Upcoming Patch Preview - R49 Discussion
Comments
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Phaserhawk wrote:IceIX wrote:ihearthawthats wrote:Can we get an idea of the price to increase roster size?
Speaking of scaling costs on Cover Slots, is that ever going to be adjusted, I'm sitting at 35 and it starts to get pretty steep. With the rate of new characters people will be maxing out their slots, any thought or idea on adjusting those costs given the ever increasing character roster?0 -
EntropySeattle wrote:Nemek wrote:EntropySeattle wrote:Anyone else not yet get the R49 update? I've exited and restarted MPQ as well as rebooted my phone several times off and on since this afternoon and no dice.
You get the update from the App Store or the Google Play store.
Hey thanks, Nemek! That worked of course, and didn't occur to me for some reason. It is a bit strange that it didn't auto-update this time. I've never had to manually force a new rev of MPQ.
You must have only been playing for a couple weeks. Every client side patch requires a download from the app store.0 -
Psykopathic wrote:So not too sure I like this whole showing the actual level of buffed covers thing. It's quite misleading and makes my roster seem very messy. Maybe it just needs some getting used to but so far I'm not happy with that modification.
I actually quite like it, as it gives me a good idea whether a character is worth leveling or not when I can see how he'd operate when he's hit a certain level, rather than having to guess what level he is at.0 -
jozier wrote:EntropySeattle wrote:Nemek wrote:EntropySeattle wrote:Anyone else not yet get the R49 update? I've exited and restarted MPQ as well as rebooted my phone several times off and on since this afternoon and no dice.
You get the update from the App Store or the Google Play store.
Hey thanks, Nemek! That worked of course, and didn't occur to me for some reason. It is a bit strange that it didn't auto-update this time. I've never had to manually force a new rev of MPQ.
You must have only been playing for a couple weeks. Every client side patch requires a download from the app store.
I didn't need to this time, it auto updated. Now there have times in the past where I've downloaded it from the App Store but I think that's because I just didn't wait long enough.I think Android is smart enough to know that there's a new version available and auto updates if you have that feature enabled on your operating system.
also I think you can auto update as long as it doesn't ask for new permissions.0 -
DaveyPitch wrote:Psykopathic wrote:So not too sure I like this whole showing the actual level of buffed covers thing. It's quite misleading and makes my roster seem very messy. Maybe it just needs some getting used to but so far I'm not happy with that modification.
I actually quite like it, as it gives me a good idea whether a character is worth leveling or not when I can see how he'd operate when he's hit a certain level, rather than having to guess what level he is at.
I like it too, in part because it gives me a sense of the different buff levels - the "small crystal/big crystal" thing didn't give us anywhere near this much information.0 -
Ben Grimm wrote:DaveyPitch wrote:Psykopathic wrote:So not too sure I like this whole showing the actual level of buffed covers thing. It's quite misleading and makes my roster seem very messy. Maybe it just needs some getting used to but so far I'm not happy with that modification.
I actually quite like it, as it gives me a good idea whether a character is worth leveling or not when I can see how he'd operate when he's hit a certain level, rather than having to guess what level he is at.
I like it too, in part because it gives me a sense of the different buff levels - the "small crystal/big crystal" thing didn't give us anywhere near this much information.
Yeah it's good that we can see where they are at to an extent I just don't like how it's now harder to tell where their original level was making it harder to gage what levels of abilities my opponents have. IE if I'm facing a lvl 80 BWGS I expect her not to have 5 green where as I would expect a lvl 120 to have it. Obviously not always the case and as I mentioned it may be because I'm not used to it but before even if it showed a buffed lvl 115 rags with a crystal the covers health was still visible. I knew I was fighting a maxed power rag with x amount of health. Now if I fight a lvl 180 magneto c I have no idea what I'm going up against in all actuality. To me I am receiving much much less information than I was previously.0 -
Psykopathic wrote:Yeah it's good that we can see where they are at to an extent I just don't like how it's now harder to tell where their original level was making it harder to gage what levels of abilities my opponents have. IE if I'm facing a lvl 80 BWGS I expect her not to have 5 green where as I would expect a lvl 120 to have it. Obviously not always the case and as I mentioned it may be because I'm not used to it but before even if it showed a buffed lvl 115 rags with a crystal the covers health was still visible. I knew I was fighting a maxed power rag with x amount of health. Now if I fight a lvl 180 magneto c I have no idea what I'm going up against in all actuality. To me I am receiving much much less information than I was previously.
I just click on name on the matchmaking screen, that summons the roster and I see the involved character levels immediately. (after it got sorted they are likely in the first few positions. And see what other stuff the player could throw at me on retal. I.e. if one has lazy roster but have 5 blues of key things it's good idea to just pass.
