Various suggestions to improve Battle Log / Finding Revenue Battles
[Edit]Argghhh! I checked through the whole thread for errors but forgot to re-read the title.... that should say "Finding Revenge battles"... sorry all.
If there's a mod, can you update please and remove this edit comment. Thanks
[ / end edit]
Hi all,
I'm new the boards so have had a quick look around to see if I can see these in the "ruled out" suggestions before posting (I can only see 1 that's similar to 1 of the items below so I hope these are all OK)... apologies in advance though if they'd been mentioned and I may have missed them.
All of the suggestions below relate to the user experience of the Battle Log and how it can hopefully be enhanced to make it even faster to use.
1) Greying out villages with active Shields:
Rationale: When trying to find a village suitable to attack (from the defence log), you inevitably find a few that have shields. It would be good to grey these out when the battle log loads so that you don't waste time clicking through to them (and I'm not sure if there's a hit on the SuperCell servers for loading the whole village, but if there is, querying just the shield status would reduce the server overhead too.)
2) Remember which village you were viewing in the battle log:
Currently, if you're trying to find a village to attack, the use journey is as follows:
- Click on battle log
- Scroll down to find a village to view (and that can be a very long list!)
- Click on the username
- Click "visit"
- Decide it's not a village you want to attack at that time (either because it's got a shield, it's not got the resources you're after, etc)
- Click "Return home"
- Click on battle log
- Scroll down too where you were in the list originally (again, this can be a long way down)
..... and it's only at this point when you're back to where you started.
What would be nicer if there was a way to go back to your place in the battle log (i.e the point at which you selected that village (step 4 above)
It looks like adding an additional button has been ruled out (I assume because it would take up too much screen space?) which is fair enough. However, I wondered if rather than adding an extra button, the existing button could be changed from "Return to home" to "Return to Log" (if "Battle Log" won't fit)
Rationale:
I would imagine most users (if they're looking for a revenge style battle) will want to get straight back to the log as opposed to going through that whole cycle listed above.
Equally, for users who DO want to go back to their village screen, they can do - all they need to do is click the "X" in the battle log.
As a result, it's adding 1 extra click for users who want to go straight back to their village, but removing around 8 clicks for every cycle, for most other users.
Again, I'm not sure how this interacts with the server, but if its querying the server each time, that's a massive reduction.
3) Attack a village whilst viewing it.
Related to the above, if you get a village you decide you DO want to attack you still have to go through the same cycle of leaving the village, going back to your village, re-opening the Battle Log, scrolling down, etc and then clicking on "revenge"
What would be good is if there was a way to attack a village directly whilst viewing it.
If there's no space to add a button, this could be done by tapping the screen once, which would then present you with a "You are about to attack this village. Are you sure?" style message in the same way that "double tap confirmation" is used in Hay Day.
Rationale: That would keep the UI clean & clear, whilst also significantly improving the whole user journey (and again, potentially reducing server overhead)
4) See the current resources available to steal from within the Battle Log
OK, I'll start this one by saying I'm not sure how the UI would work for this as whatever the approach, it would require a change to the existing Battle Log layout. However I'll say a bit more on that in a minute.
Most people I imagine select a revenge battle based on the amount & type of resource available vs the amount of effort (defences). If you're viewing a village with no resources at all, I would imagine most people will hold off carrying out a revenge attack.
Again, rather than having to go and view/load each village individually, it would be good if you could view how much elixir, gold, or dark elixir is currently available. This would enable you to quickly scan down the list to see which villages are going to be the best match for what you're looking for. Once you find one, you can click on it in the normal way to check out the layout, defences, etc
Rationale: This reduces the need to view every single village individually.
Again, I would anticipate that the overhead required to just grab & display the 3 resource values would be a lot less than having to render the whole village.
Rendering/UI: The biggest hurdle is probably how to render this without compromising the existing UI.
Regardless of the approach, a degree of re-ordering elements would be required, but 1 possible solution might be to introduce a horizontal swipe which shows the 'resources available currently' vs 'resources stolen' (thus freeing up space in the existing view). This would have the added benefit of easily being able to see if you can steal more from them than they stole from you.
Note: On ALL of the above, I'm not proposing these need to be in true 'real-time'.
Instead, just the current values/status at the point the Battle Log loaded would be sufficient.
(although for the shield status, it's possible that might change in the mean time so there would still be a degree of work required around how to approach that. (i.e. whether to real time the shield status only)
In summary, I think all of the above combined would massively speed up and improve the user experience, and hopefully reduce the overhead on the supercell servers (and the users devices)
Would be interested to know what you think.
Thanks
Kessa