Tsunder / Pardus-Sweetener

A browser extension that enhances the user interface of the online game Pardus
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Mission Time to Complete and Accepted Time #106

Open Sei-lus opened 4 years ago

Sei-lus commented 4 years ago

Proposal to accept this: image

Sei-lus commented 4 years ago

Works from the Overview > Jobs and directly on taking the mission. Only fix needed is the possibility to add a user specific time zone from the "Options" menu of sweetner. Reason? Browsers like Firefox have anti-fingerprinting measures which change the time zone.

BartKieviet commented 4 years ago

Have you tested it with multiple missions to the same location? Including targetted and non-targetted?

To elaborate at bit more, missions are stored per location, and not per mission. Adding the time (1) clutters the table a lot, but this can be a user choice - I prefer coloring and (2) requires constant checks when taking the mission to see what the latest time is.

When the mission is taken we have a Unix time (iirc), but from the Jobs page we have 'time left'. This has to be synchronized to check which mission is due first for that location. Furthermore, the nav is static, so any timer will only update when you move, giving you false information when just glancing at the nav. We could add a mission clock for this, instead.

Sei-lus commented 4 years ago

All missions to the same target appear to share the timer of the earliest one taken (i.e 21:30) or the shortest one (i.e 15 minutes to finish vs 20 minutes to finish). Same for non targeted. Both behaviors would be desired. i.e. Medusa stack 1st 15 minute mission gets stored from BBoard over the 20 minutes one, if it is targeted then the earliest "accepted" one shows. Time is the time you are given to complete the mission so no need to refresh since you know at what time you took it so both values are static.

They also refresh the information from the Jobs tab and any mistake if fixed at this place automatically, but I haven't made it work with the premium jobs tab because they give "time left" instead of "time to complete". As I have 3 characters at varying levels, I don't worry about the timer at the starting rank levels... I just need to know what I must kill. But at the higher end with 10-15 minutes medusa runs I care more about the "time" than about the target.

Sei-lus commented 4 years ago

So... What I did works pretty well in my opinion.

But I want to talk about clutter: I have 1 character at low ranks in Orion/Pegasus and 1 at rank 12 in Artemis. My design is super effective for me in Artemis and since I use it, I stopped failing missions (usually failed 5 to 20 for bad time management). In Orion/Pegasus I don't even have a need for a "display mission" in the nav because they are too easy to accomplish... So the timer is not that much useful until you get to the point missions must be completed within 15-25 minutes.

If I open a new fork/branch could you do some testing about user experience? And it would be possible to have a JavaScript that allowed both modes (with time and without time) set per universe or set manually in the options for the extension? I will attach screenshots shortly of high end ranking vs low end ranking for you to see a preview.

Sei-lus commented 4 years ago

https://cdn.discordapp.com/attachments/249967630721482754/714538091095916564/unknown.png https://cdn.discordapp.com/attachments/249967630721482754/714538204300050532/unknown.png

Tsunder commented 3 years ago

I want to do a "time remaining" for mission list, formatted for hh:mm, with the same colouring as in jobs tab, probably? might look bad on different image packs though, like pictured above.

time the missions started is irrelevant to completion

priority is to keep the table compact and uncluttered - and readable.

keeping everything in one row (or two at max because long sector names) is important imo to maintaining readability.