HoundofShadow said: This is a visual example of how making use of filtering by supports can do away with the need for 30 saved teams and could even be faster. This example is based on supergarv's frequently used teams. I don't have Prof X and Onslaught so I used Phoenix and Mr Sinister to represent them.As you can see, changing teams is done quickly and requires minimal scrolling. It's practical and usable immediately. On the other hand, the timeline of the dev increasing Saved Teams limits is unknown.https://streamable.com/n69nx3
jsmjsmjsm00 said: Adding team slots is 100% not a 5 minute task.
supergarv said: jsmjsmjsm00 said: Adding team slots is 100% not a 5 minute task. It should be as much as replacing a variable 6 with 30.So yeah, not a 5-minute task but 15 seconds.
HoundofShadow said: Given that Saved Teams are for your most commonly used teams and the best supports are given to them, it's something that has already happened. It's not an additional step for most of them where you have to start from scratch and assign 30 supports to them. It won't matter how many supports BCS creates in the future. Ultimately, those players will still ask themselves this question, "Is this support better than what I've equipped to this character now? If the answer is no, ignore. Currently, there are 48 non-Stone Supports, and the best supports are those that gives you + up to 6 aps at the start of the game.
jsmjsmjsm00 said: Tell me you know nothing about software without telling me you know nothing about softwareLol
Answer - Many questions have surfaced asking about quality of life and UI improvements. Banners, boost inventory, and revisiting reward structures all immediately come to mind. Some of these we are working to improve right now (I hope everyone has enjoyed the modifications made to the reward structure for PVPs). Every day we are pursuing "what's next" in the long list of things that could be done to improve this already great game. Nothing is off the table, and many of the suggestions that fans are making are ones that we agree with. It all boils down to a factor of time, and the fact that MPQ is a mature game built with technologies that introduce complexities to seemingly simple fixes. This is especially true for UI. We're working on the next wave of improvements to MPQ, but know that it is an arduous process that will take more time than one might think".
So it seems to say 15 seconds is a bit of an absurd claim.