Previously I went ahed to the boost selections screen where clicking on characters reveal the ability info bit it's way more hassle than fast look at the roster up front.0 -
pasa_ wrote:Psykopathic wrote:Yeah it's good that we can see where they are at to an extent I just don't like how it's now harder to tell where their original level was making it harder to gage what levels of abilities my opponents have. IE if I'm facing a lvl 80 BWGS I expect her not to have 5 green where as I would expect a lvl 120 to have it. Obviously not always the case and as I mentioned it may be because I'm not used to it but before even if it showed a buffed lvl 115 rags with a crystal the covers health was still visible. I knew I was fighting a maxed power rag with x amount of health. Now if I fight a lvl 180 magneto c I have no idea what I'm going up against in all actuality. To me I am receiving much much less information than I was previously.
I just click on name on the matchmaking screen, that summons the roster and I see the involved character levels immediately. (after it got sorted they are likely in the first few positions. And see what other stuff the player could throw at me on retal. I.e. if one has lazy roster but have 5 blues of key things it's good idea to just pass.
Previously I went ahed to the boost selections screen where clicking on characters reveal the ability info bit it's way more hassle than fast look at the roster up front.
Yeah that's a valid point. Not a whole lot of effort to find the covers back ground. I think once I'm more accustomed it will be a more useful feature.0 -
Of course they push the patch to iOS right AFTER I leave my house for the day with its unlimited wifi. Hope my client will keep running without the patch until I get home tonight. I'm planning lots of LR activity, both for covers/tokens and for tanking!0
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Could it be possible in a future patch to change the banner with the combatants during fights so that you don't have to scroll past the enemy covers to see the Enemy's AP totals? Or at least an option that doesn't make the banner auto-center every time a match is made. I want their AP to be right in front of my face 24/7.
You might be able to fit the AP above the health bars in a row. Might have to change the health indicators to bars to make extra room, but I mean... Cmon
Who doesn't love health bars?0 -
Kelbris wrote:Could it be possible in a future patch to change the banner with the combatants during fights so that you don't have to scroll past the enemy covers to see the Enemy's AP totals? Or at least an option that doesn't make the banner auto-center every time a match is made. I want their AP to be right in front of my face 24/7.0
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Are you also "poking" at the problem that would disable animations by an option? At least the "banner" type annoyment that reports patch regeneration, espionage and such placed right on the play field. And the related switching of the ability tabs?
The UI could be improved a lot by just scrapping a deal of code that should net be there in the first place.0 -
IceIX wrote:Kelbris wrote:Could it be possible in a future patch to change the banner with the combatants during fights so that you don't have to scroll past the enemy covers to see the Enemy's AP totals? Or at least an option that doesn't make the banner auto-center every time a match is made. I want their AP to be right in front of my face 24/7.
I also second the option to turn off animations, if only because it feels like Daken's Pheromone Rage animations literally double the duration of any match he's in. Maybe flash the corresponding character's health bar in a distinctive (blue?) color when banner announcements are turned off?0 -
pasa_ wrote:Are you also "poking" at the problem that would disable animations by an option? At least the "banner" type annoyment that reports patch regeneration, espionage and such placed right on the play field. And the related switching of the ability tabs?
The UI could be improved a lot by just scrapping a deal of code that should net be there in the first place.0 -
Minor item on the AP displays ... the "No AP" state uses a dark gray background. This should be light gray or even white, so that it's easier to see Black AP.0
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IceIX wrote:pasa_ wrote:Are you also "poking" at the problem that would disable animations by an option? At least the "banner" type annoyment that reports patch regeneration, espionage and such placed right on the play field. And the related switching of the ability tabs?
The UI could be improved a lot by just scrapping a deal of code that should net be there in the first place.
I personally don't think it needs to be removed completely, sped up somehow might be nice. Although it's MASSIVELY improved over pre-R47
If there was an option of "disable" animations, it would become standard to enable this from a competitive point of view, and then why even have designed all of them in the first place?0 -
IceIX wrote:Kelbris wrote:Could it be possible in a future patch to change the banner with the combatants during fights so that you don't have to scroll past the enemy covers to see the Enemy's AP totals? Or at least an option that doesn't make the banner auto-center every time a match is made. I want their AP to be right in front of my face 24/7.
That looks great! I hope it is added in the future.0 -
IceIX wrote:We've been poking at that problem actually. It really comes down to the fact that the mobile code is the same across all devices and it's rough to display everything we'd want to up there without making it either crowded or hard to touch areas for navigation for some devices. See here for one thought on that: https://twitter.com/DemiurgeStudios/sta ... 2036581377
Have you considered having the game have tablet mode/phone mode? I only play it on my tablet, and something optimized for the larger display would reduce some of the frustration.0 -
Updated to R49 and now all my events are gone. Have restarted the app and ipad multiple times. Been over a half an hour and still no events.
edit: Apparently a global issue0 -
Great change! I like the "boosted character" thing, even if it does give away the "use boosted characters, you dummies" secret0
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