card effects: needed animations and superfluous animations

andrewvanmarleandrewvanmarle Posts: 661 Critical Contributor
Being able to choose how much animations you want to see is a good step in the right direction, but the choices made what to show and what not are counter productive:

Needed animations: 
spells supports and creatures played by the opponent.
Also the cards you draw yourself (think of playing BFZ: know what is drawn gives you the insight what to play and what to pause.

Unnecessary animations: tokens spawing after the first (the reinforce animation is sufficient),
the big long streams of loyalty created by huatli. (just do it all in one go, or maximise it at 5 loyatly per animation),
end of game animation where you have to click on the amount of ribbons your earned, 
and the new player experience animation you have to click.

can we move some stuff around in the "no visual aid" setting?


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Comments

  • LaeuftbeidirLaeuftbeidir Posts: 1,838 Chairperson of the Boards
    Disagree only on the enemys creatures (they pop up on the battlefield anyway), and partly on the own cards drawn (seeing them for around 1/5th of the time you see them now would be perfect), but that's personal taste.totally agree on the rest - especially the tokens and loyalty streams.. Mana streams could be cut as well although they're not that annoying.
  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    Oh, hey! Thanks for starting this thread. I'm going to copy over what I said in the other thread...

    starfall said:
    Do you know what? I don't think you *ever* need a stream to show when you gain loyalty. I think the 'Card Visual Aid' option (which should, unquestionably, be expanded to a 'Fast Play' option) should turn those off altogether.

    In fact, how many streamer effects do we actually need? They're handy to draw your eye to positions on the gemboard, like showing the location of newly spawned activated gems, or which support is being destroyed by a Demolish effect. But I think we'd save an awful lot of time without streams for mana generation, or loyalty generation, or creatures being pumped by supports/other creatures.

    When else are streams used?

    Damage to players is an important thing to take notice of, but a card like Aetherflux Reservoir or Dynavolt Tower can take a looong time, visually speaking, to kill your opponent. A simple red flash effect (or white, for life gain) over the affected PWs health total would suffice, and be much faster.

    Maybe this should be a new thread. Of course we won't all agree on what graphical elements are necessary and unnecessary, but if we all put our heads together I think we can generate an awful lot of feedback on this issue.

    Agree that you need to see cards you draw yourself, but at the moment you still need to tap the screen to dismiss them faster; they should dismiss at top speed anyway if you have 'fast mode' active. Or, alternatively, dismiss at top speed if you hold the screen, like the cards do when you open booster packs. Actually, yes, I like that second idea better.
  • FurksFurks Posts: 149 Tile Toppler
    Important animations:
    - cards played (only the card itself, not its effect) 
    - gem movement 
    - creature attacks (with a max of 3 creatures these arent really a problem anyway ) 

    Superfluous:
    - anything secondary to cards/triggers
    -- mana/loyalty gains
    -- tokens spawning
    -- creature/support destruction
    -- mana drain
    -- buffs/ability gains

  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    Here's another thought: would the game lag less if the icons for supports weren't animated? If the reason for the lag is graphics, and not code going on behind the scenes, it'd be nice if we could get rid of it. The game does seem to run slower when there are more supports, doesn't it? Playing with Tezz2 and his Construct creature which spits out Servos can be a nightmare.

    Newbie players would still see all these lovely animated graphics, of course, and everything would run at speed for them because they're only playing one card every couple of turns, but more seasoned players wouldn't have to put up with lag while playing their legacy combo decks.

    There's nothing pretty about graphics which have been designed to run at a particular speed lagging and stuttering.
  • ZW2007-ZW2007- Posts: 805 Critical Contributor
    I agree with almost everything above. You do need to see what cards you draw or it would make some decks very difficult to play properly. I like the sped up booster pack opening idea, if i just hold my finger down it shows a quick glimpse of the card and moves on.

    I don't think we need to see an opponent's creature card because it's pretty obvious when one shows up on the board. Supports are less obvious and spells are a total mystery so I wouldn't mind being able to have those pop up briefly and auto-dismiss just like with the card draw suggestion.

