Marvel Puzzle Quest R213 Release Notes (10/12/20)
Comments
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killercool said:Michael1957 said:MegaBee said:SaltnPeppa said:"Dig for victory"
--- Mole Man ??0 -
So, to summarize:
- Reposition
- the "Heal" button away from the body of the character.
- the "Fight" button to the lower middle, or at least somewhere where you can't accidentally choose a character and start at the same time.
- Make it simple and easy to check enemies' details (stats, health, etc.) prior to entering match.
- Adjust the tiniest fonts to something a little more friendly to aging eyes.
- Create saved-team slots that accommodate a wildcard in the #1 position for loaner/required characters.
- Consider having dynamic sets of saved teams that adjust for event context (e.g. DPD, PvE, PvP).
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sambrookjm said:killercool said:Michael1957 said:MegaBee said:SaltnPeppa said:"Dig for victory"
--- Mole Man ??1 -
darkman84 said:0
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It seems to revert to whatever the last Boosts were each time you restart the game. It doesn't save the TUs once you use Boosts. You need to reset each time you restart the game. I have lost so many Boosts until I realized what was going on.0
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darkman84 said:Also fix the default boost/teamup so it won't pick up 5 boosts of a kind when you use up one of the teamups, but just a random teamup - just like it was before. At least this is how it works for me, and it's pretty anoying. I keep forgetting to check boosts/teamup setup before hitting on Fight, and find myself wasting boosts.
I'm beginning to think that as much as I like the efficiency of the new single-page handling of characters and boosts, that maybe the two-page approach was better. There is a lot going on at these stages and it feels like too much is packed onto this one page. Two pages permits larger fonts on the character-choice page, and a second page allows for more prominent boost choices and a chance to check the enemy team stats -- I also used that function constantly.
What are others' thoughts on this? I'm not sure about it.0 -
I understand players (including me) like to check enemy stats but that's essentially just in PvP. No one checks stats in Deadpool daily and few (if any?) check in PvE since it's always repetitive nodes.So for that reason I prefer one page rather than two. Like many others here have suggested, we just need some adjustments to the existing one page to make things better.KGB
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With Halloween coming up they should release a Costume pack, like 5000 HP gives you the costume for Green Goblin, Doctor Strange, and Doctor Doom1
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wolfknight34 said:With Halloween coming up they should release a Costume pack, like 5000 HP gives you the costume for Green Goblin, Doctor Strange, and Doctor Doom0
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@Yepyep thx for the summary.
I went ahead and made an interactive demo on how I could see things work with minimal effort for the devs. I contacted support to ask if I‘m allowed to share it here (unsure about using assets). But maybe a sneak peek with screenshots is ok 😇3 -
Michael1957 said:wolfknight34 said:With Halloween coming up they should release a Costume pack, like 5000 HP gives you the costume for Green Goblin, Doctor Strange, and Doctor Doom
Then, take it a step further -- there are games that offer things that offer some sort of effect, and are ONLY purchasable. Those games aren't nearly as popular, mainly because it's viewed as a "pay-to-win" mechanic, and that leaves a bad taste in the community's collective mouth. If the only way you can earn an effect is to PAY for it, it's generally viewed in a negative light.
I believe (and maybe I'm wrong) that MPQ and D3 are trying to keep their game viewed in a positive light.
I think the only way they could implement something that you're talking about, without the negativity, is to maybe treat Costumes like a Support. You can earn them from tokens and they'd give you effects that you can level up, but they'd change the way your character looks. That way, you could potentially allow people to buy them with HP or whatever, but we could also earn them from a random support token pull.3 -
supergarv said:@Yepyep thx for the summary.
I went ahead and made an interactive demo on how I could see things work with minimal effort for the devs. I contacted support to ask if I‘m allowed to share it here (unsure about using assets). But maybe a sneak peek with screenshots is ok 😇
And about the screen, only on tablet can be comfortable played, just because there are too many things and in a way or in another its seen small in a mobile.
Health numbers are too small but watching the health bar its posible to judge his health state.
Its a matter of getting used to, imo.
Although everything can get better.
Edit: one easy thing doable could be putting health numbers just above characters name. That way it wont be limited inside the info square, and being a valuable data it would be better seen.0 -
Yeah, I‘m no graphics editing specialist - I couldn‘t easily enlarge many of the GUI elements easily. If I could resize those gigantic characters, I‘d put more estate up for the texts and buttons. Making everything legible and reachable without many clicks/touches was my main intention.
Personally I can better grok a graphical health bar instead of numbers like 112134/123133, no matter how large the font.0 -
Even if they are still inside the info square, just putting down a bit that i of info and the support photo, health numbers could gain triple their size filling in the square top.0
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FWIW if anyone wants to see my concept (clickable), CS gave me the go ahead to post here:
http://mpq.asware.net
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supergarv said:FWIW if anyone wants to see my concept (clickable), CS gave me the go ahead to post here:
http://mpq.asware.netAre you taking feedback/suggestions on this someplace (a thread somewhere)?Looking briefly at it, I noticed you are missing 2 things1) On the victory screen you just have a next button in the bottom middle but sometimes you get the Facebook share with friends button that causes 2 buttons to appear (and always causes me to misclick on it because my fingers are used to clicking the next button). So you may want to account for that.2) On the pre-battle screen many of us have asked for a way to see which of our characters tanks which colors so it would be great to see the 7 tile types with the character symbol of who is tanking that color.KGB1 -
I didn‘t post a new thread for this, so I suplose this one here is good. Not sure if I put any extra work on it since I‘m not sure many people are behind it so far.
1: Facebook intermediate - yeah, true. Since it only shows sporadic I couldn‘t capture it as a graphic, and didn‘t care enough. Like the daily reward this is something I can suffer through once/twice a day. But thanks for pointing it out, if the workflow would get addressed, it should be part of the re-arrangement!
2: Personally I‘m not sure if that would clutter the overloaded screen even more. But maybe a small tile „stripe“ could even act as a UI separator somewhere... hm. It‘s a good idea if we found the place for it. Could even be spread around the „Fight“ button like some kind of crown....0 -
supergarv said:FWIW if anyone wants to see my concept (clickable), CS gave me the go ahead to post here:
http://mpq.asware.netI like how when I tap the Fight button it goes right to the Victory screen My vote is we implement that feature immediately 😃
-JaGoPS, nice mock up.1 -
KGB said:I understand players (including me) like to check enemy stats but that's essentially just in PvP. No one checks stats in Deadpool daily and few (if any?) check in PvE since it's always repetitive nodes.So for that reason I prefer one page rather than two. Like many others here have suggested, we just need some adjustments to the existing one page to make things better.KGB-JaGo1
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JaGo said:KGB said:I understand players (including me) like to check enemy stats but that's essentially just in PvP. No one checks stats in Deadpool daily and few (if any?) check in PvE since it's always repetitive nodes.So for that reason I prefer one page rather than two. Like many others here have suggested, we just need some adjustments to the existing one page to make things better.KGB-JaGo0
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