Upcoming Patch Preview - R49 Discussion

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  • Kelbris
    Kelbris Posts: 1,051
    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.
    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

    Bg3f0fmCIAAVn0a.jpg

    Would it be possible to always have that AP panel open if someone wanted?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    Kelbris wrote:
    Bg3f0fmCIAAVn0a.jpg

    Would it be possible to always have that AP panel open if someone wanted?
    In that prototype it closed whenever a match was made. And it wouldn't be useful as a sticky for the opponent side since it would preclude enemy switching on taps. There's no *technical* reason it would have to work like it did in the prototype though.
  • Kelbris
    Kelbris Posts: 1,051
    IceIX wrote:
    Kelbris wrote:
    Bg3f0fmCIAAVn0a.jpg

    Would it be possible to always have that AP panel open if someone wanted?
    In that prototype it closed whenever a match was made. And it wouldn't be useful as a sticky for the opponent side since it would preclude enemy switching on taps. There's no *technical* reason it would have to work like it did in the prototype though.

    It doesn't cover them completely. I could just bonk them on the head, theoretically.
  • I dunno I miss match 4's/5's sometimes and I have girly skeletor hands. Probably depends on your screen size.
  • Tannen
    Tannen Posts: 294 Mover and Shaker
    As a completely seperate ui suggestion...

    For each node within a pve event would it be possible to see some sort of count down on the node to when the stack is fully refreshed?

    It's a little irratating to remember when you finished each stack so as to guarentee you hit it after the refresh (also, it allows newer players who aren't aware of how the stack refreshes work to see at a glance when they should re-enter the stack)

    -- Possibly have the node "dim" when each stack is fought, down to black (or transparent) when there are none left, and then have the counter "timing down" by undimming the node in pie segements -- like a clock ticking around from 12?
  • IceIX wrote:
    Kelbris wrote:
    Bg3f0fmCIAAVn0a.jpg

    Would it be possible to always have that AP panel open if someone wanted?
    In that prototype it closed whenever a match was made. And it wouldn't be useful as a sticky for the opponent side since it would preclude enemy switching on taps. There's no *technical* reason it would have to work like it did in the prototype though.

    please make it so that the panels stay open after matches. it's much more useful to see the enemy accumulation of AP every turn than to be able to easily switch opponents.

    you usually only choose the opponent you want to attack once until they are downed or until you have an ability full charged.


    couple other items about animation and speeding up the flow.

    when someone has an attack tile on the board, the time it takes for that attack tile to do damage is painful.

    when playing multiple matches quickly (ie. at the end of a tournament). the number popups can be brutal. all the way form the daily drop, to wether you are attacked. to the match reward and winning a tier reward and seeing the next reward. It can be pretty frustrating when you are trying to get a quick extra match complete.

    when you lose a match, the time it takes for the next screen to come up is brutal.

    from a graphical standpoint, the new reward cover animations look awesome. it even makes getting an extra cover seem appealing. however, the prize level badge is super pixelated. Everything in the game is super crisp and clean but that one screen spoils it. btw, this is on the iPad, not sure if the steam version has the same issue.

    mpg.png
  • IceIX wrote:
    In that prototype it closed whenever a match was made. And it wouldn't be useful as a sticky for the opponent side since it would preclude enemy switching on taps.

    Why's that? If you'll excuse my MASTERFUL ART SKILLS it seems like "green = open/close AP display, red = switch to next available target" would work fine?

    PVJFuNp.jpg
  • gamar wrote:
    IceIX wrote:
    In that prototype it closed whenever a match was made. And it wouldn't be useful as a sticky for the opponent side since it would preclude enemy switching on taps.

    Why's that? If you'll excuse my MASTERFUL ART SKILLS it seems like "green = open/close AP display, red = switch to next available target" would work fine?

    PVJFuNp.jpg

    But you also need to be able to select the character to see their ability details.
  • Kelbris
    Kelbris Posts: 1,051
    gamar wrote:
    IceIX wrote:
    In that prototype it closed whenever a match was made. And it wouldn't be useful as a sticky for the opponent side since it would preclude enemy switching on taps.