    Token reinforcements however are a terrible terrible thing. If i cast March of the Multitudes with full mana, it should plop a 12/12 soldier token into play with an 11x. I don't need an animation showing it be reinforced 11 times. The same goes for loyalty and to a lesser degree spell and mana streams. Sure they look pretty the very first time you play the game but after years, they are just tedious time wasters. I like starfall's suggestion for a flash effect for damage and lifegain, the same could be applied to loyalty and mana gains.
  • uthreaduthread Posts: 7 Just Dropped In
    edited January 24
    I agree! Especially the mana/loyalty effects. And please turn off or speed up the draw card animations.
  • madwrenmadwren Posts: 1,833 Chairperson of the Boards
    I'm not greedy. Just getting rid of token animations and loyalty streams would go a long way towards making me happy.
  • andrewvanmarleandrewvanmarle Posts: 661 Critical Contributor
    madwren said:
    I'm not greedy. Just getting rid of token animations and loyalty streams would go a long way towards making me happy.
    I'll wish for a streamlining of the end of game screens too: i'm always impatiently tapping my screen at that point.
  • arNeroarNero Posts: 358 Mover and Shaker
    The token quickening definitely is a must to have. Currently, only newer tokens (such as Nissa's Elemental and the Lifelink Soldiers) have this fast effect, while the other tokens still slog through, which is kinda annoying.

    Also, I personally would advocate that the game tone down the trail of light effect, such as when your spells buff ALL your creatures, Approach of the Second Sun damage/drain effects etc. Could help speed up the game (and reduce processing strain, methinks)
  • Mark_TedinMark_Tedin Posts: 166 Tile Toppler

    I am quite satisfied with the current system. my quality of life has improved a lot and bugs also subsided without the pop ups
  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    That mastery screen gets old fast.

    I appreciate that, at the moment, while the mastery system is new, and also broken, a lot of players are using the information that it shows (and isn't shown anywhere else in the game).

    But in the long run I don't think advanced players will need it to see XP gain every single game.
  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    madwren said:
    I'm not greedy. Just getting rid of token animations and loyalty streams would go a long way towards making me happy.
    I'll wish for a streamlining of the end of game screens too: i'm always impatiently tapping my screen at that point.
    Why not perform the loading, and show us game over screens at the same time? It would save us a lot of time.
  • MobyslickMobyslick Posts: 14 Just Dropped In
    I'm on board with most of these ideas, but I'm not sure why players need to see an animation and popup for the cards we draw. For most seasoned players I would say that we almost always slide open the hand every turn anyway, where you can see the card you just drew. After all, card draws throw a random card at the end; you probably need to move it to an optimal position in your hand, or disable it in some cases (you don't want to cast it yet or in the case of a creature card you want to hold on to, be spammed by being asked for "replace creature" constantly). Is there a situation where not seeing the popup is going to be a strategic disadvantage? I can't think of one... some of you diehards want to demonstrate one?
  • khurramkhurram Posts: 983 Critical Contributor
    Mobyslick said:
    I'm on board with most of these ideas, but I'm not sure why players need to see an animation and popup for the cards we draw. For most seasoned players I would say that we almost always slide open the hand every turn anyway, where you can see the card you just drew. After all, card draws throw a random card at the end; you probably need to move it to an optimal position in your hand, or disable it in some cases (you don't want to cast it yet or in the case of a creature card you want to hold on to, be spammed by being asked for "replace creature" constantly). Is there a situation where not seeing the popup is going to be a strategic disadvantage? I can't think of one... some of you diehards want to demonstrate one?
    Yes, when you are using cards in your deck like days undoing, BSZ, BtB.... Or when using card draw like nissas revelation or prism array with green gem convertors. Basically any loop decks where you may not want to cast certain cards right away before other cards, midloop.
  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    Why does using the Surveil ability come with two dialogue popups? There is one to select whether or not you want to Surveil, and another to select the cards you want to Surveil. Why not just use the second one, and allow the player to select 0 cards if they don't want to Surveil?
  • OmegaLolrusOmegaLolrus Posts: 244 Tile Toppler
    I'm less concerned about the pop-ups, but I would love the ability to choose to select 0 cards. There are times when those next four cards are exactly where I want them to be.
  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    I thought of another one: Multiple creature abilities spawning one by one on multiple creatures (e.g. Decimator of the Provinces). This is particularly time consuming when it happens every turn (e.g. Street Riot, Odric)
  • starfallstarfall Posts: 1,521 Chairperson of the Boards

    Needed animations: 
    ...supports... played by the opponent.
    Settle the Wreckage sneaks into play very silently these days doesn't it?
  • stikxsstikxs Posts: 372 Mover and Shaker
    starfall said:
    Why does using the Surveil ability come with two dialogue popups? There is one to select whether or not you want to Surveil, and another to select the cards you want to Surveil. Why not just use the second one, and allow the player to select 0 cards if they don't want to Surveil?
    There would be a difference between not surveiling and surveiling 0 cards for things triggering off surveil. But 0 should totally be an option when we are at the 4-card surveil popup, though that is another issue...
  • starfallstarfall Posts: 1,521 Chairperson of the Boards
    Watching the trails on Bo4t2 1.3 is interminable.
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