Arcorian wrote:
Hello everyone,I am glad to see the passion here and the feedback many of you have given in this thread so far. Especially from those of you who just recently made the switch from the old “Canvas” graphics mode to WebGL. I would like to encourage you to keep providing us with feedback about your experience with WebGL and let us know what we could improve to make it more suitable for your personal needs. We would like to hear about the things that kept you using “Canvas” for so long and that you might dearly miss with WebGL now. We are monitoring this thread very closely and taking notes of these things (e.g. brightness, strategic overview, uber-smoothness, etc.). So please keep mentioning them and share your feedback.
I would also like to address the communication side of things. Some of you already mentioned it and criticized that the last-minute announcement of the discontinuation of “Canvas” was not made earlier. I fully understand this, and I would like to point out that it was not planned to happen this way. Originally this should have happened later, with a proper announcement. Whether that announcement would have been early enough for everyone is hard to say, but it would have been earlier than what happened now. Unfortunately, as Freezy already mentioned, we faced a major issue with “Canvas” during our last release, that led to the decision to discontinue it earlier than originally planned, to avoid major problems for all players. An indicator for the severity of the issue might be that we usually do our releases on Tuesdays and had to postpone this one until the next Monday. We try to be as transparent with you guys as possible and to involve your feedback as much as possible. Unfortunately, sometimes things don’t work out as we plan them, and hard decisions need to be made fast. I know this does not bring back Canvas or immediately addresses the issues you may have with the switch right now, but I hope this provides an explanation on why it was communicated the way we saw.
As I mentioned at the beginning of my wall of text, please share your experience and concerns with WebGL after switching from “Canvas” in this thread. Even if we do not reply directly to your post here, please note that we are definitely reading it and highly appreciate and value your feedback.
Now I will tell you what had Canvas and what does not have WebGL.
The first and basic thing that Canvas had and there is no WebGL is the soul.
First of all, it's too bright colors of the map. They are disgusting, and in particular the color of their own country.
The color of an ally's country is too bright and puffs too hard.
It is difficult to distinguish my country from another country. The boundaries are not as outlined as they were in Canvas.
When the map is withdrawed, the division of rural provinces disappears.
When the map is completely remote, the division into cities disappears and nothing can be distinguished. This makes it difficult for units to move because you don't see a dot indicating a province. There was no such problem in the canvas and even from a distant camera it was possible to attack.
Fluidity too high, which makes it difficult to operate the map (it is both moving and zooming in / zooming out).
It's hard to click an individual, because its backlight is pouring into the map (these are allied units).
Unit composition preview is too large and oversmed the map.
The lack of rural province names makes it difficult to orient the map. This mainly makes webgl toil, Canvas had the names of all provinces.
These are, of course, fundamental differences. The main one is the lack of soul in WebGL, and Canvas had a soul (I have so many wonderful memories with Canvas from years ago). And of course one of the differences is that I just don't like WebGL.

