Post by niko on Dec 20, 2014 11:52:36 GMT -5
Hello dev guys again.
I had small conversation with some of you on FaceBook about implement in game some new features.
But from this time my list became a bit longer, than before, so I decided to make thread at forum. So I'll put here my "old" and will add new requests.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Device: iPad MiniRetina (iOS 8.1)
Game: Heroes of Steel Elite (v3.1.9)
In game: around 75+ hours (stuck and locked in Shelter... in expectation of ep.4 )
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So, here is the list of features which will improove game (in my opinion):
NEW LOOK OF UI:
1) For smaller screen like iPhone and iPod current UI of the game is ok, but for iPad (or any tablet device on Android) I have this vision of UI which will be much better in my opinion:
* Characters list is always fixed on the screen (instead of toggle), so in every second you can get control on exact character (because of this removed gold "arrow-button" from UI). Especially that is handful when you in battle and have an observe on status of hp/sp of all of your team's members;
* Also replaced button-"4-squares" (toggle list of party) by button-"menu-button" (it is moved from left-top). As you see no need of button-"4-squares", because characters are always fixed on the lower part screen;
* Skills squares a bit moved up;
* Buttons "Talents / Items" a bit centered by vertical;
2) I think will be good idea to add in game fade in/out location's name, right after you just came to any location:
3) Browse map for current local area
Description: Guys, you know one issue still disturb all my thoughts from long time of playing HoS... It is local map in current area. I have suggestion is to implement pinch controlled map:
*Picture is clickble*
So basically there are 3 levels of pinch:
1-st pinch it is minimal or default (it is current and default zoom on the screen);
2-nd pinch will make current overview of dungeon/location zoomed with ratio x2 (for example);
3-rd pinch will change screen for sketch map. There are orange circles which show possible exit/entrance to <loc #?> area. And blue it is current position of my party.
(*NOTICE1*: Don't pay attention to that grid inside sketch map. It is just random pic from internet, only purpose of using it to show my concept)
(*NOTICE2*: Of course sketch map don't show unexplored parts of the map, it only show these parts of map which were explored, rest part of the map is still should be in wog of war)
Should be some rules like long pinch will easy bring you from 1 to 3 level or in reverse. Short pinch, for example, will bring screen from 1 to 2 level.
P.S. I thought to add red small circles on 3-rd lvl of pinch which will be show location of the enemies (in case if they are already spot in the area) and icons of availble treasure chests, but I don't know is any need of that or not...
4) Global map (+some featuresupdated UI)
Description: You know when I just started game I was like "Where I'm? What I've already visited? Where quests? Where to go?"
From that moment other issue always is blowing my mind... Global map... As a player I need more info. So I had sorta this in my thoughts:
*Picture is clickble*
About added features to that concept:
a) Gold-"Q" from the left of place's name - show that there in place is located story quest (main);
b) Silver-"Q" from the left of place's name - show that there in place is located sub-quest;
c) Gold-"Q" & Silver-"Q" from the left of place's name - means that both types of quests in that place;
d) Please pay attention to the road different colors : "red roads" shot the paths that player already visited/passed and "grey roads" show these paths that player not yet visited or passed. So that way player will know what left to explore yet.
e) If player will click on the Gold-"Q"/Silver-"Q" from the left of place's name game will show list of the quests in that area and their description (so that way player will know that not only just some quests there, he will know what exact quests in the that place and their goals)
Tracks ("visited" / "not visited") also could be marked like this in my opinion:
So with all that I will know where to go to follow main quests, what places with sub-quests I forgot to complete and what places I didn't visited yet.
SHOP/MERCHANTS
1) After selling an item in any shop screen lose it focus (current row in a list) and go to row #1
Description: Let’s pretend you have a huge list of items (for example 25) and you need to sell some items #6, #11, #25. So I mark item in #6 press the sell button, item #6 is disappear from the list, but then game go to the item that is #1. Maybe it is better still let to player stay at row #6 and continue his list browsing from last position?
2) Quantity of item during shopping (buy)
Description: In case if you going to buy something from shop, maybe it will be good idea to add to the item's name his current quantity (like for example Major Healing Potion [You have x3]) in your "Items". Because every time when I need to check how much I have such item (in my bag) - I need a lot of unnecessary clicks and jumps among the "Items" and "Shop" screens. Or for example if I need to buy new sword and I need to know if I have it print like "Felcha (1-H Sword) [You have x1]" will make my life easier
3) The opportunity to choose quantity of item that you need to buy/sell (only potion-type merchant/shop)
Description: Let's pretend player need to buy 15 same potions. So for making this player should click sell/confirm 15 times. Would be amazing if player could make a select of quantity of item that he is going to buy (by the way during selling potions-type items also would be handful to have same oportunity).
