Potjeh wrote:You *have* to manually calculate because there is no indication whatsoever of what are high and what are low numbers, so it's impossible to eyeball it.
And I really don't see how an interface that doesn't present the information that it's supposed to present isn't horrible. I mean, isn't presenting information the primary function of interfaces? What else does it need to be horrible, gaudy colours?
Maybe I shouldn't be arguing the use of the word interface, but to me, speaking about an "interface problem" would imply a problem where the interface itself is poorly designed or lain out in such a way so as to make it hard or convoluted to acquire some piece of data from it or issue a particular instruction to it. A problem, indeed, in the very framework for I/O handling. The framework here is extremely minimalistic and very much in keeping with the game's established conventions (tooltips, hold and right-click to interact). Calling the fact that a particular datapoint has been left out an "interface problem" is just not very descriptive of the actual problem.
You can eyeball it in terms of easier versus harder. You know what to strive for if you want to have an easier time. You can't make relative eyeballs (at least not without a fair amount of experience), but I've already conceded that (I think, without having discussed it with loftar yet) you should get to see the calculated success rate.
Everything thereafter has just been you QQ:ing at me over nothing.
