UI issues

Zlither

Warlord
Joined
Mar 12, 2013
Messages
113
Some people will argue these are not bugs... but they are substantial enough that after a game of Civ6 I do not feel like playing again for a long while.

Note that I *like* Civ 6 (and 5...) but these are bad:

[1] The two part leader dialog boxes are **horrendous**. Even hitting escape (on a fast machine with a SSD) they still take about 10-20 seconds. If there is a religious fanatic in the game, they will want peace and you will not. They will ask almost every turn. Over and over and over and over and over... and you can easily spend 20-30 minute of a long game telling them to go away.

I do not want to spend 30 minutes of a game saying the same thing over and over. I want to play.

[2] The 'boosts' are barely readable. Who puts a 5-6 point (guessing!) font in a UI?

[3] The Civic cards are a nightmare - poorly laid out, hard to read, and in useless order (except by type). *Lists* are wonderful, easy to read and fast to negotiate.

Sometimes I skip picking Civics new civics - the current ones are good enough versus wasting so much time on a bad UI.

[4] The dialog boxes are inconsistent. In some the dismiss/areYouSure is on the right, some on the left.

[5] The UI isn't consistent (in general). Just look at the locations of close boxes. Speaking of which, why put a secondary close box < 2cm from the Windows close box. No chance of error there.

[6] [opinion: Overall the UI tried to out-ornate, out-baroque EU4, at the cost of clarity - and succeeded. It is inconsistent as if done by 6 different developers with vague specifications.]

[7] The way movement indicators are given, it is hard to to tell whether a unit will capture a religious unit (as the hex with the r.u. will not have a count).

Minor:

[8] Killing a apostle triggers the your-proselytizer are not welcome here msg. (still true post-patch?)

[9] A surrounded (mountains, enemy units) city spawning a new unit with a unit already inside is not able to do anything except delete one of the units. Maybe intended, but not clear. (not tested since the patch)
 
And you left out the horrendous interface around unit cycling. Which includes:

[10] I move a unit using only part of its movement allowance. While it is still playing the movement animation, I click to open the promotions box. The unit then finishes moving and closes the promotions box before I can select a promotion.

[11] While one unit is still either moving or firing at an enemy, I click on another unit and try to give it a movement order. The first unit finishes its action, and the UI selects a DIFFERENT unit and tells it to move where I wanted the second unit to go (even if that's halfway across the map).

[12] While a unit is still moving, I click on the "choose production" icon being displayed in the lower right corner. The city box pops up, but closes before I can give a production order when the unit finished moving.

These are all the same problem, and they are infuriating. Why would you write the code in such a way as to ignore/override what the user has clearly indicated they want to do? The customer is always right....

Note also that none of this happened in Civ5 (or Civ4, as far as I can remember). And I've gotten used to speediong up the game by giving orders while the earlier animations are still playing. None of which works any more, since you now have to wait until the programmer has decied they might want to pay attention to your input.
 
Cannot disagree about most of these but
(1) you can turn the leader animation off
(8) I think this is still true. If your nabour is close enough you will spread your own religion by killing an enemy apostle
(9) I think this is intended and happened in the previous versions as well
(11) You can turn autoselect off (if you have the patched versions).
 
^Those are workarounds. The problem is these features have been implemented poorly and not fully thought through. Hence all the disappointment.
 
They are features that you can turn off if you do not care for them. Labelling every thing you do not like a bug does not seem helpful
 
They are features that you can turn off if you do not care for them. Labelling every thing you do not like a bug does not seem helpful

The initial post mentioned that these might not be bugs, but that the OP found them substantial enough to stop playing. I'm almost at that point myself. They're really crappy design decisions (or maybe not even decisions, just poor implementations) that make the game markedly worse than it has any need to be. The user interface is flat-out awful. It's clear that neither the design nor the testing focused on playability or usability. They make trying to play the game less fun. And slower. And more like a chore. And in that sense, they are actually quite serious "bugs" at a higher level than mere lines of code. And they might, as a result, be harder to fix, since they strongly suggest that no one involved in the design cared about the user interface from the standpoint of playability.

