Minegarde: MHP3 Armory -- We need Your Design Suggestion - Minegarde

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MHP3 Armory -- We need Your Design Suggestion Suggestion for Intuitive navigation of Armory

#1 User is offline   ZackVixACD 

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Posted 06 July 2011 - 06:41 AM

Greetings Hunters,

We are in the process of adding (finally) the Monster Hunter Portable 3rd Armory to the site. We want the new armory to be easy to navigate through, intuitive and informative. In short we want it to be quite awesome.

Since you will be the people who will be using it a lot, we wanted to ask you what YOU think would be good functionality to have in the new armory. So help us in the design of the armory by suggesting designs, functionality etc...


Please when suggesting, try to be as specific, as detailed as possible, and if you can provide and explanation as to why you would like something added, please do so :). Pictures/Sketches of ideas are welcome..

Here is how a "well-written" suggestion might look like:

-"I would like to be able to search the armory by slots, rarity, Hunter Type and by Gender. It would also be nice to be able to
order the armory by slot numbers or rarity. Additionally, it would be really nice to be able to see armors that can be created from a specific type of
raw materials; if the result of raw material search can be arranged by slots, rarity and/or Gender, that would be even great! Having the ability of searching armors by name is also a good thing."

-"Usually, when displaying armories, there is a MASSIVE amount of information that can be quite overwhelming, it would be nice to refrain from showing all that information, and instead, have the information (such as materials necessary) displayed only when the user clicks on the specific armor."

Here are examples of "badly-written" suggestions:
-"I want to see everything LOLZ!" or
-"How about rank?"
-"Helmet should come first and be on the left side!"

Basically, if you want to express an idea, avoid being vague, express yourself clearly, or if you can't, don't.


Thanks for your help! And remember, suggestions can range anywhere from functionality to design.

This post has been edited by ZackVixACD: 06 July 2011 - 07:15 PM


#2 User is offline   VioletKIRA 

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Posted 06 July 2011 - 07:23 AM

Go the extra mile and add a simulator, rather than just a plain old vanilla database.

Reasons why:
  • Athena's firm ASS - faster search, does what the user wants: make an armor set without too much work. Offline use only, however.
  • MikeJS/p3db's set builder - fully functional (I think?) MHP3rd armor search and set builder.

Here, I'll go as far as showing you a mock up for mine (half translated to English so you guys know what's going on):

Posted Image
armorsim by VioletKIRA, on Flickr

I have three columns:
  • Search: What you have now for MHP2G but only taking up one column.
  • Results: Shows top 15 results (this is a suitable average for MHP3), sort buttons (not shown) sit at the very top (sort via slots, defense, rarity, price etc). Users can then add a specific piece to the set.
  • Simulator: Displays what you've currently put together. This was the early prototype, but there are also buttons for selecting decorations, weapon slots, link to armor set etc.

Following the user workflow, goes left to right (search -> results -> simulator).
I hope this is the kind of response that you're looking for, sorry if I got carried away :P

This post has been edited by VioletKIRA: 06 July 2011 - 07:41 AM

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#3 User is offline   Eckhardt 

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Posted 06 July 2011 - 09:36 AM

1.Display Related Items - When browsing through armor it would display the entire set of armor including stats/effects/total materials/cost and so on.
So for example if I look up the Dark Akantor Mask, somewhere on the page it would display the other related parts of the set somewhere on the page, so in this case it would be the Dark Akantor Agies/harness/claws/fang ect.

2.The ability to filter or reorganize armor/weapons sections - When browsing weapons, if I want to find a weapon with high sharpness or high elemental damage I click on the header of the column and it will reorganize itself from lowest/highest(handy if you don't know the weapon trees).
This could be applied for armor as well towards resistances/defense/Special effect(Toros Inc)/rarity ect, It wouldn't be to the same degree as weapons but it's a start.

3. A ranking/vote system - Weapons or Armor that are highly effective or complement each other well can be voted up/down, this could even be tied into ViolentKiller's idea of Top 15 results.

Can't think of much else, love your site though I can't even count how many hours I have used it to try and find a new weapon to complement my current selection or certain armor skills do.
So keep up the good work!
Often in ones own madness resides genius. Thus for a mind seeped in madness, the imagination is limitless.

#4 User is offline   HiddenStar 

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Posted 06 July 2011 - 09:59 AM

Sorry if this does sound vague:/

Is there any chance of a search bar function, where you can bring up all the armour pieces with a specified defence/number of skill points? That way you don't have to go through with ctrl+F and find them all separately. This way you would also be able to compare armour pieces easily.

@Eckhardt, who is ViolentKiller :P ?
So, I heard you like Swampertz? Why yes, yes I do.
Posted Image

#5 User is offline   ZackVixACD 

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Posted 07 July 2011 - 04:17 AM

@VioletKira, that is a very good suggestion indeed. Thank you.

#6 User is offline   uy3n 

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Posted 24 July 2011 - 06:24 PM

Create a module that could give suggestion for armour parts that could activate 1/multiple skills..
It could be with or without input.

Example:
Player A is making a Narga set for its 'evade dist' skill.
But a bad luck strike and he didn't get his narga marrow on 20th kill(which means no narga glove).
So player A can input up to 4 parts of armour and optional amulet skill.
Input 1 to 5 would be : head,chest,glove,tasset,trousers

- Input 1 : Narga Helmet
- Input 2 : Narga Chest
- Input 3 : empty
- Input 4 : Narga Tasset
- Input 5 : Narga Trousers
- Input 6 (for amulet/skill 1) : optional
- Input 7 (for amulet/skill 2) : optional

P.S. I forgot the exact name, dont mind that.

And then a list of activatable skill will be shown (the skill shown is listed from the armour/amulet input) and he can pick one or more / primary or secondary skills to be activated.
In this case, it's the 'evade dist' skill.
The engine will then search and list all available 'glove armour' (because its is Input 3 that is empty) that may or may not activate the 'evade dist' skill.

Like this:
Skill to activate: (Evade Dist)
Suggesstion(total skill points):
1. Glove A : 13
2. Glove B : 12
3. Glove C : 9

It could be like this..
Posted Image

#7 User is offline   Enkidu 

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Posted 25 July 2011 - 04:28 PM

I have to second the simulator based ideas. Athena's ASS is the only one I have familiarity with, but its a detailed, easy to use program that fits all of my needs. And perhaps expanding on the search idea of it may make it easy to save/view. Perhaps a simplified offline .exe searcher and a more comprehensive search/display function for the online version?


What I mean is, Instead of just being able to search by skills include the Creation materials/Slot information/Individual armor skills per piece/base defense>Upgraded defense levels and perhaps have a settings function that enables/disables that information with a default setting that is more Armory-oriented then skill set search function?

I really wish I could contribute more to this cause, but I have no experience with anything of this sort. :c I would love to try and help anyway I can though.

Edit* Spelling.

This post has been edited by Enkidu: 25 July 2011 - 04:31 PM


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