New UI Update: Gameboard
Comments
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I tried again this morning. The yellow power bar doesn't seem to do anything when it's full. The flash must be so subtle as to be imperceptible. I can't believe this was actually tested.
I'll be at the 7 year mark of playing this game in a week and I'm really thinking it's time to quit.0 -
liminal_lad said:I tried again this morning. The yellow power bar doesn't seem to do anything when it's full. The flash must be so subtle as to be imperceptible. I can't believe this was actually tested.
I'll be at the 7 year mark of playing this game in a week and I'm really thinking it's time to quit.
I agree with the yellow effect. It isn't clear when you can fire the ability.0 -
Srheer0 said:liminal_lad said:I tried again this morning. The yellow power bar doesn't seem to do anything when it's full. The flash must be so subtle as to be imperceptible. I can't believe this was actually tested.
I'll be at the 7 year mark of playing this game in a week and I'm really thinking it's time to quit.
I agree with the yellow effect. It isn't clear when you can fire the ability.0 -
abmoraz said:Xerobulll said:2545 days here (since November 2013), have spent several hundred dollars over the years, my wife plays and spends money as do several friends who also brought their friends in.I can’t stand the dim board and washed out color schemes and now have to crank my phone brightness to 100% to play resulting in battery drain. None of my friends like the update.And the fact that colorblind (read: disabled) players are now having issues is reprehensible.Please fix this issue. Either restore the color scheme or make it optional. I can live with it for a little while but it’s just not enjoyable to play now.I prefer the term "Handicapable" or "dog-eyed"(just trying to lighten up the mood here a bit at my own colorblind expense)
I’m a huge proponent of video game accessibility and donate to AbleGamers regularly.We’re also pretty sure our 3yo has some level of color blindness (which led to some research showing that 7% of people, mostly males, have color blindness. A pretty big chunk of potential revenue)
I’ve been reading the Mpq subreddit and there are multiple Devs there who are scratching their heads at this change.
Ill give D3GO a week before I get with AbleGamers to condemn these changes. I’ll also post a nice, long honest review in the App Store.3 -
This dev team is almost certainly very small, and working with very limited resources. I think it's a mistake to assume every game you play has an army of people behind it, particularly a free to play mobile game of this vintage, so I find it highly unlikely there is room in the budget for specialty consultants or user focus groups when you're feeding the content furnace as often as this game is. I don't know if they are, but you could keep this game going with a full time designer and a full time engineer, with a contract artist and a shared QA asset if your tools are good. I've known personally late stage F2P games that were being maintained by a single full time designer. And again I'd like to be very clear I don't know anyone at this studio working on this game, just saying that this is how the sausage is made generally. So really I'm just advocating for a little grace for them, I am sure they are doing the best they're able.
I'm sure that walking back a change like this one is going to be non-trivial, but I'm also sure enough people are reporting health reactions to this that they will definitely have to address at least the screen dimming. I'm sympathetic (but I also as a player would like this problem addressed lol).7 -
ThaRoadWarrior said:This dev team is almost certainly very small, and working with very limited resources.
(a) A UI change was a number one priority. It is very clear of all the things this game needed, a UI change is very, very low on the list for those of us who play the game.
(b) The UI change should be done without any feedback from anyone in the actual gaming community.
(c) Whatever internal testing procedures are in place, don't seem include those who could notice obvious failures in the actual design itself (i.e. color blindness, dimming of enemy's turn, black on black special tile issues).
The developers were probably working from a statement of work designed not by them but by someone else and were told this was a priority. Really, this is squarely on the shoulders of management and whomever made this a priority at a time when there are many other things that could have used attention first.10 -
Xerobulll said:abmoraz said:Xerobulll said:2545 days here (since November 2013), have spent several hundred dollars over the years, my wife plays and spends money as do several friends who also brought their friends in.I can’t stand the dim board and washed out color schemes and now have to crank my phone brightness to 100% to play resulting in battery drain. None of my friends like the update.And the fact that colorblind (read: disabled) players are now having issues is reprehensible.Please fix this issue. Either restore the color scheme or make it optional. I can live with it for a little while but it’s just not enjoyable to play now.I prefer the term "Handicapable" or "dog-eyed"(just trying to lighten up the mood here a bit at my own colorblind expense)
I’m a huge proponent of video game accessibility and donate to AbleGamers regularly.We’re also pretty sure our 3yo has some level of color blindness (which led to some research showing that 7% of people, mostly males, have color blindness. A pretty big chunk of potential revenue)
I’ve been reading the Mpq subreddit and there are multiple Devs there who are scratching their heads at this change.
