Community

 
Jump Menu:
Post Reply
Page 8 of 10  •  Prev 1 ... 5 6 7 8 9 10 Next
Switch to Forum Live View Duels 2013 User Interface Improvements Thread
9 months ago  ::  Sep 06, 2012 - 12:21AM #71
Kzorith
Date Joined: Dec 14, 2005
Posts: 4
Greetings,

I'm not sure but this would likely come under interface improvement.  I'm also not sure if it's been mentioned in a thread other than this one.

When playing a 4 person match, I find that I can not see the cards on the field for the person opposite me because their icon and time bar block my view.  Would it be possible to either move the cards closer to the center of the table or move the player icons further back from the table (or make them smaller I guess) so as to not block the view of the cards on the table?

It's very difficult for me to pick targets or block because while I can rotate the table to see the cards, I apparently can't do anything while I'm "away from my seat".

I will note that I'm using the default view point.  I am not sure if there is a way to flatten the table to see the cards more clearly, but I like the default view point with the exception of the icons in the way.
 
Thanks in advance,
Kzorith
Quick Reply
Cancel
9 months ago  ::  Sep 06, 2012 - 6:33AM #72
crb042
Date Joined: Sep 18, 2011
Posts: 386

Sep 6, 2012 -- 12:21AM, Kzorith wrote:

Greetings,

I'm not sure but this would likely come under interface improvement.  I'm also not sure if it's been mentioned in a thread other than this one.

When playing a 4 person match, I find that I can not see the cards on the field for the person opposite me because their icon and time bar block my view.  Would it be possible to either move the cards closer to the center of the table or move the player icons further back from the table (or make them smaller I guess) so as to not block the view of the cards on the table?

It's very difficult for me to pick targets or block because while I can rotate the table to see the cards, I apparently can't do anything while I'm "away from my seat".

I will note that I'm using the default view point.  I am not sure if there is a way to flatten the table to see the cards more clearly, but I like the default view point with the exception of the icons in the way.
 
Thanks in advance,
Kzorith




There is a flat table view.  On the PS3 it's the up/down arrow buttons.

Also, I use the R2 button to zoom in on the attacker I'm selecting and be sure of which one it is.  So I can rotate, figure out what's coming after me, rotate back, zoom, and shuffle around while zoomed in.  Not exactly convenient but it works.

Quick Reply
Cancel
9 months ago  ::  Sep 08, 2012 - 2:07AM #73
HonorMe
Date Joined: Jun 27, 2012
Posts: 26
Unfulfilled Desires < /div> < br />

Sep 8, 2012 -- 1:08AM, HonorMe wrote:

Hey Rob, I noticed one thing that currently only applies to planechase.  When the game prompts you for action, it really should give you some clue towards what ability of a card is making the effect, like scry when you have 4 cards on screen.  If you didn't know that you could choose not to put any cards on the bottom of you lib. than when Quicksilver Sea poped up you would think that was all you could do.  Just saying.  Oh and I would like to note for the forum discussion, should the default in scry be for all of the cards to be placed on the bottom? even when your busy or lag makes the timer run out.




and i quote my self from the community.wizards.com/go/thread/view/758... Thread Huraw


Quick Reply
Cancel
9 months ago  ::  Sep 09, 2012 - 9:43PM #74
niv__mizzet1
Date Joined: Feb 27, 2011
Posts: 618

Improve finding an online game so you don't bounce in and out of different screens as often.  Perhaps list all games under one screen.




my suggestion is related to the above suggestion.

It's only a small thing, but it really bugs me. On Xbox.

When searching for available games (in the screen where it gives a list of available games), if there are no games available a text box will pop up telling me so. I can understand it's intended function -- to make it more obvious to the user that the search is finished -- but I'm sure there are many ways this could be achieved without bringing up a text box that needs to be cliked out of. This is particularly problematic as often there is some delay between when the box pops up and when you can press the appropriate button to remove it, and then again from the time after you've pressed the button to when the box disappears. Not only is this wasting time already, but quite often I will press the button and the box remains, so I press it again which triggers the box to disappear, but there is some delay so I press the button again which causes the box to reappear again after it's finally disappeared.

This box is entriely unnecessary. Some alternative suggestions:

They could just remove the box without making any other alterations. Currently when the game is searching, it displays a written message in white alerting the player that a search is being conducted (this is not a text box that you need to click out of). Personally, the disappearance of the message would be enough signal for me to realise the search has ended. However, if the designers are worried that people will become confused, why not have a written message similar to the "now searching" message but that states there are no games; a message that doesn't require any further button pressing. Surely that would be an easy fix. This would make the search rigmarole just a bit more streamlined.

Quick Reply
Cancel
9 months ago  ::  Sep 10, 2012 - 4:30PM #75
djAMPnz
Date Joined: Jul 23, 2012
Posts: 435

Sep 4, 2012 -- 10:39AM, niv__mizzet1 wrote:

Another idea about AI takeover and conceding, assuming my above work around wasn't implemented: would it be possible to give every player the option to choose their preference regarding AI takeover, whether it's enabled or disbaled, simply by adding a it in a settings option? If a player has AI takeover disabled and their opponent quits, the game can check, and then act accordingly, in this case ending the game with "YOU WIN". Vice Versa if the player has AI takeover enabled, when the opponent quits the game can check and then continue with the AI taking over.




