Brigby said: Just for additional info (which I will also add to the Pre-Release Notes), here is the list of occurrences that will cause the timer to pause for their durations:Waiting on player decision (such as target selection and hand management)Card VisualizationExtra SwapIn addition, it would appear that an extra swap will add extra time to the timer, not just pause it. I will have to ask the team if that also applies to cards like Stitch in Time or Chance for Glory
jtwood said: I don’t hate this timer out of the gate. I’d like to see how it plays out before judging it.
starfall said: My friend has just reminded me that in fact you already CAN forfeit the game of your opponent is looping.So, the problem would seem to be just ending your own loop? My friend has also reminded me that you can bring your own loop to a close by including cards which require confirmation in the loop, but this is not a useful solution for two reasons:You might not be able to build your deck with such cards, andEven if you include, say, a Talent of the Telepath in your looping deck, it may still take 20 minutes for you to get your loop to stop.
Matthew said: Brakkis said: Brigby said: Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted. This right here is why things like this should be brought up before the patch is submitted and it's too late to make any kind of changes. This was a solution to a relatively minor problem in the overall scheme of the game and it was extremely poorly thought out. There are far superior methods of fixing this, again - minor, problem that don't outright tank an entire playstyle. One thing I forgot to mention in my own earlier post is mentioned here by Brakkis. The overall impact of this problem, however annoying it is, is minimal at the absolute worst. Personally I can't even remember the last time I've been caught by Greg in a loop of any sort. That illustrates that they either don't occur with any serious degree of frequency, or that when they do occur, I can simply hit the "quit" button to end them, or most likely both of these things. This decision makes it look like you guys heard a vocal minority complaining about something and decided to implement a nuclear option to address it. Terrible decision, and I really, really, really hope it is reversed.
Brakkis said: Brigby said: Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted. This right here is why things like this should be brought up before the patch is submitted and it's too late to make any kind of changes. This was a solution to a relatively minor problem in the overall scheme of the game and it was extremely poorly thought out. There are far superior methods of fixing this, again - minor, problem that don't outright tank an entire playstyle.
Brigby said: Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted.
Tilwin90 said: Oh boy... Here it goes. Tilwin going berserk at the team. Actually read this message three times before posting. Would love to say it was a calculated and well thought move from me... The whole timer business is not the best thing Oktagon could come up with so far.No, seriously. This solution reminds me of the "measuring the complexity of an algorithm through execution time" naive approach... Only worse. Why would you pick a solution based on time when the game is crippling slow right now and everyone complains about the crippling speed of animations, the pointless lenghtiness of many effects and the occasional 30 minute matches that dont even rely on combos??? Not to mention the performance, which with this solution you most likely made even worse. Pick number of actions per turn. Do this to Greg only if you must. Allow the player to force end their actions (obviously not Greg's). SO MANY OTHER WAYS TO DO THIS. ..... You just killed my decks. Period. Last B4T event I finally killed Azor turn one. With overpowered opponents like that the practical solution was finding a way to loop them to death ASAP since the more turns you have the bigger the disadvantage and the longer and more painful the matches. Now that's done. If this timer stops my combo decks from working any longer I am DONE. D-O-N-E!!! Now can't wait to see those legacy balance changed they had in store for us...And for everyone saying I am too rude to the devs since they "only do what they are told": NO! Everyone in the team is responsible for and should put user experience at the top of priorities and focuses if they want a quality product. Was that also utopic of me? I'm sorry... I'll just go back and play my combo decks... While I still can... Before this change...Oh yeah, was waiting for kaya, she also sucks big time. //Removed Insults -Brigby
Brigby said: ...While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted.
Azerack said: Brigby said: Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted. Just saying, I'm guessing the IDEA was to help minimize the buggy infinite loops, not hurt our gameplay, but yeah, seems like the latter was done, not the former.
Froggy said: Note to everyone reading through this thread:The timer starts when a loops begin. Better stated, when you’ve made your gem match and your card sequences begin.Reading the board, reading cards, going through your hand, looking at supports, etc. does not count on the timer.Extra turns stop the timer.