Ill give D3GO a week before I get with AbleGamers to condemn these changes. I’ll also post a nice, long honest review in the App Store.No worries. I don't expect the world to revolve around my issues, it just irks me when something was good and it regresses in the name of "progress". However the thread has gotten pretty close to toxic, so I was just trying to lighten the mood a bit.Side note: A few members of my Alliance members are streamers and have done several collaborations with Steve Spahn from AbleGamers (GTAV, Among Us, JackBox games). He seems like a real cool dude.
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LavaManLee said:ThaRoadWarrior said:This dev team is almost certainly very small, and working with very limited resources.
(a) A UI change was a number one priority. It is very clear of all the things this game needed, a UI change is very, very low on the list for those of us who play the game.
(b) The UI change should be done without any feedback from anyone in the actual gaming community.
(c) Whatever internal testing procedures are in place, don't seem include those who could notice obvious failures in the actual design itself (i.e. color blindness, dimming of enemy's turn, black on black special tile issues).
The developers were probably working from a statement of work designed not by them but by someone else and were told this was a priority. Really, this is squarely on the shoulders of management and whomever made this a priority at a time when there are many other things that could have used attention first.0 -
The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.4
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I appreciate the vote of confidence, but it's fine. We're all just anonymous randos on this forum, for all they know I could be a mostly sentient broccoli banging against a keyboard psuedorandomly from air current variations, they don't have to believe anything I say.
I will say though that just generally speaking, it is so much easier to tear something down or find fault than it is to build something. It makes us feel powerful to do it, and that's why as a society we are bombarded with critiques and criticisms of everything. I personally try to be constructive with my criticism, I'm sure I'm not always successful, but we all make our own choices about what we want to put into the world.8 -
DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?2 -
The_Boogie said:Am i wrong in thinking?3
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First forum posting after 1862 days of playing this game.
I now look away from the screen during the opponent's turn to avoid getting a headache. Doesn't make it fun, and only continuing to play as assuming the volume of complaints mean this will be fixed (I'll give it a fortnight and if nothing has changed will probably quit).
As an aside, where does this sit in the all time hall of fame for worst video game updates ever?4 -
trenchdigger said:
As an aside, where does this sit in the all time hall of fame for worst video game updates ever?
I don't remember the game, but there was one where the patch broke the uninstaller. If you tried to uninstall, it removed the entire C:\ drive instead of just the installation drive.
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UNSHMD said:KGB said:There must be a fair number of players not currently playing because I normally finish T20 in CL8 PvE playing very casually (I typically see the same names in T20). At the moment I am T10 in Spider Silk which means I've jumped about 6-7 spots which would mean about 30% of players having issues.I'm in the nausea category with the dimming. So with the sound on, I've taken to closing my eyes or looking away during the AI turn and waiting till the sounds stop before I look back. It's not ideal esp if you are trying for placement or doing hops in PvP but at least I can muddle through in hopes that the UI is reverted in a few days.KGB2
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@ThaRoadWarrior
You are now a mostly sentient broccoli to me. Lmao. Due to your name, this broccoli also sports post-apocalyptic leathers and spikes.
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The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?4 -
DAZ0273 said:The_Boogie said:DAZ0273 said:The_Boogie said:ThaRoadWarrior said:I run a game studio that is not in any way affiliated with MPQ, I have first hand industry knowledge of how video game qa is done specifically, and what those roles are named and how they work. In the game industry, Functional Quality Assurance is doing what I said - making sure the game functions as designed (which is not the same as giving feedback on those designs). There are other sub disciplines like Localization QA, Certification QA, and so on. But the catch-all for this is just QA. But I’m not going to argue with your experience, you can be right if you need to be.
Additionally, to say that there isn't enough "budget" for user focus groups is insulting. There is at least one buy club a day from the biggest spenders in the game. That's $60,000 a month from a segment of about 3-400 players. Not to mention there was just an HP sale where there were multiple buy clubs running each day at $2,000 a pop. Also we have been told on numerous occasions that the amount of money spent by the random player on VIP or the occasional logan's loonies by FAR surpasses the revenue generated by these buy clubs. So what do you want to estimate the monthly revenue is? $150k a month? $200k a month? More?
So now I read you are guessing they have 4-5 employees on ~$2,000,000 of revenue annually. Even if half of that goes to overhead you are paying 4-5 people on average $200,000+?
To the last point - having a segment of your player base as advanced QA testers does not cost you real money if you pay them with in-game currency. I will allow that it costs perhaps a couple hours of one employee's time each release cycle to review the feedback from the testers - maybe more time for the devs to fix issues that are found.
Am i wrong in thinking its common sense to put out less products that work very well than it is to push out more products that cause problems?0 -
Not to specifically argue with The_Boogie, but again for anyone who is actually interested in how the sausage is made there is more to calculating overhead than pure salary. Depending on the state the team is in, you have their gross pay, then you have the employer tax + benefits cost which can be up to 10% additional (so a hypothetical salary of $60,000 USD/yr shown on the employee paycheck may hit the books as high as $66k, and again remember i don't know what people make, just using an arbitrary number to illustrate the point). They all have computers, office furniture, any in-office canteen costs you may have, any administrative staff (hr, admin, bookkeeping, contracts administration, night security, whatever) who aren't direct contributors to the title but still need to have their salaries paid because they absolutely keep the machine turning for the studio. Then you have the facility lease, any development hardware, ongoing server costs to keep the game going (this can be quite expensive, and will fluctuate month on month so it can be difficult to accurately predict), whatever they may or may not have to pay to Marvel for this license, the list goes on and on. So yes, I would say it is highly likely there is no budget for consultants. The fact that Brigby was never properly replaced as Community Manager, but whose duties were kind of foisted on IceIX who I want to say said they were also a producer (someone who is directly contributing to something at the studio) in the thread where that was told to us tells me that the team is running lean. So whether you choose to be insulted by that or not doesn't change the high likelihood that there is, in fact, no budget for qualitative analysis of these types of changes outside the dev team or members of other dev teams across the studio who are surely busy on their own projects.6
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ThaRoadWarrior said:Not to specifically argue with The_Boogie, but again for anyone who is actually interested in how the sausage is made there is more to calculating overhead than pure salary. Depending on the state the team is in, you have their gross pay, then you have the employer tax + benefits cost which can be up to 10% additional (so a hypothetical salary of $60,000 USD/yr shown on the employee paycheck may hit the books as high as $66k, and again remember i don't know what people make, just using an arbitrary number to illustrate the point). They all have computers, office furniture, any in-office canteen costs you may have, any administrative staff (hr, admin, bookkeeping, contracts administration, night security, whatever) who aren't direct contributors to the title but still need to have their salaries paid because they absolutely keep the machine turning for the studio. Then you have the facility lease, any development hardware, ongoing server costs to keep the game going (this can be quite expensive, and will fluctuate month on month so it can be difficult to accurately predict), whatever they may or may not have to pay to Marvel for this license, the list goes on and on. So yes, I would say it is highly likely there is no budget for consultants. The fact that Brigby was never properly replaced as Community Manager, but whose duties were kind of foisted on IceIX who I want to say said they were also a producer (someone who is directly contributing to something at the studio) in the thread where that was told to us tells me that the team is running lean. So whether you choose to be insulted by that or not doesn't change the high likelihood that there is, in fact, no budget for qualitative analysis of these types of changes outside the dev team or members of other dev teams across the studio who are surely busy on their own projects.0
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