QOL Suggested Changes
Hey DE, long time player, I'm sure you've seen me post a few times before. I've got some things that would be a huge quality of life fix for players, and would be thoroughly appreciated. I won't post anything with regards to balance or things I feel are out of tune, that's too open to interpretation. Instead I'll be providing a list of things I feel would improve the overall quality of your product:
1) Skill information. Right now, a lot of skills force the player to begin counting the board and analyzing just how their skills are going to work, and it's generally a big dumb waste of time. I suggest you implement icons that identify if the skill will perform the beneficial / detrimental effect or not.
EXAMPLES: Hulk's Smash could provide a large red skull when there are 11 or more green tiles on the board, or a big warning symbol or whatnot. Punisher's red could place a crosshair on any enemies that are eligible for their "execution". Moonstone's red and Magneto's purple could provide a tally and total damage for how the board currently looks. I can provide an entire list if you want, but these little things could seriously improve player life if you were to just give us this information without forcing us to work through it.
2) In-game ability overlay. I've stated this once before, but I'm restating it because it remains an obnoxious issue - when I click on Spiderman or Punisher and quickly try to push a skill on them to use, it will, more often than not, bring up the details on a gem behind the skill. You need to disable the gem UI immediately when skill UI is brought up, not during the brief delay where it is brought on-window. I've actually had situations where I literally couldn't click the skill, as it just kept refreshing the details on some gem I can't see, and in rare cases? It actually made a match and the UI didn't go away, effectively blinding me to board changes for an entire turn.
3) Cover details. There is a lot of information currently not provided to players when improving covers - things like Magneto's purple improving in damage when you rank covers from 3 to 4, for example. There are several other mentions I've seen (but not confirmed), like Hood's black. This would generally be appreciated by players all around.
4) Layout UI. I'm aware there are improvements in the works so that you no longer have to scroll - that will be thoroughly appreciated. However, there are some other things that would be very nice to know! Current strike tiles, protect tiles, and attack tiles of my team, of opposing team (could simply be a number beside the symbol), in addition to quite possibly the most desired thing during certain PvE matches - identifiers on which enemy owns the tile! When I click a countdown tile to see what will occur when it reaches 0, it is an immense help to know who owns it. Two pyros? Tough kitties, time to hope I kill the right one with my abilities. My suggestion is that, when the countdown tile is clicked, if it is a PvE mob (as you won't be encountering Maggia in PvP tournaments), simply place an icon beside the owning character.
1) Skill information. Right now, a lot of skills force the player to begin counting the board and analyzing just how their skills are going to work, and it's generally a big dumb waste of time. I suggest you implement icons that identify if the skill will perform the beneficial / detrimental effect or not.
EXAMPLES: Hulk's Smash could provide a large red skull when there are 11 or more green tiles on the board, or a big warning symbol or whatnot. Punisher's red could place a crosshair on any enemies that are eligible for their "execution". Moonstone's red and Magneto's purple could provide a tally and total damage for how the board currently looks. I can provide an entire list if you want, but these little things could seriously improve player life if you were to just give us this information without forcing us to work through it.
2) In-game ability overlay. I've stated this once before, but I'm restating it because it remains an obnoxious issue - when I click on Spiderman or Punisher and quickly try to push a skill on them to use, it will, more often than not, bring up the details on a gem behind the skill. You need to disable the gem UI immediately when skill UI is brought up, not during the brief delay where it is brought on-window. I've actually had situations where I literally couldn't click the skill, as it just kept refreshing the details on some gem I can't see, and in rare cases? It actually made a match and the UI didn't go away, effectively blinding me to board changes for an entire turn.
3) Cover details. There is a lot of information currently not provided to players when improving covers - things like Magneto's purple improving in damage when you rank covers from 3 to 4, for example. There are several other mentions I've seen (but not confirmed), like Hood's black. This would generally be appreciated by players all around.
4) Layout UI. I'm aware there are improvements in the works so that you no longer have to scroll - that will be thoroughly appreciated. However, there are some other things that would be very nice to know! Current strike tiles, protect tiles, and attack tiles of my team, of opposing team (could simply be a number beside the symbol), in addition to quite possibly the most desired thing during certain PvE matches - identifiers on which enemy owns the tile! When I click a countdown tile to see what will occur when it reaches 0, it is an immense help to know who owns it. Two pyros? Tough kitties, time to hope I kill the right one with my abilities. My suggestion is that, when the countdown tile is clicked, if it is a PvE mob (as you won't be encountering Maggia in PvP tournaments), simply place an icon beside the owning character.
0
Comments
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Sell button on the new cover screen for those with full rosters would also be appreciated.
Would be even more appreciated if when you get a new cover, you could also train it right away from the new cover screen if you have the appropriate hero. Maybe there'd be a small icon with all the colors you have for that hero, and a train button.0 -
To add to point 3, MN Magnetos red skill not stating it generates AP is another good example.0
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