    Why's that? If you'll excuse my MASTERFUL ART SKILLS it seems like "green = open/close AP display, red = switch to next available target" would work fine?

    PVJFuNp.jpg

    Tapping the front dude checks his powerset, you've gotta tap the dude behind him to switch.

    Easy fix? The panel's a 2x4 grid with 1 spot missing. Put a switch button below the EV AP. Bamdone.
  • DD-The-Mighty
    DD-The-Mighty Posts: 350 Mover and Shaker
    If UI elements are also up for improvewments, would it be possible to be able to see which countdown tile belongs to which ai opponent -in the case of multiples of the same enemy type-?
  • 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.
    R47 significantly improved on that with the newer banners that flash out as well as the fact that passives now act during cascades instead of interrupting them. That doesn't mean things are perfect but it's hardly that we've just ignored that part of the user experience or will continue to.

    The old way (before around TAT) when ability was just a plain text line at the bottom of the screen outside play area was WAYS better. I honestly think you guys just don;t have a single tester who actually plays the game on PC like for real, to win some event. That guy would flame off the **** of all the powerpoint artists with the shiny ideas.

    Unless certainly making the UI annoying is part of the plan to slow down the games too icon_e_sad.gif

    During the cascade you still stop, rearrange the team to make some other guy jump in front, change to his tab, and at the end jump back to the first guy. Do you know a single player who think it is good for anything but distraction and time waste?

    I actually like the activated ability anims like Frank shooting his gun and would unlikely turn that off even having the option. But announcing regeneration of Patch every turn? Gimme a break. Just the regular green +300 at HP is more than enough. Same story with all the passives, I'm sure 99.9% players would agree to live with them completely unnoticed with preferred way being just a light flash of the AP or a +1 number fading at it like for the HP.

    We reported so many times that changing the UI tab is a deadly misfeature that costs games in the rush at the end of an event.
  • If UI elements are also up for improvewments, would it be possible to be able to see which countdown tile belongs to which ai opponent -in the case of multiples of the same enemy type-?

    Yeah, that one too we asked a million times and keep dying to CDs that appear to made by the other *sniper* icon_e_sad.gif.
  • I get regularly frustrated on my iPhone trying to find the sweet spot for tapping a guy in the back. I often have to scroll the whole window to the right to get better access to the guys in back. As such, I think a carousel style widget perhaps be better than trying to come up with a tap solution. If I swipe my finger across the front guy, send him to the back of the line. Tapping would still bring up his character stats. And there's more than a few good options for providing this behavior on the PC version as well.
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    Anyone else noticed there's now 10 boosts available?
    I've found 9 of 10.
    When did they add another boost?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    Twysta wrote:
    Anyone else noticed there's now 10 boosts available?
    I've found 9 of 10.
    When did they add another boost?
    We re-added in a stackable HAMMER Boost for the next Heroic run to replace the non-stackable version from before. Naturally, since there's not a Heroic chapter running, it's not available.
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    Ah ha. Alright icon_e_smile.gif
    Will there be more boosts added then in the long run?
    Things like the dark avengers, x-men, brotherhood boosts?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    Twysta wrote:
    Ah ha. Alright icon_e_smile.gif
    Will there be more boosts added then in the long run?
    Things like the dark avengers, x-men, brotherhood boosts?
    Definite possibility.
  • I just want countdown tile identifiers icon_e_sad.gif
  • Just wanted to throw in a "good job!"

    I really like how the buffs are displayed now and the new art is very good -- even Nick Fury Jr.
  • pmorcs
    pmorcs Posts: 126 Tile Toppler
    Riggy wrote:
    I get regularly frustrated on my iPhone trying to find the sweet spot for tapping a guy in the back. I often have to scroll the whole window to the right to get better access to the guys in back. As such, I think a carousel style widget perhaps be better than trying to come up with a tap solution. If I swipe my finger across the front guy, send him to the back of the line. Tapping would still bring up his character stats. And there's more than a few good options for providing this behavior on the PC version as well.

    Completely agree with this. Maybe I have fat or intermittently incapacitive fingers, but sometimes I have to tap six or seven times to switch to the bad guy I want to beat down. Never quite sure what the problem is, then it goes away for a while.