I need to not think about this topic too much—I get wrapped around the wheel trying to find foundations and reasons for trying to be so ludicrously fine-grained for something that doesn’t do very much except in cases of voting wars (which we should deal with administratively via moderators, not programmatically via game points). It makes me angry out of proportion to the (lack of) impact.
I like being able to choose no, weak, or strong votes. I don’t like having to calculate (because I don’t like the fact that) my strong upvote is equal to X’s normal upvote. I don’t like that my choices are 2 or 6, and I can’t give 1 or 4 when appropriate (and if I had more karma, it would be worse).
For UI, _please_ don’t overload long-click to mean something other than browser context menu. Use separate affordances, or a pop-up slider, or something.
On which platform does long-click bring up the browser-context menu (mobile)? It seems like that would interfere with drag & drop in various circumstances.
If mobile, then I agree that I want to be careful with that. We haven’t yet properly tested the UI experience on mobile, and if we find that it interferes with a bunch of other functionality, we might change it to double-tap for that platform, or maybe “swipe right”, or something like that.
I’ve just built a double-click-based design for this (for GW), which seems to me to feel pretty intuitive, so consider this a vote for double-clicking. (PM/IRC me if you want the link to take a look at it, though it’s pretty much what you’d expect—nothing terribly surprising.)
Yeah, we have a doubleclick based variant as well (as well as a “just have 4 buttons” one). It certainly works pretty straightforwardly. The main reason I didn’t like it was it felt *too* easy to do, such that I could easily imagine people getting into the habit of doing it most of the time, and I’d prefer *some* kind of trivial inconvenience.
It *should* be enabled for mobile now although it looks like I screwed up a css class somewhere or something.