Patch Notes - R81 (08/10/15)

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Comments

  • fmftint
    fmftint Posts: 3,653 Chairperson of the Boards
    Can we see some in match screens?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,328 Site Admin
    fmftint wrote:
    Can we see some in match screens?
    They're exactly the same as current. This is the only screen to change in R81.
  • Jam_Adams
    Jam_Adams Posts: 486 Mover and Shaker
    it would be nice to have Health Packs listed in line next to HP and ISO, so we can see it at the top level without having to get into a match screen.

    similarly, it would be nice to have a link to the Team Ups/Boosts screen for the same reason.
  • JordonLee
    JordonLee Posts: 161 Tile Toppler
    IceIX wrote:
    Here's an image of the new UI. Note that all other screens are the same as the current build.

    MPQ_-_R81_UI_PC.png

    MPQ_-_R81_UI_Mobile.png


    Looks pretty good. And I appreciate the quick response and great imagines. I like the segregation of the prologue and story missions, that's a fun feature.
    As a comical note, you have the same amount of recruit tokens piled as me ha.

    Can I be like... super cheeky and ask if there's been even a talk between you all of any in-battle interface upgrades and stuff?
    I guess it's not completely necessary but it's been asked about a lot. And I still don't see any dev acknowledgement on that post that scored super high that everyone loved.
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,328 Site Admin
    JordonLee wrote:
    Looks pretty good. And I appreciate the quick response and great imagines. I like the segregation of the prologue and story missions, that's a fun feature.
    As a comical note, you have the same amount of recruit tokens piled as me ha.

    Can I be like... super cheeky and ask if there's been even a talk between you all of any in-battle interface upgrades and stuff?
    I guess it's not completely necessary but it's been asked about a lot. And I still don't see any dev acknowledgement on that post that scored super high that everyone loved.
    That's just the QA server account, it's got a few random tokens stacked from a random Event that "ended" recently. My actual account is sitting on a bunch of DDQ tokens at the moment.

    Yeah, we've definitely discussed battle UI changes. The main problem with the mockup in that one thread is that while it works great on phones that are iPhone 5 or better, anything smaller or with less resolution gets really muddy really quickly. We've got a couple ideas that we're working out, but what we *don't* want to do is have another rehash of "Minion AP Gain" rollout.
  • JordonLee
    JordonLee Posts: 161 Tile Toppler
    IceIX wrote:
    JordonLee wrote:
    Looks pretty good. And I appreciate the quick response and great imagines. I like the segregation of the prologue and story missions, that's a fun feature.
    As a comical note, you have the same amount of recruit tokens piled as me ha.

    Can I be like... super cheeky and ask if there's been even a talk between you all of any in-battle interface upgrades and stuff?
    I guess it's not completely necessary but it's been asked about a lot. And I still don't see any dev acknowledgement on that post that scored super high that everyone loved.
    That's just the QA server account, it's got a few random tokens stacked from a random Event that "ended" recently. My actual account is sitting on a bunch of DDQ tokens at the moment.

    Yeah, we've definitely discussed battle UI changes. The main problem with the mockup in that one thread is that while it works great on phones that are iPhone 5 or better, anything smaller or with less resolution gets really muddy really quickly. We've got a couple ideas that we're working out, but what we *don't* want to do is have another rehash of "Minion AP Gain" rollout.

    I have literally zero patience for that. All mine built up at standards for the new 1*..

    I can understand that yeah, and it's good to hear you're doing your best to bring about a happy medium.
    ..I'm super tired right now (yep, I'm making excuses) so I'm totally stupid right now also, but I haven't the foggiest what these "minion AP gain rollouts" are. I feel stupid asking, but can you explain? I totally understand if you facepalm at my question.
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,328 Site Admin
    JordonLee wrote:
    I have literally zero patience for that. All mine built up at standards for the new 1*..

    I can understand that yeah, and it's good to hear you're doing your best to bring about a happy medium.
    ..I'm super tired right now (yep, I'm making excuses) so I'm totally stupid right now also, but I haven't the foggiest what these "minion AP gain rollouts" are. I feel stupid asking, but can you explain? I totally understand if you facepalm at my question.
    One of our biggest (and completely fair) user gripes back in the day was that minions would gain AP "silently" every turn. What would often happen is that they'd be paired up with a character that can use the color AP that the minion gains, and the character would cast abilities seemingly without the AP to be able to do it. They actually would be fine, since the AP was gained by the minion that turn, but players who don't always grok the whole of the combat engine wouldn't necessarily get that. So we had tons of complaints and claims that the AI cheated for bonus AP all the time.

