Starlord game design issues.
Phumade
Posts: 2,496 Chairperson of the Boards
A few things I noticed about the Starlord revamp.
1. Should the sentry gunners activate SL yellow? At this point I don't think they trigger SL yellow. I don't know if because their tile destruction is a passive power or if this is a fundamental design question of how the ultron goons were originally designed. In anycase, it seems that the Sentries should trigger SL yellow.
2. SL really illustrates the problem with how they use animations and banners. I can see that the animations run as a consequence of order of operation, but it also has the effect of stalling matches beyond (what I believe is) the designer's intent. We've all see this problem as it relates to LOKI green, Peggy blue, IM recharge, and basically every animation that displays on a CD.
In SL case I feel the issue is two fold. It seems an animation fires twice. once when the enemy casts and and the tile resolves. Ideally, once of these animations should be removed. I think there are some other possible approaches that could reduce display time, but I'll leave that to the programmers to think about how order of operation questions should be resolved
1. Should the sentry gunners activate SL yellow? At this point I don't think they trigger SL yellow. I don't know if because their tile destruction is a passive power or if this is a fundamental design question of how the ultron goons were originally designed. In anycase, it seems that the Sentries should trigger SL yellow.
2. SL really illustrates the problem with how they use animations and banners. I can see that the animations run as a consequence of order of operation, but it also has the effect of stalling matches beyond (what I believe is) the designer's intent. We've all see this problem as it relates to LOKI green, Peggy blue, IM recharge, and basically every animation that displays on a CD.
In SL case I feel the issue is two fold. It seems an animation fires twice. once when the enemy casts and and the tile resolves. Ideally, once of these animations should be removed. I think there are some other possible approaches that could reduce display time, but I'll leave that to the programmers to think about how order of operation questions should be resolved
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Comments
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Passive powers don't trigger Everyone With Me, and all the sentries have only passive powers, so that part is working as designed.
I totally agree on point 2, though. Too much shiny Star-Lord!0 -
So most annoying defensive team to slow down matches now is Starlord, Carnage and Luke Cage now? 3 passives that fire on every power plus double banners for one?0
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HaywireII wrote:So most annoying defensive team to slow down matches now is Starlord, Carnage and Luke Cage now? 3 passives that fire on every power plus double banners for one?
The good thing is that no one will ever want to play against you in pvp, since each match will take a very long time.0 -
100℅ agree animations and banners are out of control. If they want to keep them, they should happen during the move without it slowing down the tiles from doing there thing, like super puzzle fighter.0
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single post....anyway. I completely agree on the SL animation 2x for each sub-portion of the ability (putting the cd down and cd reaching 0) is completely ridiculous. I just counted 24 animations in wave 1 in one of the last nodes of eots. and I still had 4 more waves to go!!! please fix that part of him. don't touch anything else tho - I'm sure they can fix his purple in a matter of hours but this....this might take months.0
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Phumade wrote:1. Should the sentry gunners activate SL yellow? At this point I don't think they trigger SL yellow. I don't know if because their tile destruction is a passive power or if this is a fundamental design question of how the ultron goons were originally designed. In anycase, it seems that the Sentries should trigger SL passive
Passive only goes off when ap is spent. So even though a few goons have non passive abilities they do not trigger.
But plus 1 on the animation being way to explicit. Imo it should also tell us what kind of AP we get from the resolve. Even if it's a Diablo stile damage number or something. Because it's too hard to tell unless all the sudden you can use an ability0 -
Agreed, Star-Lord's yellow animation was fine when the power was an active and you'd see it once in a while.
Now you see the animation constantly and its very incovenient.0 -
Please change this. He's awesome in the goon nodes but not when he's taking maybe an extra 10 secs a turn from all the new CDs coming in and the old CDs resolving. Heaven forbid you also use another CD dependent character like war machine where his banner goes up for every CD tile.0
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Just agreeing with everything stated below. He would be awesome if his animations would fixed.0
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Phumade wrote:We've all see this problem as it relates to LOKI green, Peggy blue, IM recharge, and basically every animation that displays on a CD.
Just wanted to make a note of this because no one else has. Peggy Blue is far and away much better than any of the listed examples. If anything it's an example for how similar passive animations should work. Each CD has a quick understated blip (maybe half a second if that), and only the last one triggers a cool but quick animation (maybe two seconds).0
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