Template talk:Environment

Symbols instead of text
Could we change the Dungeon Themes list to showing the symbols instead of the text? That'd help make the template more dynamic instead of plaintext. Miles07 (talk) 16:57, 27 May 2015 (UTC)


 * Hey there, I undid your revision because no agreement was made to include the changes. If you're unsure, I recommend making a follow up edit later to ask people to participate in the discussion, rather than taking silence as consent and all.
 * So how I feel about this is that since we're actually getting rid of the element field in dungeon articles, these images are rather pointless to keep, especially since they're not actual symbols from the series. Additionally, I feel that using these images alone to signify what dungeons these represent isn't a good idea as it might not be that clear. Yes we can see that they represent the elements, but from my perspective, it's a design nightmare. Even if we were to keep these icons, they would have to be accompanied by text in some manner.
 * We don't have a need to make it dynamic. 07:00, 26 June 2015 (UTC)
 * No agreement was made, neither was any notice given, nor discussion had. Forgive me for the haste/eagerness... I'm an R&D developer, so my line of work is basically "Let me try to implement a change, and if enough people like it, then we can keep it, otherwise I'll roll it back." Since no discussion was being made, I went ahead and did it, expecting feedback one way or another. Thanks, Kasuto.
 * I was not aware that the element field (template) is getting axed. That's apparently a discussion being had that I was not privy to, so I apologize.
 * If one of the reasons is the icons being used not being from the game, then why don't we just use official icons? For instance, the Kokiri Emblem for a Forest-themed dungeon, the Fire Medallion emblem for a Fire-themed one, etc.? (Unless that is part of the above-mentioned discussion, in which case, please point me in that direction so I can see it for myself.)
 * And no, they don't have to be accompanied by text, because they already are. Hover over any of the above icons, and they'll tell you "Earth Dungeon" or "Ice Dungeon" in the little tooltip. Other templates such as the Wind Waker items also provide limited text, but you can tell what's what because of the tooltips. That's already built-in to every single major browser, making for duplicate or redundant code. And I know that ZeldaWiki.org is all about conciseness when it comes to code.
 * Miles07 (talk) 13:27, 26 June 2015 (UTC)


 * It's not so much that the implementation is a problem, it's really just that the whole concept kinda sucks. Classifying dungeons by a perceived elemental theme has caused us headaches since we started doing it because it's so subjective. We try not to specify element themes unless they're really evident, and if it is evident then what's the point of pointing it out in the first place? It's not a very useful way to group dungeons. That's my understanding of it, anyway. I'd link you to a discussion on the topic if I could, but I can't recall there being any one in particular. I think it's just something we've been discussing on and off for a while, unless I'm wrong.
 * Thanks for the input nonetheless. Tooltips do come in handy sometimes, but we've been trying to avoid them when we can. You can't read them on mobile devices, which account for an increasing amount of our traffic. 00:20, 27 June 2015 (UTC)
 * Ah yes, mobile. Sounds like a good enough reason on its own.
 * I can understand some of the frustration, since there are also a slew of dungeons that do not fall under any of the 10 categories, orat least not very easily. And then there are those unique ones that seems to have two or three different themes, usually in tandem or in contrast.
 * But including the elemental themes would help point out similarities between dungeons across the games.
 * Miles07 (talk) 20:54, 28 June 2015 (UTC)