This, in theory, is a good idea... for 1-vs-1. What if you are playing a 4 player game and someone quits and one of the remaining players has AI takeover as a preference while the other 2 don't? I don't see how that would work.

Quick Reply
Cancel
9 months ago  ::  Sep 10, 2012 - 5:12PM #76
crb042
Date Joined: Sep 18, 2011
Posts: 386

Sep 10, 2012 -- 4:30PM, djAMPnz wrote:

Sep 4, 2012 -- 10:39AM, niv__mizzet1 wrote:

Another idea about AI takeover and conceding, assuming my above work around wasn't implemented: would it be possible to give every player the option to choose their preference regarding AI takeover, whether it's enabled or disbaled, simply by adding a it in a settings option? If a player has AI takeover disabled and their opponent quits, the game can check, and then act accordingly, in this case ending the game with "YOU WIN". Vice Versa if the player has AI takeover enabled, when the opponent quits the game can check and then continue with the AI taking over.




This, in theory, is a good idea... for 1-vs-1. What if you are playing a 4 player game and someone quits and one of the remaining players has AI takeover as a preference while the other 2 don't? I don't see how that would work.




Could easily be a setting for the game host for multiplayer.  People would join or not based on their opinion of dealing with AI vs having people concede and evaporate on a whim.
(Personally, I'd join multiplayer games with takeover, 1v1 without.)


Alternatively, the setting could translate to:
If every one of my remaining opponents is an AI Takeover, I prefer to be handed the victory right then instead of fighting it out.
So then it is still personalized, but doesn't trigger if only 1 person leaves a 4 player game.
In which case, instead of a game setting, I'd prefer a dialog prompt at that time.  Make the decision based on the actual game I'm in the middle of, instead of deciding ahead of time.

Quick Reply
Cancel
9 months ago  ::  Sep 10, 2012 - 5:52PM #77
djAMPnz
Date Joined: Jul 23, 2012
Posts: 435

Sep 10, 2012 -- 5:12PM, crb042 wrote:

Could easily be a setting for the game host for multiplayer.  People would join or not based on their opinion of dealing with AI vs having people concede and evaporate on a whim.
(Personally, I'd join multiplayer games with takeover, 1v1 without.)


Alternatively, the setting could translate to:
If every one of my remaining opponents is an AI Takeover, I prefer to be handed the victory right then instead of fighting it out.
So then it is still personalized, but doesn't trigger if only 1 person leaves a 4 player game.
In which case, instead of a game setting, I'd prefer a dialog prompt at that time.  Make the decision based on the actual game I'm in the middle of, instead of deciding ahead of time.




That's a good idea, that's a great way to work around it. Would it mean that the AI would HAVE to take over in 3 and 4 player matches until the last player was left though?

Also, I don't know what platform you are playing on, but on Xbox the host has the option of turning AI takeover on or off.

Quick Reply
Cancel
9 months ago  ::  Sep 10, 2012 - 6:02PM #78
crb042
Date Joined: Sep 18, 2011
Posts: 386

Sep 10, 2012 -- 5:52PM, djAMPnz wrote:

That's a good idea, that's a great way to work around it. Would it mean that the AI would HAVE to take over in 3 and 4 player matches until the last player was left though?



IMHO, that's not a bad thing.
Given the "anything can happen" nature of multiplayer - like if people decide not to commit to finishing you off in order to protect their own backs and suddenly you can regroup - I'm not sure that many people really concede in multiplayer.  So we're left with two scenarios.  1) disconnected internet.  or 2) quitting at a time that best ruins one player's day.  eg, conceding to exile all your effects if the opponent was about to kill your Fiend Hunter before attacking you, so you never release what the Hunter was holding prisoner.  In both cases, it seems takeover is the more fair option for everyone left in the game.

Also, I don't know what platform you are playing on, but on Xbox the host has the option of turning AI takeover on or off.



shows how little I actually play online.  :p  I'll take a look at the PS3 options next time I do.

Quick Reply
Cancel
9 months ago  ::  Sep 18, 2012 - 10:22AM #79
crb042
Date Joined: Sep 18, 2011
Posts: 386
Did some updating, from above
- abililty to over-assign trample damage to a defender.
- "there are no games" dialog box in the lobby.
- better control over AI takeover.
I think everythings else was in there already.  Yell if I'm wrong.

and a new one,
"Browse entire library" should move the cursor like other targeting does.  Normally left-stick jumps between valid targets and right-stick moves to every single card.  Browsing a library always moves one card at a time, even if only some are valid selections.

For example, if I need to get to my own one Squadron Hawk it should jump there as the next available target.  Instead it takes forever to scroll thru 50 cards to the one Hawk at the end.  This just bugs me since the rest of the game usually acts better than that.
Quick Reply
Cancel
9 months ago  ::  Sep 20, 2012 - 5:38AM #80
crb042
Date Joined: Sep 18, 2011
Posts: 386
What do people think about the Sewer Nemesis design?
I get that there's only one copy in the deck so there's only one chosen player, but it's pretty easy to clone things.
Of course you can figure out which copy is targeting which graveyard if they have different stats, but is that enough?  Clearly the designers thought that wasn't, since they added the chosen player label on top of that.  I think it's not the best solution, they should still put the marker on the card itself.
Your thoughts?
Quick Reply
Cancel
Page 8 of 10  •  Prev 1 ... 5 6 7 8 9 10 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing