May I ask why you removed the H2H option choices? It's not always the case where the selection would be the exact copy of the character's lines. Take Poppi's Remodel? for example. I thought it gave better flow into the two choices. I was going to use a tabber for an even better flow to easily flip through the choices, but I thought the H2H pages are already pretty short, so a tabber will decrease the length a lot and make it seem like there isn't too much info on the page
Also, in the recent dialogue pages, I made it so that the character's names will appear when hovered over, to avoid extra uneeded text. I didn't update the first ones I did yet, they still have the wrong formatting for hover text. I felt that the more compact layout worked better because it required a lot less scrolling. Everything was also right beside the character's face so I thought it flowed pretty alright
When the selection text varies from the dialogue, it might work better, but when it's the same, I feel it becomes unnecessary.
For formatting, here are my perspectives:
I'm removing links from the icons, as Wikipedia policy, which we use as the foundation for all style practices, recommends avoiding duplicate links in pages (even if I didn't, bear in mind that Tora's page is named differently)
The removal of names/usage of only icons isn't extensible to all Heart-to-Hearts. It might work with the ones you've worked on, since those only involve player characters and Blades, but when you start diving into ones like The Kindness of Blades or Walking Encyclopedia, where a large and very significant chunk of the HTH is NPC dialogue, things start to break down. Alignment also becomes an issue with those Rare Blade HTHs where there are very small tweaks for each Driver.
Considering the above point, it just doesn't become feasible to align everything that way. See Thread:78332 (which also explains why I prefer clustering consecutive lines of each character rather than multiple, separately indicated lines)
I don't see the point of the "[unused]" sections. That stuff is not helpful to people actually playing the game, as opposed to dumping the data.
We also need to consider the cases where there is inn dialogue that leads up to the HTH, as that can complicate layout. The Real Gramps and Hard Life (when I add it) are good examples of this.
Hello!! I posted this question on the aux core page for ‘Helping Hand’. I can go back and answer if you can help me here. Just wondering what exactly is the purpose of extending the blade arts durations? Does that mean that any debuffs that a blade art inflicts last more? If it’s a continuous attack it does do more damage, like a whirl attack that just lasts longer? Please help, you’re my only hope! (Sorry for the very basic question)
Also I guess I’m having trouble seeing what the benefit would be for blade arts with Pyra for example. Since they seem to be a one hit attack... don’t really understand what duration means in that case.
I can understand that reasoning, but you gotta take into account that the torna story expansion is going to do new things the old game didnt do. The demo shown at the E3 Tree House Event shows that Mik and Milton can actually join your party as non-combatants. It's even implied they have their own field skills.
So we really should treat them as every other party member, but I can understand the desire to sit back and wait to see how it plays out.
There are cases in other games similar to this (for example, Juju on Bionis' Leg, Linada in Mechonis Field/Central Factory, Mumun in Oblivia, etc. You could even argue Fan la Norne in Chapter 5), but we nevertheless do not have them in the Characters section. Tatsu and Azurda are included because of their close story tie-ins with other characters (Tatsu has his own set of Affinity Missions that overlap with Lin, Azurda has his own HTH category and has some presence in battle), as well as (and to be honest, this is probably the only reason they're still in the sections) to even out the table so it can be evenly divided into reasonably sized rows (otherwise we have 19 for XCX and 13 for XC2, both prime numbers and ones that are too big to reasonably fit on one row).
Either way, we also try not to split the character section by playable/non-playable or any other classification. It's largely unnecessary given that the included characters are going to have a major role in the game in some capacity, otherwise they would not have been put in the section. From a coding perspective, there's also a performance issue with nesting tables (it's not as bad as nested tabbers, but regardless), so div tags would have been the recommended option. Had the Japanese DLC for XCX been released independently in the West as well, we may have placed the four relevant playables under a sub-header, given that we usually have a lot more aesthetic flexibility vertically than horizontally.
Hi LightBender360. First of all many thanks for all your great work on the wiki (these weeks in particular it helps me a lot), your kind help addressed to the contributors, improved wiki management tasks and ability, etc. and congratulations for entering the Top Users 5 proving how you have importantly invested yourself in this whole Wiki progressing work. If you are interested to take a step amongst our Xenoblade Wiki team, I am planning and would be pleased to submit to the community, a proposal for a rollback promotion for you. You can take time to think about it and answer me your possible interest.
In that case, for the last couple on the list, I would note the similarities in appearance to other enemies (maybe provide screenshots as well), but avoid directly associating them with the enemy families. With a small handful of exceptions, this wiki has tried to stay away from fan-given names, and mixing fan names with official names can lead to confusion when it comes to future maintenance.