    So we put in a UI widget in the battle that showed minion AP gain every turn. It was pretty explicit. Looked fine, did its job, but it also had the problem of slowing down the game a *ton*. It was only up for about 1/4 of a second a turn, but when you extend that into multiple turns in a single match it really added up. On top of that, there was a bug on initial release of the widget that enabled it for enemy hero gain too (while not showing the widget since nothing was actually gained). So that 1/4 of a second pause happened in every battle, everywhere. We fixed that latter part, but came to the conclusion (with much user input to guide it) that the feature just wouldn't work as planned, so it got pulled. Was a very rocky month for the game though, since the widget went in one build, got fixed somewhat in a build 2 weeks later, then was pulled 2 weeks after that.
  • JordonLee
    JordonLee Posts: 161 Tile Toppler
    IceIX wrote:
    One of our biggest (and completely fair) user gripes back in the day was that minions would gain AP "silently" every turn. What would often happen is that they'd be paired up with a character that can use the color AP that the minion gains, and the character would cast abilities seemingly without the AP to be able to do it. They actually would be fine, since the AP was gained by the minion that turn, but players who don't always grok the whole of the combat engine wouldn't necessarily get that. So we had tons of complaints and claims that the AI cheated for bonus AP all the time.

    So we put in a UI widget in the battle that showed minion AP gain every turn. It was pretty explicit. Looked fine, did its job, but it also had the problem of slowing down the game a *ton*. It was only up for about 1/4 of a second a turn, but when you extend that into multiple turns in a single match it really added up. On top of that, there was a bug on initial release of the widget that enabled it for enemy hero gain too (while not showing the widget since nothing was actually gained). So that 1/4 of a second pause happened in every battle, everywhere. We fixed that latter part, but came to the conclusion (with much user input to guide it) that the feature just wouldn't work as planned, so it got pulled. Was a very rocky month for the game though, since the widget went in one build, got fixed somewhat in a build 2 weeks later, then was pulled 2 weeks after that.

    That must be frustrating to deal with. I'm going to assume a constant AP bar on the mobile interface just uses far too much power, then.
    A lot of my match-3 kind of games seems to work well having the battle interface on the landscape view of a phone and seem to work pretty well on space wise. I assume from a technical view that might be better at fitting things in (if it was just a case of not enough screen size). I think it'd be hard to get characters in though, which is probably quite important to the life of the game.

    I'm rambling now. It's good to see you're all working hard to please people.
  • Ooh. With story being placed on a separate tab, this opens up more "real estate" screenwise to run more events, possibly?

    I do like this change, the prologue stuff cluttering the story page was not a pleasant look, once Id finished the prologue.
  • Can I ask why the previous version of the AI ap gain was pulled off even after everyone agreed that the latest, current one lacks the information of which ap exactly was changed?

    The bar coming near the top of the board was the best one so far, and could just have no delay on the AI move, kinda like the friendly doom trap springing.
  • Punisher5784
    Punisher5784 Posts: 3,845 Chairperson of the Boards
    Since the Prologue is receiving its own dedicated tab, can we expect additional prologue missions? Or maybe more Story missions?
  • Dragon_Nexus
    Dragon_Nexus Posts: 3,701 Chairperson of the Boards
    I hope the glowy orbs are animated.
    Hey, any chance you guys fixed this yet?

    http://i.imgur.com/QsRjD6j.png
  • bender
    bender Posts: 39 Just Dropped In
    ShionSinX wrote:
    Can I ask why the previous version of the AI ap gain was pulled off even after everyone agreed that the latest, current one lacks the information of which ap exactly was changed?

    The bar coming near the top of the board was the best one so far, and could just have no delay on the AI move, kinda like the friendly doom trap springing.
    Agreed. The current iteration is just uselessly annoying - blink and you miss it and the loss of ap change info means I scroll left and right far more than I ever did. If getting ap change back is not being worked on, please revert back one change!
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    IceIX wrote:
    Yeah, we've definitely discussed battle UI changes. The main problem with the mockup in that one thread is that while it works great on phones that are iPhone 5 or better, anything smaller or with less resolution gets really muddy really quickly.
    Do you guys have stats on what % of people are still playing on iPhone 4s or worse?
  • I think this boat has sailed, unfortunately.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    Can you default my HP to FFFF please, like in the screenshot?
  • judging from screenshot, that mean nothing else after prologue. . .yes?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,328 Site Admin
    Malcrof wrote:
    Can you default my HP to FFFF please, like in the screenshot?
    Hah, someone noticed. I had to set my HP to something more realistic as I had something like 800K just before that (was testing out some Vault pack purchases). FF and FFFF has been my default "I need a number" since I first found out the whys of those sorts of magic numbers while playing Dragon Warrior 1 back in the day. I'm also fond of DEADBEEF but you don't get chances to use that one too often.
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,328 Site Admin
    judging from screenshot, that mean nothing else after prologue. . .yes?
    There are no additional Prologue chapters planned after the Dark Avengers chapter, no.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    IceIX wrote:
    judging from screenshot, that mean nothing else after prologue. . .yes?
    There are no additional Prologue chapters planned after the Dark Avengers chapter, no.

    Any chance to re-set the prologue for us vets to mess around in? Just for the iso and tiny Hp, but also to test out this amazing new 1*!!