Timer visibly anywhere??
Tremayne
Posts: 1,673 Chairperson of the Boards
I have played a few matches in TG (since someone reported a lot of crashes just after the release).
It seems that there is no visible clue which shows the time left on the timer. Or can someone tell where I can see this information.
Yes I know it has no influence on what I can do, but if there is a bug in the timer, it is impossible to make a bug report without some visualisation.
Secondly, I can’t wrap my head around what makes the timer stop running and what makes it restart again.
Thirdly, the timer is supposed to have seconds added to it after each user interaction. This can’t be verified without visualisation.
If this does not exists, then @Brigby could you elaborate on the current reasoning for this hidden design?
It seems that there is no visible clue which shows the time left on the timer. Or can someone tell where I can see this information.
Yes I know it has no influence on what I can do, but if there is a bug in the timer, it is impossible to make a bug report without some visualisation.
Secondly, I can’t wrap my head around what makes the timer stop running and what makes it restart again.
Thirdly, the timer is supposed to have seconds added to it after each user interaction. This can’t be verified without visualisation.
If this does not exists, then @Brigby could you elaborate on the current reasoning for this hidden design?
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Comments
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It shows up the last few seconds before the turn terminates. It is really annoying as it only lets you predict for 5-6 seconds before it’s over.
This feature really has no place in this game.0 -
What does it look like?
And where is it located on screen?0 -
I tried attaching a photo, but I this site won't let me put one up without going through hoops. Sorry. But you can see a white bar appear once you have around 5 seconds left before the timer "runs out" - that bar drains and turn ends when its gone. I noticed that the first time I had it show up (first game post 3.3 apocalypse), I got a screen message telling me about it. So if you never got a prompt message, it will come. Just run a long combo deck and you'll see.
Several things to know about this needless feature.
It benefits the AI more than it does the players. For example, I cast Vivien's Invocation. I get the "cast prompt" message. When this appears, the timer PAUSES, the moment you tap yes or no, it resumes right from where it left off. There's no resetting of the timer or anything. Clearly this is counter-productive, as the whole point of a "Loop Prevention system" is to prevent:
ENDLESS LOOPS!
If the AI is going to kick off a loop deck that I often run, it has occasional spell prompts, etc. So therefore it is NOT endless. The AI might run it endlessly as it is not programmed to make decisions of this nature. But that also means if it were played against me and the loop kicked off, I most certainly will have lost that game anyways. So it's a matter of the player quitting the game.
So essentially, this "system" is something that was implemented to the disadvantage of the players. In the case of a loop happening like we were seeing with Murder Investigation/Ajani's Last Stand alongside Divine Visitation, that's fine. But here's another view on that - I ran that combo using Poison-Tip Archer and would win games running that loop alone (can't use it any longer since they changed DV, but I'm just pointing out that possibility). Of course if I played the cards in the wrong sequence it would backfire on me and I would end up in an endless loop. But the deck was built a certain way for my advantage over the AI and to win the game. Isn't that what Magic is all about after all? Using skill and imagination to properly read cards and build strategic decks to best your opponent? That is the one thing that draws me to Magic. Anyways, back to the subject matter here.
There needs to be more "rules" or "conditions" to this system if the devs insist on keeping it (frankly it should go to the scrap heap). Rules such as:
The following board and game requirements must be in place for the timer to begin or continue:
- If no damage is dealt to the either player, AND
- If no prompt messages are showing up (as that shows decisions are required, AND
- If at any point during the turn, the above two conditions are not present or are interrupted, the timer RESETS.
The timer MUST reset as it simply means this is not an ENDLESS LOOP deck. Therefore the timer has no validity and it will not serve its purpose.
I may have missed something here, but I think something simple along these lines would work. Something that actually made sense and would not end up penalizing the players.
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@Froggy - thank you helping out. I don’t recall any screen message so I guess it only appears once the timer is reaching it limits (for the first time?). I thought my deck was slow enough but seems not to be the case.
just tried the training mode, no explanation or toturial concerning the timer mechanism. @Brigby - this fundamental change not benefit from an in game explanation?0
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