In game animation speed, and token animations in particular

Janosik
Janosik Posts: 803 Critical Contributor

depressed sigh

Ok yes it does feel somewhat pointless bringing up this old subject again at a time when Webcore engagement on the forums is reaching Oktagon levels

But I've been experiencing a lot of longwinded token spawn recently so I feel the topic is salient again.

I mean, sure guys, don't fix Ocelot Pride if you don't want to. Don't even fix Pinnacle Emissary. Do what you like! You're in charge! Make even more cards like that! Make them even more broken! Whatever!

But if we are going to have endless token spawning going around (and it's not just those, I experienced a couple of Space Time Anomaly/Revenge of the Rats decks in Colors of Magic this weekend), can you at least do something about the time it takes dozens of tokens to spawn

Comments

  • ambrosio191
    ambrosio191 Posts: 331 Mover and Shaker

    There is a large portion of this game that is essentially unusable because of this. What's frustrating is there are certain token generating cards/abilities, from very old sets, that spawn quickly. The devs at the time did do something about it, then somewhere along the lines it went back to this slow version. The LPS system should not trigger off one cast of a card, but it can and has happened because of the animations.

  • Janosik
    Janosik Posts: 803 Critical Contributor

    Of course, it's not just token spawning which has been causing us players to gnash our teeth at the slow graphics for literally years.

    Those streamers that crawl across the screen are unnecessary and take a lot of time. Here's a gif of those I made ages ago...
    This entire 40 second gif was the result of me casting one single spell (Blue Sun's Zenith) with Jace2's ultimate in play (The gif hasn't been slowed down but it was running on an older device so the game itself was running a bit slowly).

    Kylox's Voltstrider makes you sit through similar animations if you want to play with it in Standard now...