Stardock & Ironclad UI and gfx designers better pay attention to this video
LoL posted a nice video recently (https://www.youtube.com/watch?v=FiSNHAJHu-c) on the importance they place on the connection between gameplay and the visuals associated with that, as well as general accessibility concerns.
I can [alas] use Sins as a textbook example of how to do most of that poorly:
- hard-to-see weapons fire effects, especially on the TEC side
- weapons with long [burst] timers (5-7 seconds) with no indication when they'll fire next
- illogical relation between displayed gfx and actual firepower discussed for example in https://forums.sinsofasolarempire.com/427922/page/1/ and https://forums.sinsofasolarempire.com/455240/page/1/#3473612
- units that are difficult to see and/or distinguish from each other; the Rankulas nanites come to mind as the most serious offender here