Why won't you fix goon Countdown ambiguity?
Kelbris
Posts: 1,051
This should take all of 20 seconds.
Always have the center goon be (Class) A, the right goon be (Class) B, and the left goon be (Class) C. Only have one goon? Who cares! No one is hoping to be confused by there being a Pyro B without a Pyro A.
Then, just put the letter after the ability name (when you tap the CD) so that it will say Flamethrower B. I'm assuming you could do this with a simple getter command, but it's been a while since I've coded anything.
It's a slapjob, but at least it's SOMETHING. I spoke to someone in person about this at PAX (two freaking months ago) and they said they were working on it, but the implementation is having issues with the User Interface.
I really don't get why things that can take months of discussion get priority over things that should take much less time, that have been desired since 2013.
Always have the center goon be (Class) A, the right goon be (Class) B, and the left goon be (Class) C. Only have one goon? Who cares! No one is hoping to be confused by there being a Pyro B without a Pyro A.
Then, just put the letter after the ability name (when you tap the CD) so that it will say Flamethrower B. I'm assuming you could do this with a simple getter command, but it's been a while since I've coded anything.
It's a slapjob, but at least it's SOMETHING. I spoke to someone in person about this at PAX (two freaking months ago) and they said they were working on it, but the implementation is having issues with the User Interface.
I really don't get why things that can take months of discussion get priority over things that should take much less time, that have been desired since 2013.
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Comments
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Of all the things you could start a new thread to complain about right now, you choose this?0
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They probably don't think improving UX will impact revenue enough for it to be worth their time0
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There's an easy way to know which Goon the CD tile belongs to...
It's always the other one.0 -
At the very least, they could offset the levels of paired enemies, so that they'd have slightly different damage values0
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How would this change make D3 money? The answer to that is likely correlated to when/if this change will ever happen.0
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j12601 wrote:
Three health packs, most likely.0 -
hurcules wrote:The Finn wrote:How would this change make D3 money? The answer to that is likely correlated to when/if this change will ever happen.
I got it--the flashing is actually a secret form of mind control, meant to induce you to buy stark salaries...?
/I got nothin0 -
Hey do the thing
If Shaqiri can get a hat trick you can do the thing0 -
I don't mind the ambiguity any more. I did when was doing prologue. But now, let's face it. If not for that, there would be almost zero challenge for goons unless the'yre with DA's.0
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stephen43084 wrote:I don't mind the ambiguity any more. I did when was doing prologue. But now, let's face it. If not for that, there would be almost zero challenge for goons unless the'yre with DA's.
Cmon programmers do the thing0 -
A simple UI improvement like this would actually help make gameplay more tactical0
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kidicarus wrote:A simple UI improvement like this would actually help make gameplay more tactical
The UI update I've wanted forever was to be able to see enemy AP totals without having to press a single button. It should just be on screen. There's enough unused space to do it, too.0 -
Kelbris wrote:This should take all of 20 seconds.
The number of times I have heard that .... . If I could take all the software tasks I've heard that line on, and actually get them all finished in the suggested amount of time, then I'd be able to single-handedly write up and launch a website more powerful than Google, Amazon, and Facebook combined, within an hour, and still have time leftover to go buy a snack.0 -
Nonce Equitaur 2 wrote:Kelbris wrote:This should take all of 20 seconds.
The number of times I have heard that .... . If I could take all the software tasks I've heard that line on, and actually get them all finished in the suggested amount of time, then I'd be able to single-handedly write up and launch a website more powerful than Google, Amazon, and Facebook combined, within an hour, and still have time leftover to go buy a snack.
would it really be difficult to make sure nobody on the same team ever has the same level? you can just make sure the only level that actually gets set by scaling is the middle enemy. the left one uses a getter on their level and adds 1 to it, while the right enemy uses a getter and adds two to it. as somebody stated earlier that this would offset the damages (I can't think of a goon countdown that doesn't deal damage at the moment) and you could go into the enemy stat panels to see which damage the damage corresponds to
HEY DEVS DO THE THING0 -
I thought the devs did this on purpose. Purposely ambiguous. I'm sure they could figure something out if they wanted (including something like your idea).
Sometimes, when they do make 2+ goons different levels, I thought that was the devs cutting some slack to players who care to look.
But who knows, maybe all the players saw this obvious oversight that Demiurge hasn't since the game launched.0
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