Closed Slackluster closed 3 days ago
Thank you adding this! ❤️
So far it seems to be working perfectly. My only point of feedback would be that the button for switching modes is not super intuitive. It uses the damage dealer and tank icons, which people do associate with combat, but without knowing they can switch between combat/overall its purpose is not super clear.
I'd suggest letting the window's header show if it's combat or overall; when clicking the button a user can then see it changing and will understand what the button is for. :D
This needs a little more thought to find a good solution.
As you mention, the mode switching icon itself is not self-explanatory I agree; in addition, the limited amount of suitable (size, color, etc) game assets make it challenging to find a good set of icons that blend into the existing look&feel of the title bar.
On the other hand appending the mode "(combat)" or "(total)" to the title makes the text overflow for some of the longer meters (i.e. "Healing Breakdown") when the window is used in the minimum allowed width - and some people prefer to shrink it, so I would keep the min width if possible.
Prepending, or appending a shorter indicator text to the title ("[T] Damage", "[C] Damage Breakdown") could technically work, but I'm not sure I like the appearance that way.
I hadn't thought of the overflowing text for longer mode names; that would indeed be an issue. And searching for appropriate icons is a challenge I can fully relate to, haha.
Perhaps adding a tooltip on hover would be sufficient. "Current mode: combat Click to switch to overall." (and vice versa) Or something along those lines.
Otherwise/Additionally, after a cursory glance Warfronts have some empty/half/full icons that might convey the segmented combat versus full overall, but I don't know how usable they are as they do seem a departure from your current icon style (which I adore, by the way):
(These are in the interface/minimap/objecticonsatlas
texture.)
Experimenting with a tutorial callout that potentially solves this dilemma. The callout should appear only once, for the first time the user uses the arrow buttons to switch meters.
Can be tested in the latest beta 2.5.0 once it's uploaded.
To reset the callout the /nm wipe
command can be used to reset the settings.
This is the mode I'm mostly missing. Overall data (between resets) can be useful, and Dps (combat) is close to being what I want to see, but the effective damage per combat is what I'd be most interested in.
This could possibly be simplified (for the user, not code-wise, I am sorry :P) by keeping the current different meters as they are in the settings, but adding a toggle on the window to switch between current/last combat, and overall data.