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New update - Champion Upgrade Graphic

Hello peoples how are you right no?.
First of all i thought i hit the jackpot when i thought i could R3 my 6* Domino... then i got Kabam'd and realised its a new graphic.
The main problem is we all go through champs and we like to see who we can rank up and who we cant, now we have to look closely and wait for the glow or look the the new 'fill bar' system.
I feel Kabam you should change the colour but keep the same complexion. Instead of it being blue.
Regards,
Supreme Leader x
First of all i thought i hit the jackpot when i thought i could R3 my 6* Domino... then i got Kabam'd and realised its a new graphic.
The main problem is we all go through champs and we like to see who we can rank up and who we cant, now we have to look closely and wait for the glow or look the the new 'fill bar' system.
I feel Kabam you should change the colour but keep the same complexion. Instead of it being blue.
Regards,
Supreme Leader x
New update - Champion Upgrade Graphic 80 votes
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The most important distinction is whether a champion can or cannot be ranked up. But the new graphics make that less obvious rather than more obvious: a dramatic color difference is much more eye-catching than a slowly pulsing outline. The progress bar-like fill color is also almost completely useless. The second most important thing players would like to know, after can or can I not rank up the champion, is what's missing. The fill color blurs that distinction completely. You have no idea *which* resources you're missing, only *that* you're missing some. You still have to drill into the champion to figure out which ones, which means knowing how much you need is useless information, since it doesn't tell you which resources are short.
It would be like if your car combined your gas gauge, your windshield wiper fluid level, your oil level, and your tire pressure into one single meter, and your car told you only that you were at "87%" 87% of what? It means a lot more if you're high on gas and low on wiper fluid than the reverse, but both generate the same number. 76% could mean everything was a little low, or it could mean you have two flat tires.
What does this mean?
Wow, I'm almost there. I just need
Uh, two more T4CC and three more T2A? That's not really helpful. My eyeball estimate is that the game is simply counting the number of catalysts you need and dividing by the number of catalysts it takes. I need five more catalysts out of twenty four, so the icon is filled to 79% of its total height.
So we replaced an icon that was useful with a progress bar that isn't useful and an outline that is harder to see. That seems highly counter-productive.
That's what I see. Can you tell the difference?
I actually can r5 gp and thing with cats and ss with gem, but don't have t5cc for rulk. Very misleading
While you are at it, those tiny red numbers that show shards you have towards a full crystal...change that text color also. I’m constantly toggling my settings to read it (or screen shotting and zooming in to my pic) to see if that’s 6997 shards or 8887 or 8687 or 9867 shards...
I know: First World Problems. Maybe better to tell the devs to shift their computing prowess to something like genome sequencing and vaccine modeling for the next month or two.
Dr. Zola
If the ‘progress’ bar filled up red-yellow-green then blue and glowing when you’ve got everything it might be different, but I need to play on a widescreen TV to differentiate at the moment.
Also agree with @DNA3000 that there seems to be no distinction between resources though obviously some are harder to get than others. You still have to hover/click the champ to see what is missing. I like that additional menu, but not that I have to go there in the first place because the arrow is indecipherable.
Nice idea, silly execution.
Dr. Zola
Was a much more comprehensive thread about this at the time (before Luciano came in with yet another one).
But, YES, Kabam has said (in those other ones) that they will do something to revise the arrow/indicator further, but don’t think it would be ready by next update.
Also, AGREE with the Dark-Red Color of several items in Game (ie, Crystal Shards for partial 5/6* crystals, some Champ Profile Stats numbers, and maybe somewhere in Alliance Profile Screens). That one is way too hard to read on most screens.
** KABAM... instead of normal HTML/Programming code for a basic RED, I have suggested a brighter version of RED that I’ve used in Alliance Info text that is quite clear. Instead of (FF0000) or (7F0000), a more visible Custom Red mixes in a little Green/Blue as in (FF3333). That one is a very clear color, while still being very evident as being Red.
Your is a reasonable proposal. I’m no developer, so I’m not speaking from experience, but how difficult would it be to just change some simple text colors/sizes? Obviously, the arrows indicating rank up would be more difficult, but is this a significant strain on bandwidth?
Dr. Zola
The "rank up" filter doesn't filter to champs that can be ranked up. It actually filters to champs that are max level for their rank. In other words, champions for which the next thing you need to do is rank them up. All we need to do is add a filter called, maybe, "Rank Ready" or something that actually means "can rank up now."
In an upgrade sense, every champ is in one of four states, and the filters only touch on three. The champ could be not at max level for the current rank. That is synonymous with the "Level Up" filter. The champ could be at max rank and max level. That corresponds with the "Max" filter. Or, the champ could be at max level for their current rank, but that rank is not max rank so the next thing to do is to rank up. But within that possibility are two sub-possibilities: can rank up now (because I have the cats necessary) or cannot rank up now (because I'm missing catalysts). If we add that filter, maybe the arrow itself becomes less important.
I took a cap of the crystal screen, then used a color picker to grab the color being used, and then overlayed my own text. At first I just added the Arial Black one (the first one) and you can see the color visually looks different. It looks so different I decided to add the Arial Narrow one for contrast, just to prove both are using the exact same color. You can see from the Arial Narrow version that the font I'm using is approximately the same font size as the in-game one, the only difference for the "big" one is font choice, not font size. The difference in readability is dramatic, before we even punch up the color. That's a problem with fine lines in graphics: their visual appearance, especially in terms of color and contrast, can vary in non-intuitive ways.
They have a ton of space, so I don't know why they are using such a fine-line font. I'm guessing someone is running afoul of the hierarchy problem common to people who have overdosed on Powerpoint. The title of each crystal is very readable. The description is less readable. And the shard counts are even less readable. This is a disease common to Powerpoint users who believe every line of text below the previous one must be smaller and have less contrast.
Wonder how that would compare to if you grabbed the color basically of Guilly2099's hair, and did a fill into the original text as is and compared to your Arial version. Her hair looks like it would be close to my suggested color code (FF3333) that I use. Or if you can manually enter that code into your Graphic Editor.
Calibri is about the right size, although the shapes of the numbers is a bit different. Terminal is one of the fonts I have on my PC that has a slashed zero. The shapes are all wrong with Terminal, but the font is slightly "heavier" which makes the color seem slightly brighter.