New UI Update: Gameboard

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Comments

  • LavaManLee
    LavaManLee Posts: 1,459 Chairperson of the Boards
    One other thing is depending on the character, it is not as easy to tell which tile they are going to match.  Case in point: Polaris' icon is a very faint etching and on blue, it is almost non-existent.  Kitty is in a full on hand and much easier to see on a tile.

    Along with everything else, I am just dumbfounded by why they would initiate such a major change to a game with what appears to be very little actual testing from players.
  • Bad
    Bad Posts: 3,146 Chairperson of the Boards
    After playing it almost one day I think I got used to it. I can tell all colors, all special tiles, all charged tiles. 
    I can fire a power because I know how it was the gauge of the power on my last turn previous to matching (not because I can reconigze the power being ready in the bar).

    The enemy phase must be reworked. Right now on a dark room playing in bright it strains eyes, and the opposite playing in a bright place it is a veil.
    I suppose they are working on it and it must take some days to do something about it.
    It is unfortunate indeed.
  • Seph1roth5
    Seph1roth5 Posts: 429 Mover and Shaker
    Not a fan.  Too dark in general, so now the tile icons stand out more than the color which seems backwards.  Other than 1 or 2 characters I don't need to know whose icon is on a tile. 

    I know that we'll get used to it a bit in time, but I feel that if any of the surveys (like the one that JUST came out) had asked if ANYone wanted the game darker, you would've gotten like 98% saying no.


    I like the idea of a classic mode so the 5 people that like the new UI can keep using it lol.  Or go snes final fantasy style and let us customize our game a bit, choose from a few window colors and such.
  • KGB
    KGB Posts: 3,277 Chairperson of the Boards
    Just got the update this morning.
    Colors (including special tiles) aren't as bad as I feared but then I have an S9+ with a fairly large screen for a phone and a good CPU / Ram so game seemed normal for me.
    But the dimming effect made me nauseous after only a handful of battles. The old dimming effect just changed the background slightly (something I never noticed till this update and someone pointed out the dimming) so it was hardly noticeable. We need a way to turn off the dimming or else just dim the background slightly and not the gems.
    As others have stated, a classic mode to use the original color scheme would be fantastic but I suspect that won't happen due to having to support 2 UI's
    KGB
  • liminal_lad
    liminal_lad Posts: 477 Mover and Shaker
    This is incredibly bad. I tried playing this morning and it's really hard to see the difference in tile colors with the new muted palette. Also it subjectively feels slower during the enemy's turn and the dinning makes it harder to tell what's going on. Please make this better or change it back. Truly terrible. 
  • HoundofShadow
    HoundofShadow Posts: 8,004 Chairperson of the Boards
    edited March 2021
    The dimming and undimming of the board can be quite irritating and uncomfortable on the eyes. It's akin to you standing in front of a car and the driver keep on turning the headlights on and off.

    If you are a Polaris user, the flashing that occurs when you match special tiles can be really glaring. It could be due to the huge contrast between the board and the creation of special tiles.
  • PiMacleod
    PiMacleod Posts: 1,794 Chairperson of the Boards
    edited March 2021
    I'd like to think that i'm a generally positive player.  If I see something positive, great.  If I see something negative, I'll then try to work with it to see where the potential positive is (i.e. the silver lining). 

    I did that here, as with all things, but I think the negative is winning out, and I having a hard time playing Devil's Advocate.

    Everyone did a great job mentioning their points, and I'll admit, I only skimmed so many responses before I posted this... however, I'll voice my concerns as well.  If they double up with someone else, well, I hope a dev or someone similar is keeping note of how many of each complaint is tallying up.

    1) The colors themselves.  They aren't as bright... And as such, they dont stand out like they once did.  Sure, it might "look cool", but it needs to be functional before anything else.  And after seeing this update, Im understanding more and more why nearly all match 3 games have bright colorful tiles to match.

    I wouldnt say that its a gamebreaker by itself, but here's a problem I already noticed.  Because the colors blend a bit more now, I have to strain a bit more to notice match-4+s, which means against enemy 5* Prof, or Onslaught, or Chavez, they now have a better chance of winning, just because its harder to see certain match patterns we are trained to look for.

    2) The same color problem lends itself to the powers and where we select them.  Usually, when a power is ready to fire, it glows or pulses, letting us know its ready.  The same thing still applies, but its pretty hard to see green's pulse, and nearly impossible to see yellow's.  As such, I didnt think they were ready to fire for a few turns just for that alone.  Sure, i could look at the number and see that I was ready, but I didnt -- Ive trained myself to just keep an eye out for the pulse, and gun for the colors I normally need for my plan.  Once I see the pulse, I'll fire what I need to, and leave whatever I wanna save up alone.  It takes a little longer now, because I need to check my AP numbers, since yellow and green are so hard to see.

    3) The emblems on the tiles.  These are nicely pronounced, depending on who you're using.  Some symbols thrive, while others just seem a bit faded.

    4) Friendly repeaters.  They just kinda get lost... Or is it just me?  I have a hard time finding them, due to the new thinner/sleaker lines used to draw them.

    I think thats about it.  The tile physics dont seem to bother me or move the needle for me.  Its my first bullet point thats my real issue... And it'll drag gameplay down a bit, as I have to take more time to analyze things.
  • AdamMagus
    AdamMagus Posts: 363 Mover and Shaker
    edited March 2021
    Personally I am pro the new design choice, yes they are a bit darker and the screen fades a bit when it's the AI's turn but I find the new look easier on the eyes when playing a few matches late at night in bed. (I am playing on a ASUS ZenPad 3S 10 tablet)
    Overall the game feels a bit snappier thanks to the new tile physics.
    I am not sure why Heals changed from green numbers to an orange-red gradient (same as damage numbers), but other than that am pretty happy with the changes.
    There have been a lot of suggestions mentioned on this thread, hopefully some get implemented to make this a better experience for others as well.

  • Jacknife
    Jacknife Posts: 15 Just Dropped In
    Question is this : Developers will hear our screams or not? I hope someone who work for MPQ read this writings.
  • Zalasta
    Zalasta Posts: 293 Mover and Shaker
    Both my wife and I got this update this morning and don't really care for it. It's super hard on our eyes. We both had to turn the brightness up on our iPads to make things more visible. The new tile colors are subdued or faded, and harder to differentiate. Black is now grey. Don't care for the black background or the way it flashes between turns. When powers have full AP, it's not as clear as it used to be. You can barely see ready yellow powers pulse. I'm hoping for an option to return to the classic format, or we're probably going to be playing much less MPQ.