clumping of cards based on effect. 15 cards each with two different effects (though some double up) can be a bit hard to parse.
The order currently appears to be somewhat random, it's nice to have them be more organized when browsing options (or to find a card you want). I don't know if letting players organize them individually would be hard to implement, but some kind of default organization would be helpful even without the ability for the player to rearrange them.
In the physical game, I tend to clump them into three batches as follows.
RESOURCE: [Clay Worker, Wood Cutter, Fuel Collector, Charcoal Burner, Slash-and-Burn Farmer, Water Carrier]
TERRAIN: [Pond Builder, Fish Farmer, Forest Manager, Pit Worker]
BUILD: [Cultivator, Builder, Supplier, Carpenter, Feudal Lord]
The order within the clumping matters less, but in the above I have roughly organized each card to have an overlapping effect with at least one adjacent card, e.g. in resources: Clay->Clay/Wood->Wood->Wood/Charcoal->Charcoal/Charcoal->Charcoal/Food. Where possible, there is some contiguity across clumps: the cultivator comes after the last in card in the terrain clump and the Pond using terrain cards come after the water carrier.
There probably is no perfect organization due to the overlapping effect types and some might prefer organizing by resource, etc..., but I think some kind of organization would be useful.
This is very much a Quality of Life feature that becomes less important with experience, so much lower priority than bugs and the like, but it'd be nice to see someday. g of cards based on effect. • Какой браузер вы используете?
Google Chrome v123
История отчёта
[Clay-/Clay]->[Wood/Wood]->[Wood/Charcoal]->[Charcoal/Charcoal]->[Charcoal/Food]
Добавить что-нибудь к этому отчёту
- Другой номер игрового стола / номер хода
- Помогло ли решить проблему нажатие F5?
- Случилась ли проблема несколько раз? Постоянно? От случая к случаю?
- Если у вас есть скриншот этой ошибки (что является хорошей практикой), вы можете использовать любой сервис для размещения изображений (например, snipboard.io), чтобы загрузить его и скопировать/вставить ссылку сюда.
