The code looks better now Nice touch with the "current" indicator.
Two more suggestions:
clicking on <th> toggles all checks below - select/deselect
ordering/listing for the Haedrig's Gift bags - <ul> will do the trick
Cheers
Thanks! About the suggestions: Working on the first, yep. Actually, the "logic check" only works one way and is a bit messed up, I'm rewriting that entire part of the code as we speak, and will make a "check this entire column" thing when clicking on the th. About the Haedrig's Gifts... I had this as list before but it didn't really look as nice as I thought it would. I like the 2x3 layout, maybe I'll turn it into a table (or div, I'm never sure when I'm allowed to use tables for stuff like this - I wonder if there are even people who would argue that I should turn the entire SJ table into flex divs :P)
Nice job! Have the conquests been confirmed? I thought I read the 3x Leg gems to 65 was a conquest, not Guardian? I do not have PTR loaded so cannot check too easily
Yep, added them to the conquest view (just when you click on "conquests" for highlight).
Maybe adding the actual conquests when clicking the Conquests highlight would be a nice feature. Like an additional row appearing next to Guardian or similar, also with this click-to-mark-as-solved feature. If the full text is too long, display only full text if hovering over a single conquest "cell".
Great work, great overview.
Like the way I did it? ;-) Check it out, should be almost exactly what you asked for.
tags for layout (w3c), define some bottom/top-margin CSS-classes instead
Avoid qualifying ID and class names with type selectors (google)
indentation make the code prettier (you always put "stop looking at my ugly code"), use it
p.s. making the page responsive (different resolutions) shouldn't be much of a hustle (great articles on this topic here)
Cheers
Actually went ahead and addressed all those issues (at least where I felt it was feasible and useful), so thanks again for this (responsive design remains the only to-do point now...)
Did a bunch of fixes besides the ones mentioned here; most importantly some logic checking (like, finishing the GR75 solo conquest will check off all solo GRs, and augmenting 3 50+ gems means you've finished some upgrading and so on. I do not check for everything to not make it blow out of proportion; basically only where more than 2 conditions were given.
First of all - bravo. The good work done deserves admiration
If you want some tips for improving the code, here they are:
<meta charset="UTF-8" /> is enough for a HTML5-page and it save time (w3c)
avoid using <br /> tags for layout (w3c), define some bottom/top-margin CSS-classes instead
Avoid qualifying ID and class names with type selectors (google)
indentation make the code prettier (you always put "stop looking at my ugly code"), use it
p.s. making the page responsive (different resolutions) shouldn't be much of a hustle (great articles on this topic here)
Cheers
Thank you SO MUCH! Oh hell... I took my first HTML class about 20 years ago. Back then I learned that Javascript was the absolute evil to avoid, the best way to create a multi-page website was frames, tables were the go-to layout element, and Comic Sans was an acceptable font. Every few years I take on a new project (like this one) just to see the changes that the W3C recommends... and what other new things have emerged. For example, my meta tags were copied straight from the W3C guide a few years ago, and now they changed it... *shakes fist* ;-)
I'll also take the other things into consideration - not sure I'm gonna re-visit all the code of my existing tools, but definitely in the future. Also yes @indentation, I'm trying to use it whenever possible (looking at my code I thought I did, but I guess you can always improve). I haven't heard about the "responsive design" movement yet, but it sounds like it would require me to rethink my entire approach to designing menus and stuff. Will keep an eye on that for when I have more time, doesn't look like something I can implement on the fly. Again - thanks for all the pointers, very helpful! I'm always interested in learning how to improve those things (though I know I'll never be perfect, for that I'd have to invest more time than I have at my disposal).
I read somewhere it cost 186,000 gold to upgrade the blacksmith to lvl 10. Does it cost the same for the jeweler and the mystic? By leveling using the massacre bonus, roughly how much longer will it take to get enough gold to lvl all the artisans to lvl 10?
The total leveling cost for all 3 artisans is 963k and 2 DB (not 3, the Mystic doesn't need one). The upgrade costs are different for each artisan. There are three ways to have enough gold at 70:
1) Doing a Vault; 2) Finding a Gilded Baron; 3) Doing rifts pre-70.
We've tested everything (even a complete bounty run pre-70) and nothing gives you enough gold besides those three things to level all artisans at 70. Massacre only is fast, but it comes with the drawback of being undergeared most of the time, definitely not having enough gold to craft the "level requirement reduced" weapons at 42/61, and the big thing is that I personally think the servers will crash based on the fact that so many people will constantly re-create games because some guides recommend to only run area. (Which is not true btw, you can get massacre bonuses in every area and you don't need to get it up to 400 every time, even with not getting a single massacre bonus over 200 you can still be at 70 quite fast). And it takes quite some effort as well, whereas rifts is a no-brainer.
Also, keep in mind that this is a game about having fun, and being forced to play solo and leave your friends behind is not fun in my book, so if they want to do rifting why not? In the end being level 70 after 2 hours or 2 hours and 30 minutes doesn't make a difference. By Sunday it's not about who had the best 1-70 strategy but who had the best drops (and the least sleep), so don't go crazy over this.
I could also help out on that mobile issue if needed
I think the issue is less of technical nature but more how to deal with the scarce screen real estate on mobile devices, as we discussed before. I'm very open to discussing this here though, so suggestions welcome. I mean an easy cop-out way might just be to make a looooooooong scrollable list of all objectives... but that's neither good usability nor does it resemble the idea of a season journey overview.
