Brigby said:Loop Prevention SystemCard combos can be a fun and exciting way to win matches, but when it comes to infinite loops, it can be downright frustrating to endure. With the Loop Prevention system, there will now be an invisible 25 second timer that starts counting down after a player makes a gem match; the timer becomes visible during the last 5 seconds. (If a player makes a Match-5, the timer will pause to account for additional actions the player can still make. Bringing up the Pause menu will also pause the timer.)Once the timer reaches 0, the infinite loop is stopped and only one additional queued action will run following that. Once that's done, the player then progresses to the next Phase of the turn.
Elspeth_Tirel said: Just so I understand correctly: will the 25-second timer affect (for example) Imminent Doom decks? If I'm chaining spells, it sounds like the timer will just cut off my chain after 25 seconds. If so, I'm not sure that's the best solution to the problem.
ZW2007- said: Not even the slightest bit surprised that this was implemented so poorly. I think this might be the bad game decision that finally seals the deal for me.
Brigby said: Elspeth_Tirel said: Just so I understand correctly: will the 25-second timer affect (for example) Imminent Doom decks? If I'm chaining spells, it sounds like the timer will just cut off my chain after 25 seconds. If so, I'm not sure that's the best solution to the problem. ZW2007- said: Not even the slightest bit surprised that this was implemented so poorly. I think this might be the bad game decision that finally seals the deal for me. Would you two mind providing some further detail as to why exactly you believe this may not be a good solution to the problem? Thank you!
Stormcrow said: Not to put words in their mouths, but 25 seconds isn't very long, there are plenty of legitimate non-infinite-loop interactions that take more than 25 seconds. Pretty much anything that summons a bunch of tokens, for instance.
So much this! Some of us are already frustrated by the way the Card Visual Aid options were handled (Card Visual Aid off basically means I will see every slow animation I don't need to see and won't see anything that actually matters). If things like spawning multiple tokens, buffing multiple creatures or giving mana to multiple cards had actually been improved to be less time-consuming, this timer would be far less of an issue.
mrixl2520 said: WOOOOOOOW! THANK YOU Brigby !! You went above and beyond with the video clips. I for one and very pleased with the amount of info, it was worth the wait.I absolutely love the implementation of the Guild Symbols with abilities! I hope you guys plan to work the GoR symbols in too. New mechanics look cool, I quite like how Riot was implemented.I think New Dovan and Domri look great. I want to like Kaya as a new B/W walker, but I have some reservations.Thanks again for the post!
madwren said: Graphics look pretty. Seeing cards in exile is great. Abilities seem well implemented and I'm intrigued. Overall, this mostly looks great.The 25-second timer, however, seems pretty unnecessarily short, considering the number of non-looping interactions that take forever to resolve, such as token generation and hand recycling. Plus, there are some cards specifically designed to loop and benefit from loops, such as the aforementioned Imminent Doom.Heck, sometimes, players may make a match, then set their phone down for a second because their three-year-old needs them to put on the next episode of Paw Patrol and the remote fell between the cracks of the seat and they forget to pause the game because pausing it sometimes freezes the game so they've been trained not to do that.
OmegaLolrus said: Any chance of getting a gander at the cards themselves?
Sigh... reading is fundamental... I'd change the post, but it won't let me edit the dang thing.
But hey, excited to see cards tomorrow!