Let me give one more annoying example: the spy interface. Why is the "confirm" button for the city at the very bottom of the panel, far away from the list of possible actions? Especially when, after you press it, you are presented with almost the same panel to decide what the spy wil actually do?
 
There are also 2 very annoying things, first is related to sliding map with mouse on screen border turned on, you cant use any of the upper tooltips without moving the map. very annoying. Second occurs when you try to close alerts by right clicking when the unit is selected, the strange black movement indicator appears.( alert icons arent preventing from clicking the map simultaneously). also had problems with unlocking the specialist in encampment, the health and def bar are covering the icon. (you have to zoom this very much)
Also, when the hex give 3 or 4 different yelds they are placing in 2 lines, and the top ones are covered by working citizen icon (again only zooming helps).
Another poor designed thing is automatically turned lenses when settler or religious unit is selected. Especially the second one, the color contrast too strong...
 
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They can be disabled, ok...... but they can also be enabled!!!! And when enabled, they CLEARLY don't work in an acceptable way.
If disabled is the only way... so, don't introduce them and remove them from the game.
If the game allows them, so make them work. If not, they ARE bugs!!

If we all agree that they are NEVER going to be fixed, so, ok, let's find workarounds to make the game playable in some way.
Anyway, I expect Firaxis to solve these issues that (I repeat) I categorize as bugs.


As a side note, I once try to disable the Unit AutoSelect. Can anyone confirm that, in this way, I have to manually find and select all the units I have to move? I am afraid that I risk to forget to move a lot of units, in this way.....
 
If something worked as intended it is not a bug per definition, because a bug is defined as something that did not work or did not work as intended. There are other places where you can discuss features and other aspects of the game you do not like

And no if you do deselect AutoSelect the game still will lead you to your non moved units before you can end the turn
 
Let's be honest people: the game is playable, but it is a beta game. I just hope the devs actually finish the game at some point, and hopefully this is NOT done via an expansion that costs another $60 bucks.

I haven't had problems with what OP mentioned, but here is my take so far on the UI:
  • Great Works overall is a joke compared to Civ 5. I can't even see the era of works on the trade screen.
  • The spy "UI" is also a joke. Took me some minutes to figure out how to MOVE the spy to another city the first time I built one.
  • The messages "bubbles" on the right: when I hover the mouse to expand and read them, it also pops up the white box with info from the tile.
If something worked as intended it is not a bug per definition, because a bug is defined as something that did not work or did not work as intended.

The game was clearly rushed out instead of being postponed and finished. It clearly presents problems to users, not only on the UI but also with random crashes. I believe UI usability issues are much more subjective and thus harder to classify as bugs; regardless, I also believe it is a consensus that any QA, had it been done, would have raised alert flags.
 
If something worked as intended it is not a bug per definition, because a bug is defined as something that did not work or did not work as intended. There are other places where you can discuss features and other aspects of the game you do not like

And no if you do deselect AutoSelect the game still will lead you to your non moved units before you can end the turn

Feature: The game allows me to do other actions while a unit of mine is finishing its move or attack.
Expected behavior: I am actually allowed to complete the action
Current behavior: The game suddenly interrupts my action even while I'm doing it.

How do you call it? Feature?
You may call it feature, but, I guarantee, 90% of people categorize it as a "bug". Trust me, it's my job, I receive hundreds of complaints every day from customers for something like this, categorized as "bug"!! And, I'm sure, I'm not the only one!!
 
Has anyone noticed when you look at the tech tree and/or civic tree and look at all the boosts? Some have the filled color (blue or purple) in the BOOSTED text, while others just have the filled color semicircle when something is boosted? When quitting out of the tree and going back in it sometimes fixes, but most of the time it doesn't.
 
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