[Feature Request] Rework the Results Panel and Inputs
In Prime, one of the major display information changes, was the use of the "Toast" error message for more elements of the game.
The key ones that most people now see are the portal cooldown/burn out.
The purpose of toasts is generally to report some sort of 'instant' relevant message, such as 'out of XM' or an error code, which isn't required to really gather information from. The toasts flash past quickly and are generally overridden by more 'important' messages such as what your hack output is for another portal.
Because the information in these two is important, this can make people attempt hack a portal twice, or even three times, just to read the message and the cooldown time especially. Combine that with the transitive drag when a hack fails, and it can be frustrating just to find out how long is left on the portal cooldown.
However, under the old game, these two messages appeared as part of the old hack output message queue, because their information has significance to the players.
Hack Acquired No Items
Portal Burned Out
Portal Running Hot
All of the messages came up as part of the queue, and while one of the big complaints back then was that these messages didn't list the portal (something that Prime improved on for hacks at least), they were definitely messages people wanted to read and get information such as the cooldown time from.
Suggestion
Instead of presenting the Cooldown and Burnout as messages I'd like to suggest they be incorporated into the Hack Output message queue.
Hack acquired no items already appears as part of this, but it needs to gain the Portal name to complete the upgraded information. Currently it misses one of the key gains that the new Hack window has provided.
With Cooldown and Burnout messages here and listing the portal they refer to, it eliminates the double or even triple hacks of a portal on cooldown, and would reduce some of the 'UI annoyance' that more long term users have with elements that are less informative than the classic client.
Addtional Request
Additionally, back in the Classic client, when glyph hacking enemy portals, you'd sometimes get "Hack Acquired No Items" messages because it was possible to get no output from the primary hack, but still get bonuses from the Glyphs. In Prime, where glyphing is the standard hack method, often people will only see a single Bonus output message for the glyph bonus.
Comments
Yeah, I do miss having valuable info displayed as a COMM message for why an action did not happen.
Even for code redemption. The usage of COMM for Prime has always felt like a step back. You at least got confirmation from the client where a toast notification from Prime doesn't even give the user an explanation. It just provides technical information for staff.
It's just this seemed like the most basic and "what you see is what you get" (WYSIWYG) understanding for anyone regardless of level of experience in the game. I understand the text might be minor but it provides context.
There is a lot of information that isn't passed through comms anymore since redacted retired. I once made a mockup of a 'journal' like they have in 'that other game', so you can see your own actions (ap gained/mu captured), hacks (+ output/speed/etc.) and items gained from passcodes.
I'm guessing the ofer2 comment about not being able to work on 'awesome features' has something to do with the fact that after all these years we still don't have feature parity, something instead of the invites feature, etc.
@Perringaiden Do you have proof that "In Prime, where glyphing is the standard hack method?" I believe many more quick-hacks are done than glyph hacks.
@MoogModular Thank God Comm information doesn't include all that anymore! If an action doesn't affect the gameboard, it should be kept private. Less info for bad apples.
Ah, in the "classic" Scanner, COMM was the place where the game informed you of everything that pertained to you. What was publicly visible to others was as you described: only actions that affected the game board.
The info displayed was never broadcasted...how did you even come to that conclusion?
Considering most people are surprised when they find someone who only tap hacks, the general consensus among at least the global chat channels is that glyphing is the normal method, unless you're pressed for time.
Where as in the Classic client, half of it's existence glyphing didn't exist.
People who've never used the Classic Client.
There are still some die hard tap hackers. Me for one, I have over 500k hacks, and exactly 1 glyph hack point which was required for an event.
The global channels with diehards? They aren't average.
Never said people don't. But that isn't the norm these days.
Regardless, the difference is pointless to the thread because it won't affect tap hackers.