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::::: - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 23:09, 12 April 2022 (UTC)
 
::::: - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 23:09, 12 April 2022 (UTC)
 
: ''(Starting a new indent sequence, just because 6 colons already...)''<br>
 
: ''(Starting a new indent sequence, just because 6 colons already...)''<br>
Re ''"...is the issue (re %'s)...?"'' - Unfortunately, the issue is the English language, and how % math is read, or ''can'' be read, and how it ''is'' read by most of the population - which is random. When we see "+40%", it's never clear (without specific explanation or context) if the author meant "(X + .40)%" or "net (X x 1.40)%". Sure, there is a standard accepted/expected "default" reading in mathematics, but only those familiar w/ formal math operations and expressions are going to know that rule - the majority read it randomly (apparently depending on the phases of the moon).  It's just an awkward fact that "a 50% increase" or "50% more" sometimes means "add .50" and sometimes means "multiply by 1.50" -  and that's how (non-math) people (i.e. the ''vast'' majority of the population) read "+50%".  For many, they simply fog over when they see "that squiggle symbol" (%).  And then there are common poor wording choices, and misreadings of "clear" wordings, that only make things worse. To top it all off, in-game the stats are given as %'s but only if you mouse-hover, so we get the common reading of ".00 to 1.00" (or higher), which can be read as %'s - or not. And in game most stat mods are additive, but some few (e.g. [[Bionic_heart#Analysis|bionic heart]]) are in fact multiplicative - yay.<br><br>
+
Re ''"...is the issue (re %'s)...?"'' - Unfortunately, the issue is the English language, and how % math is read, or ''can'' be read, and how it ''is'' read by most of the population - which is random. When we see "+40%", it's never clear (without specific explanation or context) if the author meant "(X + 40)%" or "net (X x 140)%". There is a standard "default" in mathematics, but only those familiar w/ formal math operations and expressions are going to know that rule - the majority read it randomly (apparently depending on the phases of the moon).  It's just an awkward fact that "a 50% increase" or "50% more" sometimes means "add .50" and sometimes means "multiply by 1.50" -  and that's how (non-math) people read ''+50%".  For many, they simply fog over when they see ''that squiggle symbol" (%).  And then there are common poor wording choices and misreadings of "clear" wordings that only make things worse. More, in-game, the stats are given as %'s but only if you mouse-hover, so we get the common reading of ".00 to 1.00" (or higher), which can be read as %'s - or not. And in game most stat mods are additive, but some few (e.g. [[Bionic_heart#Analysis}bionic heart]]) are in fact multiplicative - yay.<br><br>
My Wiki rule is to try to write for a 3rd grader - we have some actual 8 year olds playing the game, we have some players who are ot-nay oo-tay ight-bray, we have non-native speakers - it's just a good rule to Keep It Simple, whenever.  If possible it would be clearer if we moved all discussion of stat values from %'s to flat 3-digit values - 0.00 to 1.00 and beyond, so modifiers could clearly be ''either'' a "+.50" or a "x1.50" - done.  Even if that doesn't ''perfectly'' mirror the game - it's still clear, and clear''er'', and it mirrors what people see when they are ''not'' specifically mouse-hovering, and it's not open to (mis)interpretation.  What we want to avoid are wordings like "increased by 50%" or "a 20% penalty", etc. - and their symbol counterparts, all of which are rife in these articles, unfortunately.  But in the end, whatever works, so long as it's 100% clear and not taken for granted - we have to beware the curse of knowledge, that we (you two more than I) understand the deeper machinery behind the UI, but not every player will, nor will they be as intuitive re mathemagic distinctions.<br><br>
+
My Wiki rule is to try to write for a 3rd grader - we have some playing the game, we have some players who are ot-nay oo-tay ight-bray, we have non-native speakers - it's just a good rule to Keep It Simple, whenever.  If possible it would be clearer if we moved all discussion of stat values from %'s to flat 3-digit values - 0.00 to 1.00 and beyond, so modifiers could clearly be ''either'' a "+.50" or a "x1.50" - done.  Even if that doesn't ''perfectly'' mirror the game - it's still clear, and clear''er'', and it mirrors what people see when they are ''not'' specifically mouse-hovering, and it's not open to (mis)interpretation.  What we want to avoid are wordings like "increased by 50%" or "a 20% penalty", etc. - and their symbol counterparts, all of which are rife in these articles, unfortunately.  But in the end, whatever works, so long as it's 100% clear and not taken for granted - we have to beware the curse of knowledge, that we (you two more than I) understand the deeper machinery behind the UI, but not every player will, nor will they be as intuitive re mathemagic distinctions.<br><br>
 
As for page layout order - yeah, true, standardization as it stands, agreed.  re colors - some combos can certainly be garish and obscure the words they are highlighting - but that can be avoided, there are combos (tend to be on the softer side) that work fine.  But if automatic templates/tables work better w/ colored letters rather than cells, that serves just as well.[[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 01:57, 14 April 2022 (UTC)
 
As for page layout order - yeah, true, standardization as it stands, agreed.  re colors - some combos can certainly be garish and obscure the words they are highlighting - but that can be avoided, there are combos (tend to be on the softer side) that work fine.  But if automatic templates/tables work better w/ colored letters rather than cells, that serves just as well.[[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 01:57, 14 April 2022 (UTC)
 
:: Based on this discussion (and my personal preferences ofcorse) I worked on [[go-juice]]. I'm happy with the result for now. I would like to hear your feedback, however! --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 14:50, 18 April 2022 (UTC)
 
:: Based on this discussion (and my personal preferences ofcorse) I worked on [[go-juice]]. I'm happy with the result for now. I would like to hear your feedback, however! --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 14:50, 18 April 2022 (UTC)

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