[Design UI]: Observations and Improvements
EDIT: Changed title
I thought I would change the title of this topic and try and bring some UI suggestions in here. I have typed the first observation that comes to mind below. Anyone that wants to contribute is more than welcome. Hopefully devs will see this topic as a sort of "Ideas collection for UI" and maybe sticky it.
First Idea:
The skipping method of the nodes and how it currently works is very annoying. I mean having to skip and then re-open the node to check the enemy is time consuming and annoying, especially when I skip more than 10 times in search of the right enemy. Adding to that the animation of closing and opening the node, we have a very tiring UI mechanic.
Why can't we have a "live" skip? Like when you click the button to skip the enemies refresh right there on the same screen. I understand that you will need to tweak the activity layout a lot to apply that. But it should have been implemented from the start. It is not a game breaker, but very annoying when you try to quickly climb.
I thought I would change the title of this topic and try and bring some UI suggestions in here. I have typed the first observation that comes to mind below. Anyone that wants to contribute is more than welcome. Hopefully devs will see this topic as a sort of "Ideas collection for UI" and maybe sticky it.
First Idea:
The skipping method of the nodes and how it currently works is very annoying. I mean having to skip and then re-open the node to check the enemy is time consuming and annoying, especially when I skip more than 10 times in search of the right enemy. Adding to that the animation of closing and opening the node, we have a very tiring UI mechanic.
Why can't we have a "live" skip? Like when you click the button to skip the enemies refresh right there on the same screen. I understand that you will need to tweak the activity layout a lot to apply that. But it should have been implemented from the start. It is not a game breaker, but very annoying when you try to quickly climb.
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Comments
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great observation. I have been very vocal about their UI (or lack of it) design. Just another thing they probably won't do unfortunately
This is some of the sloppiest UI I have ever seen that has gone on far too long. Little details like this make a big difference
Almost every featured character here has a raging red boner.
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Also the option to delete TUs that you do not want right when you get them would be nice. Like we get the option to sell covers at the moment we acquire them, we should be able to do the same with TUs. Going through the TU interface to delete the ones I do not want is very annoying and it can only happen while I am ready for a new fight. Frankly, it is the worst moment for me to go and arrange my TUs, because at that screen I am usually going for a fight and don't really have the time to spare.
And also for some reason after my roster is full, the option to sell them before the go into the "Recruit Screen" is gone. If I have at least one free roster slot then each cover I get I am offered the option to sell right when it is revealed. I don't understand why it does not work when your roster is full.
And maybe a "Mark to sell" option (Preferably by swipe gestures) would be awesome. Usually I have mixed covers waiting in my roster. Some that I want to keep and lots that I want to sell. If I could press the option "Mark to sell" and then swipe the covers I want to sell or just select them would be nice. Because when I have a few covers that I want to keep, it is very difficult to go and sell the ones I don't one by one.0 -
here's one i've been hoping for, for a long time:
please remove the boost animations at the beginning of the matches, it is very time consuming when you're trying to make a push, especially in LR. I know what boosts I have selected and if I didn't there would be nothing I could do about it anyway.0 -
These, please:
1. On every popup message, "Do not show again"
2. Back button right after boosts select screen.
3. Show PVE points for each battle on the selection screen.0 -
May as well show point value of each PVP node too if we can do it for PVE0
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Not that I was the first but this was ignored a few months ago... http://www.d3pforums.com/viewtopic.php?f=8&t=119840
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I would like a running total of Attack, Protect, and Strike Tile values for each team. It gets very difficult estimate how much damage is coming with characters who spam the board with special tiles or modify them (Inspiration).0
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Include a new type of character
the telepaths, which can include proffessor X, jean grey and emma frost and maybe mystique
these characters will manipulate the opponent's character
1. reduce their attack or defence while a count down tile is active or while a colour AP is available
2. use the opponent's power against himeself
3. stun them or switch the AP requirement for their power.
Also allow level ups only for characters actually used. Like leveling up in RPGs...taht way more characters will be used0 -
Adding another thing. I was reading a post about how AI selects random TUs to use. How about if we get a preview of the TU that the opponent team is going to use in the fight? So when we open the node and see the 3 opponents that we are going to face, we can also have a place for the preview of the TU they have equipped.0
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This would save me a lot of time too:
Often, I would like to not even bother looting the Team Up. I don't like having weak Team Ups in my list, so the powerful ones are certain to be used by the AI in PVP.0
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