Maybe adding the actual conquests when clicking the Conquests highlight would be a nice feature. Like an additional row appearing next to Guardian or similar, also with this click-to-mark-as-solved feature. If the full text is too long, display only full text if hovering over a single conquest "cell".
Great work, great overview.
That's an interesting idea - yeah, I'll think about it. Though it "hides" the conquests... but I could add it to the description. Hm... yeah, might work!
Nice job! Have the conquests been confirmed? I thought I read the 3x Leg gems to 65 was a conquest, not Guardian? I do not have PTR loaded so cannot check too easily
It's both conquest and a season journey objective, yes ;-)
Yeah on phone you would have 2 columns visible at most. But that defeats the purpose of having everything visible at a glance, at least that's what I had in mind ;-) If I were to turn this into an app (which I'm not doing) you could obviously swipe between difficulties and make a different activity for each difficulty. Hm. Hmhmhmhm. Will think about it, but currently can't think of a good solution that would make me happy.
Just one small issue: would be nice if it were optimized for small devices (I could help you, if necessary).
All my tools are designed for desktops... but I see your point. Do you have any general guidelines for how to transform it? In general I'm not a fan of unified designs (Blizzard is going down this route with the forums and it's the worst thing ever, it'll kill the D3 forums for me entirely). I think I'd rather create a separate mobile version... but since I've never done mobile website development I don't know where to start. Any advice welcome, sure - though I can't promise I'll have the time though.
Super simple concept - just as you doing the Season Journey click on a task to keep an overview of what you have done and what still needs to be done. The status is saved in a cookie. Pay attention to the in-game popups because you can complete many season journey objectives that aren't even visible yet, so this website might help you to keep an overview.
Yep, added them to the conquest view (just when you click on "conquests" for highlight).
Fixed!
When you highlight the conquests you can see them all.
Like the way I did it? ;-) Check it out, should be almost exactly what you asked for.
Actually went ahead and addressed all those issues (at least where I felt it was feasible and useful), so thanks again for this (responsive design remains the only to-do point now...)
Okay, fixed it. It was a bit more than just one tag, but now everything should be fine even on super large displays!
============================================================================
Did a bunch of fixes besides the ones mentioned here; most importantly some logic checking (like, finishing the GR75 solo conquest will check off all solo GRs, and augmenting 3 50+ gems means you've finished some upgrading and so on. I do not check for everything to not make it blow out of proportion; basically only where more than 2 conditions were given.
Yep fixed it already, along with a ton of other things. Just one more thing and then I'll push it.
I'll also take the other things into consideration - not sure I'm gonna re-visit all the code of my existing tools, but definitely in the future. Also yes @indentation, I'm trying to use it whenever possible (looking at my code I thought I did, but I guess you can always improve). I haven't heard about the "responsive design" movement yet, but it sounds like it would require me to rethink my entire approach to designing menus and stuff. Will keep an eye on that for when I have more time, doesn't look like something I can implement on the fly. Again - thanks for all the pointers, very helpful! I'm always interested in learning how to improve those things (though I know I'll never be perfect, for that I'd have to invest more time than I have at my disposal).
1) Doing a Vault; 2) Finding a Gilded Baron; 3) Doing rifts pre-70.
We've tested everything (even a complete bounty run pre-70) and nothing gives you enough gold besides those three things to level all artisans at 70. Massacre only is fast, but it comes with the drawback of being undergeared most of the time, definitely not having enough gold to craft the "level requirement reduced" weapons at 42/61, and the big thing is that I personally think the servers will crash based on the fact that so many people will constantly re-create games because some guides recommend to only run area. (Which is not true btw, you can get massacre bonuses in every area and you don't need to get it up to 400 every time, even with not getting a single massacre bonus over 200 you can still be at 70 quite fast). And it takes quite some effort as well, whereas rifts is a no-brainer.
Also, keep in mind that this is a game about having fun, and being forced to play solo and leave your friends behind is not fun in my book, so if they want to do rifting why not? In the end being level 70 after 2 hours or 2 hours and 30 minutes doesn't make a difference. By Sunday it's not about who had the best 1-70 strategy but who had the best drops (and the least sleep), so don't go crazy over this.
I think the issue is less of technical nature but more how to deal with the scarce screen real estate on mobile devices, as we discussed before. I'm very open to discussing this here though, so suggestions welcome. I mean an easy cop-out way might just be to make a looooooooong scrollable list of all objectives... but that's neither good usability nor does it resemble the idea of a season journey overview.
That's an interesting idea - yeah, I'll think about it. Though it "hides" the conquests... but I could add it to the description. Hm... yeah, might work!
Another good point, should add conquests. You can find them here: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/208371-ptr-season-7-conquests
Yeah on phone you would have 2 columns visible at most. But that defeats the purpose of having everything visible at a glance, at least that's what I had in mind ;-) If I were to turn this into an app (which I'm not doing) you could obviously swipe between difficulties and make a different activity for each difficulty. Hm. Hmhmhmhm. Will think about it, but currently can't think of a good solution that would make me happy.
Yes - think I'll add this as a tooltip. It's
I made a thing: The Season Journey Tracker!
http://d3resource.com/journey/
Here's what it looks like in action:
Super simple concept - just as you doing the Season Journey click on a task to keep an overview of what you have done and what still needs to be done. The status is saved in a cookie. Pay attention to the in-game popups because you can complete many season journey objectives that aren't even visible yet, so this website might help you to keep an overview.
For feedback, you can contact me on Reddit:
https://www.reddit.com/user/bagstone