Patch Preview - R42 Discussion

IceIX
IceIX ADMINISTRATORS Posts: 4,322 Site Admin
edited November 2013 in MPQ General Discussion
Posted the Patch Preview for R42 here. As per usual, there will probably be other changes that sneak in before release, but this'll give a baseline to look off of.
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Comments

  • looks like cache will be used directly to train and sell while the collection slots will have unique characters in them. this is a great addition.

    the ability firing will have to be seen to be commented on. if you have three characters, all abilities will be displayed? seems like this can get cluttered quickly
  • That's something to look forward too! icon_mrgreen.gif =D Definitely everything in there is change for positive icon_e_smile.gif
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    forgrim wrote:
    looks like cache will be used directly to train and sell while the collection slots will have unique characters in them. this is a great addition.

    the ability firing will have to be seen to be commented on. if you have three characters, all abilities will be displayed? seems like this can get cluttered quickly
    There's a bar below the characters and above the board. It cuts off a bit of the lower part of the bust of the characters in the current build. So it's using a little dead-space and a little art-space to push this in.
  • Sounds like some good stuff coming. Some of it is a little confusing so it should be interesting to see it in play.

    Was kind of hoping maybe some new characters, but true improvements are always welcome.
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    Lord_Jadem wrote:
    Sounds like some good stuff coming. Some of it is a little confusing so it should be interesting to see it in play.

    Was kind of hoping maybe some new characters, but true improvements are always welcome.
    There is support for new characters, yes. There was support for a couple new ones in R41 as well. We just don't announce them until they're ready to come out. For one because it's kind of a cool surprise. For another, there have already been a couple occasions where we've done some last minute changes on them. Heck, one of them is getting a third ability that they wouldn't have launched with otherwise.
  • I see that some of the changes will have the effect of helping to prevent a user from accidentally training two covers into a secondary character instead of into the primary copy they are trying to build, that's great!

    Is there any chance for some kind of change that might allow undoing some accidentally trained together covers? Or de-leveling like some people have mentioned?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    adamLmpq wrote:
    I see that some of the changes will have the effect of helping to prevent a user from accidentally training two covers into a secondary character instead of into the primary copy they are trying to build, that's great!

    Is there any chance for some kind of change that might allow undoing some accidentally trained together covers? Or de-leveling like some people have mentioned?
    We've talked about adding some of those sorts of changes internally, I'm not sure as to where exactly those talks netted out. Even if they're in the pipe though, they definitely wouldn't make it into R42, or probably even R43. You can think of the releases as being about a month out of "state of the art". So unless it was already planned, any suggestions that were made around the start of the game that were acted on are just now starting to make their way into Live builds.
  • I appreciate the answer.
  • Extremely excited for and appreciative of some of these changes. Will save me so many needless button pushes and streamline the experience.
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    Those cache changes seem like they will help address at least some of the slot pricing issues.
  • Interesting...as long as we are discussing UI changes, is there any hope for a landscape view?

    Spoit wrote:
    Those cache changes seem like they will help address at least some of the slot pricing issues.

    Well, it sounds like we won't have to keep an extra empty slot around, which is nice. Great that we can sell rewards directly.
  • Unknown
    edited November 2013
    Great changes! Can't wait! Appreciate the streamlining of the cover management and the UI changes sound like a big improvement. I can get rid of those place holder covers I've been storing to make rewards go to to my cache and save a bunch of steps when managing covers. I will not miss the blinking tiles for sure! Made me a bit dizzy when holding out for a better skill to be ready.

    I think I like the 50% thing on mission rewards. Will make getting that last one much easier though the 2nd of 4 will be a bit harder. Fair trade I think.
  • IceIX wrote:
    forgrim wrote:
    looks like cache will be used directly to train and sell while the collection slots will have unique characters in them. this is a great addition.

    the ability firing will have to be seen to be commented on. if you have three characters, all abilities will be displayed? seems like this can get cluttered quickly
    There's a bar below the characters and above the board. It cuts off a bit of the lower part of the bust of the characters in the current build. So it's using a little dead-space and a little art-space to push this in.


    Do we still pull to the side to see the opponents tile counts?
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,322 Site Admin
    greggray24 wrote:
    Do we still pull to the side to see the opponents tile counts?
    Unfortunately, yes. It's not really cluttered as-is, but adding in an additional set of 4 bars (3 enemy, 1 EO) was a bit too much for the UI.
  • IceIX wrote:
    greggray24 wrote:
    Do we still pull to the side to see the opponents tile counts?
    Unfortunately, yes. It's not really cluttered as-is, but adding in an additional set of 4 bars (3 enemy, 1 EO) was a bit too much for the UI.

    If the choice were between changing the ability firing or removing the need to swipe side to side I would have vastly preferred the latter, though I will say not having the stones flashing all the time is a big plus as well.
  • So, my suggestion is that this far along into the game, you need to bump up the iso value when selling covers you already have. Reasoning is you usually get 140 iso as first tier reward in the tournaments. then it's usually a cover 1 star. However, most of us already have all of the 1 star covers and if you are like me you already have half of them maxed a second time over in abilities. so, you sell them and get a lousy 100 iso for them. Shouldn't the second tier rewards be worth more than the first tiers?

    also, can you please make animations from passives execute all at once? Example, Iron Man model 40. His yellow ability puts 3 timers on the board. then when they go off, you have to sit there for like 20 seconds watching each one pop and give you red gems. I mean can't we just do them all at once? Same thing for Daken and Wolverines passives please.
  • The rewards cache changes are fantastic!

    Thanks iceIX!
  • And how far out is R42 now? Is it out for certification? Or just done on your end?

    Should we look for it in maybe a week and a half? I think that was the time frame of R41
  • AdamMagus
    AdamMagus Posts: 363 Mover and Shaker
    Am excited to see these changes go live, the UI update is tops for me, I was afraid you guys would go too far but from what I read on the preview it all sounds great!

    Am curious, how large is the MPQ team? you're rolling out the updates at a great pace!
  • The Rewards Cache has been heavily revised.
    • Agents may now tap on any reward and see Character Info. This allows Agents to get a better idea of exactly what each reward is if they don't know offhand what a given Ability is.
    • Agents may Train an ability into an already recruited character directly from this menu instead of having to redeem the character first.
    • Agents may sell unneeded covers directly from this area without redeeming the character first.
    • Tapping the Star icon in the upper right of any reward allows an Agent to Recruit an additional copy of any character. This new character will take up a Cover Slot and be able to be trained just like any other character.

    I get that you can train from cache and sell from cache. both good things there.

    @IceX will rewards still expire? Also I'm unsure how to read the "tapping the star recruits a copy" does the cover move from reward to cache or is reward becoming more of an unlock zone that you just need to find a cover once to start using it? thanks.