General SEO improvements so the page shows up more often when searching for specific weapons would be cool. There are also several interesting concepts we could explore:
Schema markup for recipes (could create a cool card on google)
It would be nice to have the ability to tag interesting weapons for later reference, personally this would be useful for keeping track of a "want" list.
Would be nice to be able to put a maximum defense value for armors in the list. The trouble is that they don't really follow a known pattern and we'd like to be able to add pre-ukan and post-ukan values. A real nice to have would be HR-dependent values (taking into account armor sphere availability).
Thanks to MKP on the Hunsterverse discord for providing some valuable feedback on the usability of the website. This issue is meant as a place to track progress on the topics raised.
Font is way too big, you miss out on a lot of screen realestate
This is a very valid point, the font-size was chosen to be as close to the in-game UI as possible, I think here it's a very real possibility we either offer a toggle between the two?
I expect it to include at the very minimum, raw, element, affinity, and sharpness. Sharpness could probably be a single color to show the max level, as nobody cares about other ones, just the default max. I just now noticed that there is indeed an icon on each item telling the element. Its waaaay too small and pixelated to notice. Best to move it as its own icon next to the item.
The decision to have the icon at the base of the weapon was again an "in-game" UI one, this time it was a bit more difficult as FU actually does not display these values by itself. I agree they are too small to readily notice.
I have no time to scroll through all the sns in the game looking for a water weapon. On click, the tree should probably reset back to showing everything so you can see the tree around it.
If I collapse a tree, it probably should be persistent across page loads. Additionally, expand all/collapse all could be useful.
Persisting state should be possible, I'll keep this in mind. Expand all and collapse all certainly can be done, need to figure out a design for that :)
I think its beneficial to highlight items that can be crafted rather than improved to. This lets users know they dont have to complete the tree to get the item at some point in their playtime. This saves resources.
Great point, being able to differentiate between a craftable and improvable weapon would be nice.
on the gears page, the right panel says "1 NO WEAPON SELECTED" when showing armor
Good catch!
Armors do not have skillpoints on the same page, despite all the realestate. If realestate is a problem, then a scroll bar should appear.
I think this was an "in-game" UI issue, but I think it would be better off showing them when possible and simply collapsing into a "next page" option when there is no space.
Armors should be searchable by skill point in a reduction sort of fashion. For example, if I want Hunger then it should show all gears with Hunger. Additionally, gunner only armor should be optionally removed, i.e. you are looking for melee gears with Hunger.
Searching in general is a real downside to the website, I want to improve this drastically while still trying to retain the feel of the in-game UI. This will take considerable effort but it's very much needed.
Decor slots would be useful to show on the item line. For those times you want to have a Hunger gear with 2 slots.
I think that shouldn't impact the UI much, will look into it.
Decors could also use showing the + and - on the list pane.
I thought they do! Will check on this.
Monster list is missing drop % rates
Absolutely, we have most of the data it just needs to be parsed and presented.
Could be useful to search drops to see what wyvern drops what
Related to the search issue from above, noted.
Before I create a JSON dump of all the weapon information I want to make sure it is as up to date as possible. Should cover weapon names, crafting/improving materials, adding descriptions from in the game etc.
Project is using some inline scripts right now to add a bit of functionality, stimulus interacts much better with turbo frames and would make it a bit easier to add incremental functionality.