Known Issue: Story Mode Nodes *Updated (4/13/17)
Comments
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Brigby said:Pongie said:use the same shield rank xp concept for each node. Have a ring around the node that is the bar of points. Full circle means full points, partial circle is refreshing and no circle is done
By the time you get to partial points you've already done that node for times, so you would have a decent sense of how many points are available just based on the approximate percents.1 -
The thing that really bugs me here is that this is a REMOVAL of a useful feature.
This change does not help anyone, and I cannot think of one possible positive reason why it would exist, even after reading through this entire thread.
If you're going to change or even remove a feature in the game, you need to stop and ask yourselves why it needs removed. And then you need to communicate that reason with your players.
If it's a bug that is just a pain in the **** to fix? Fine, I get that. But don't try and spin it and sell us this **** about how it's a feature designed to help us, because there is absolutely no scenario where not having the green check after 6 clears helps.
The only reason I can think of is that someone wanted players to be confused and play a node an extra time, which would shake up the leaderboards by removing players who didn't double check from the top of it. And that is a predatory change designed to screw us over. Not a very good way to help your playerbase.5 -
The change actually reduced the amount of information that is being displayed. Once a node has been played down to the point of zero points (heh) is still remains as the circle icon. The indication that the symbol shows that there are points that can still be gleaned from the play through seems false.0
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supergarv said:I love how virtually EVERYONE here is having better ideas to fix this than the current implementation.
How easy it could have been to make your change proposed here to gather feedback, instead of shoving something bugged (no green checkmarks at all, like it wasever tested) into our faces.
This is shameful.
Like there's some kind of zero sum here. "We need to change it, no debate. This is how we chose to change it".
Or you coulda just...not...changed it?
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It really does smell like an attempt to trick a player into playing nodes more times than they must, if the players' goal is only to collect the 6/6 rewards and move on. Why the UI team feels that obfuscation is a worthy goal is beyond me.
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Brigby said:Pongie said:use the same shield rank xp concept for each node. Have a ring around the node that is the bar of points. Full circle means full points, partial circle is refreshing and no circle is done
Who cares about points lol? For max progress loot (or before points start to decay), you need to the node 4 times - with this ring mechanism f.e. with shards on the top that will turn green when completed, and bar on the bottom that will indicates point rewards - i made here https://ibb.co/jzyZmQ (sorry about that **** white background - ms paining is useless) we could see how many times we completed the node (above), plus approximate amount of points gained, compared to maximum, from next mission (below).
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Just thought I'd join the herd. I hate this change. Please revert.1
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Argh man, here we go again. Green marks were never about the number of times you can clear a node for points, it was about rewards!!! The red mark was about completion!
Before this patch you could clear any node 7 times to get max score, but just 6 to get max rewards. For two day events you could clear it 8 times! But again 6 for rewards. You could even clear those nodes more often to get extra points, but that didn't affect the green mark.
This new feature is basically a step in the wrong direction, an unfeature! In 95% of the PvEs most people just care about node rewards and the xp. This change makes the UI much worse for all those users.
I think absolutely NOBODY complained about this, it was working perfectly, why did you decide to change it??????
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Brigby said:irwando said:"Should we fix any of the reported bugs? Or respond to the pushback on vaulting?"
"Nah, let's make something else worse so they'll ignore everything else that we aren't doing!"
"Ship it!"
If a bug, just say so, fix it, and move on, bcs you've basically trained the playerbase to expect bugs all the time.
If it was intentional, that's so much worse. There are so many improvements the UI team could make (that we've suggested), and this is what they choose to do? If there was anyone that actually played PVE regularly on that team, they never would've approved this change.
And, the fact that they are different teams doesn't inspire much confidence. It doesn't matter which department makes asinine changes - it reflects poorly on the entire team. If the UI designers do stupid things like this and think they're good, then we should expect the gameplay designers / programmers to do the same thing.
Q: Where is the QC?
A: It doesn't matter, ha ha, let's implement a feature for them to buy Vaulted 4*s at ridiculous prices! Money, money, money, moneyyy, mooooooooney!!
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This is our new feature - we removed a feature.1
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I don't like the change, but I will admit to having a hard time figuring out what is so difficult about keeping track of how many times you've cleared a node. I always play in order. That order changes depending on my mood and whether or not I'm competing or just clearing for rewards, but it's an order nonetheless. I rarely look at the clears number at all. I know how many times I've cleared a particular node because I know where I am in the order.
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Additional vote for put it back how it was. Yes, there is room for improvement, i.e. there should be an indicator as to if the node "time-to-100%" is "full"/"partially depleted"/dead somehow, but the original checkbox functionality needs to come back.0
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6 pages, SIX PAGES, not one like for the OP. Thus needs to be removed yesterday. The sparkly victory banner which had mixed reception was removed in one day, trash bin this nonsense1
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The check is an indicator that the node is complete - but it really isn't. I can understand why they want to change this, but agree with the forumites this doesn't make any sense to the majority. That said, why not a compromise - change the color of the yellow arrow once the player completes the rewards? Perhaps Green since we're all used to that color now....
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fmftint said:6 pages, SIX PAGES, not one like for the OP. Thus needs to be removed yesterday. The sparkly victory banner which had mixed reception was removed in one day, trash bin this nonsense
The sparkly banner was removed because it was causing severe lag on older devices. I actually liked it, but I have a newer phone.
Still, your point holds up. #GiveBackGreenChecks0 -
Whoa, didn't know hashtags worked here. Neat.1
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Borstock said:I don't like the change, but I will admit to having a hard time figuring out what is so difficult about keeping track of how many times you've cleared a node. I always play in order. That order changes depending on my mood and whether or not I'm competing or just clearing for rewards, but it's an order nonetheless. I rarely look at the clears number at all. I know how many times I've cleared a particular node because I know where I am in the order.5
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#CHECKMARKSMATTER
Trying to remain helpful, I like the progress ring idea, points on the inside and rewards on the outside.
e.g
Or remove points for the enemy icon
Or points above or below to keep the icon2 -
LordXberk said:Borstock said:I don't like the change, but I will admit to having a hard time figuring out what is so difficult about keeping track of how many times you've cleared a node. I always play in order. That order changes depending on my mood and whether or not I'm competing or just clearing for rewards, but it's an order nonetheless. I rarely look at the clears number at all. I know how many times I've cleared a particular node because I know where I am in the order.2
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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?
I think the simplest way to display all of the information (cleared 6x or not, still playable for points) is the green replay marker at 6/6 (or 4/4).I had a node ground down to 0 last night that still had the replay indicator on it.
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