Known Issue: Story Mode Nodes *Updated (4/13/17)
Comments
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Brigby said:@mwc
I can definitely ask them when I get a chance to.
Just to stimulate the beginnings of a brainstorm session, lets say hypothetically this icon stays permanently. What would be an addition or update to it that would alleviate the concern of not knowing if you finished the node or not?
For example, would @killerkoala 's suggestion be a fitting solution?killerkoala said:is there a way to put a "points worth" into the UI so we can just look at the top of the node and know the points it is worth; so we don't need to click it to know how much they are worth?
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Of all the UI improvements we've asked for over the last 3 years, this is not one of them3
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This boggles the mind.
So now the icons for "replayable, not all rewards collected" and "replayable, all rewards collected" were merged and this was supposed to improve the information content?
The old UI was perfectly adequate, just roll back the change and people will be perfectly happy.
If the UI designer needs something to pass the time, I support @Pongie 's idea4 -
Wow. This is taking away an easy to see information indicator, without adding any new visual information. It didn't even change to a green check after I did my final clears to bring the nodes down to zero, so it's not really "indicating there are more points left" is it?
Any UI designer who thought this was a good change needs to have their head examined.1 -
Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.10 -
Brigby said:Hi Everyone,
We have recently decided to implement a change to what the UI for mission completion looks like. Instead of a green check-mark, players will now see the yellow arrow icon to signify that this node is available for continued play-through for additional points.
If the node changes to a green check at 1pt, does it turn back to yellow at 2pts?
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Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.1 -
Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.
I'll be sure to pass it along to the team for their feedback. Thanks for providing that link!
Does anyone have any other suggestions specifically pertaining to the Story mode Node UI?6 -
Brigby said:Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.
I'll be sure to pass it along to the team for their feedback. Thanks for providing that link!
Does anyone have any other suggestions specifically pertaining to the Story mode Node UI?3 -
I'll echo that comment. I prefer the green checkmark system. Easier to keep track of unclaimed rewards, and it satisfies my OCD no end.3
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Brigby said:Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.
I'll be sure to pass it along to the team for their feedback. Thanks for providing that link!
Does anyone have any other suggestions specifically pertaining to the Story mode Node UI?2 -
Nepenthe said:Brigby said:Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.
I'll be sure to pass it along to the team for their feedback. Thanks for providing that link!
Does anyone have any other suggestions specifically pertaining to the Story mode Node UI?6 -
morph3us said:I'll echo that comment. I prefer the green checkmark system. Easier to keep track of unclaimed rewards, and it satisfies my OCD no end.
A while back you had to double tap the node to enter it. I think it even had how many rewards were left to earn. perhaps a viable option would be tap the node once, see how many rewards are left to earn (i.e. 0/6, 1/6, etc) and the point value (i.e. 641/641, 152/641, etc).
Benefit: speed grinders would have an "at a glance" option instead of having to open the node, look at the point value, and back out and do it all over again in another node.
Con: the Hulk event where all the nodes are on top of each other.4 -
This has already been implemented and caused my a lot of confusion trying to figure out which nodes I should still clear in the current PvE. This post now helps me understand it, but doesn't change that I'll be increasingly confused about where to play without clicking several nodes for more information. Really bad change and makes the game less user friendly than more.
Like others have said, I can't think of a reason why this would be a helpful change. Is it just the graphics people thinking it looks more literal because you can actually still play it where a "check mark" looks like you can't? If that's the case it's much more useable in it's old form
Brigby, since you're looking for some solutions, a completely new icon or visual to show this would work because we would know the four clears are done, but it is still playable.0 -
Brigby said:Nepenthe said:Brigby said:Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.
I'll be sure to pass it along to the team for their feedback. Thanks for providing that link!
Does anyone have any other suggestions specifically pertaining to the Story mode Node UI?1 -
This is a real problem and should probably be rolled back. The reason why people relied on the green check marks was to get an indication of what they had to clear to complete the prize progression table.
Specifically we were told that progression rewards were tied to 4x clears of each node, and that the checkmarks indicated whether the player had "won" all the prizes on each node.
The new UI makes it much harder to determine those 2 objectives.
I'm going to avoid making a snarky remark in the hopes that the UI designers understand how this worsens the PVE experience and not improve it.
And on that note, I think its worth noting that this change actually hurts new players much more than veteran players. Comp PVE players have their timing down to the min. This won't slow or hinder a comp PVE in the slightest. But newer players dont have the same knowledge or exp of how to play optimal pve.
This change makes it harder to play pve not easier.
At the the end of the day, the only thing that is important is:
1. How many more times do I need to hit this node to ensure I make the 15cp prog prize.
2. How many more times do I need to hit to win all the prizes.3 -
Brigby said:Infrared said:Yup, what happened to the ss of a new ui layout that someone had made? The one that had a new layout and was easy to see all the elements. None of that ever got incorporated into an future ideas.
http://forums.d3go.com/discussion/30408/suggestions-for-the-mobile-user-interface-img/p1
I would also very much like to see that done.
I'll be sure to pass it along to the team for their feedback. Thanks for providing that link!
Does anyone have any other suggestions specifically pertaining to the Story mode Node UI?0 -
Really? This is intentional? Ugh. I do NOT like this change and find it reduces previous functionality more than any it may give. Sigh. Ok, well here are my thoughts, as constructively as I can give them:
- Prior to this new "feature", the game already differentiated between nodes with No Replayability (red check marks), Points and Rewards (yellow circle-arrows), and Points but No Rewards (green check). That was pretty clear/easily learned. You have broken this system.
- The green check marks made it easy to see at a glance when I'd won all the available prizes in a given node. This made it easy to see which nodes I had "completed" (points not-withstanding) and which I still needed to play to gain rewards.
- Many events have linearly-arranged nodes, but some like the current The Hunt: Florida, have nodes arranged in no discernible order. In these events especially it becomes necessary to have some easy-to-see method of which nodes I have completed and which ones I still need to play, without having to click/open each node.
- I don't always have time to sit down and play every node at once. There are often many hours (and even sleep cycles) between times I look at an event. I shouldn't have to remember where I left off. The game should keep track for me.
Recommendations:
- PLEASE RESTORE THE GREEN CHECK MARK for nodes with all prizes earned.
- If you feel the "Green check mark means Points but No Rewards"-meta wasn't clear enough, then I would recommend you add some sort of "point identifier" separate from the "prize identifier". For example: Keep the yellow circle-arrow as it is now, but ALSO add a green check (so both icons appear) when all prizes are earned. That seems acceptable.
- If you insist on not alerting the player that all prizes are won, then I suggest you add prizes for as long as there are >0 points (and keep the yellow circle-arrow), or end the points when the prizes run out (and put the green check mark back).
One final note... As a long-time IT System Analyst by trade, one who regularly installs, tests, and compares software and hardware, I feel qualified in saying you guys do a bad job communicating what exactly is in an update. I reported this as a bug in-game the other day, because this change wasn't listed in the "final" release notes. I would suggest that if you're going to have public facing release notes, they really should be comprehensive and/or make these sort of notifications/announcements BEFORE (or at worse, at the same time) the change goes live.
Thanks for reading.
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Go try playing The Hunt:Florida sub like this and try to figure out which nodes you need to clear next. A much better idea would be a yellow check mark after 6 clears, then green if no more points are available.1
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In addition, I thought the changes to the trivial node were intended to discourage people from mindless repetitive play? This change is effectively saying. "Keep grinding yo!"9
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