4) Sort accessories list by criterias
Description: If you have a huge list of accessories, so during equipment management sometimes really hard to find item that will be best fit on character. For example my character has current equipped bracer and cloak. So last 3-rd slot I can deal with ring or necklace. And you know, from now begin troubles, because list is huge and really hard visually comparing best ring or best necklace.
In my opinion would be cool if put 2 criterias in sorting for the items list during equipment management:
primary criteria: by type of item's category (for example: #1 are cloaks, #2 rings, #3 necklaces, #4 bracers)
secondary criteria: I noticed that you have some kind of table inside application in which set buy and sell prices. So as secondary criteria could be used buy (or sell) price with order from most expensive prices to cheapest. So most expensive items in category will be in top = like they most good and player will see them first, and cheapest (= bad) will be in bottom of item category.
To simplify all that I just said, here is SQL-query:
*NOTICE:* That also will help to player with selling of "bad" items in the shop, like he will always see same type items near each other and make a correct conclusion about selling it or not.
IN-GAME (not in battle)
1) After transfer party to the new location NOT make auto-"group off"
Description: To be honest I don't understand why after coming to new location game is always making "group-off"... And every time I press "group-on" (again and again and again...). Maybe after transfer to new location group should be auto-ON?
2) Reset talent
Description: I saw previous thread about that issue, but I'm also here agreeing about that feature. For example, there is solution can be to add "Reset potion" in any potion's shop. After using that potion:
IDEA#1 Player should to choose 1 talent which will be going to be reset. If was chosen some default talent (like for example Crushing Blow for Vraes) it value will be 1, and if some other talent it value will be 0 (so it will be basically OFF);
IDEA#2 Player going simply will reset all skills (default will be 1 and rest of talents will be 0 = off)
3) Auto "T"-like layout after pressing group-off
Description: After a fight sometimes no need to use "Auto buff", because some players already buffed and some not and also that is way to save Hp/Sp and prevent using potions. So when I need to cast a few buff spells (with AOE-effect) upon my party I need make group-off and people randomly put on the map regard to environment around. So I gather them together in "T"-like layout and cast spell with AOE-effect. Is it possible to make auto "T"-like members layout (after pressing group-off) in case if environment around let it to do?
IN-GAME (battle)
1) Info about quantity of AP, that talent is required to be activated (only during a battle)
Description: If game is tactic turn base so I'm sure player is always need to plan every of his moves. So he is needed to know how much does every Talent get AP. I can count by myself how much character will spend AP for some movement action, but there is issue with "Talents" AP. Of course it is available now in game, if you will pick Talent first and then click it (icon of talent in right-bottom corner) and then to read it in description. Good. But maybe should be faster way to know it? In my opinion will be helpful this (but notice "AP:xx" only(!) show in battle):
2) Control speed of enemy turn / Skip enemy turn button
Description: Sometimes when you have a lot of enemies on the battle screen, it is SOOOOOOOOO boring to wait until your turn will come over. So during waiting time you are following all that what enemy is doing and sometimes that is long more than 1 minute. Biggest that I had it was enemy’s turn last 2-3 minutes and please notice that was just 1 turn [!]. And I'm also payed attention to that fact, that after all my battles 70% of battle's time it is enemy's turn and only 30% it is my turn... And this ate a lot of time during playing a game, because some locations have a lot of battles!
In Heroes of Might and Magic 3 there was control option like speed of enemy movement during his turn (slow; normal; faster; very fast). Why not let to player control it?
3) Function to re-ORDER team sequence before battle has began
Description: Sooo lack of re-ORDER function (like re-group of party to change the sequence of appearing in battle field). Many times I felt like want changed default order ("warrior, mage, cleric, ranger") to the sequence "warrior, ranger, cleric, mage". And by the way because of this on later battle fields I lost many times right in 1-st turn... because mage was always #2 with low HP and enemy's rangers were close and just smashed him up...
4) More new battle music
Description: Current background battle music is good, but I'm sure that game lack of additional battle music that will be randomly pick up from list of other battle music. Because when you play game during long-long time (like for example 20+ hours) same and same battle music start to be very and very annoying;
5) Hotkey-slots for popular items
Description: Always had that issue that during a battle I was need to use some of the potion-item from "Items" a few times[!] , but every time when I used it game drop me from "Items" and return to battle field... So I repeated that action a few times "Items">"potion", "Items">"potion", "Items">"potion". Maybe will be good idea to implement in game something like toggle panel? And player can set up these slots from "Items", like to choose which of 3 slots he want to link the exact item:
*Updated: Added AP-values
6) Highlight the selected character
Description: When you have a lot of enemies on battefiled + your party members, I think will be useful to highlight current selected character (maybe it should be animated glow or something like that ):
*In this example as we see Kjartan is selected and highlighted (so I’m visually always able to find him quickly)
7) Non-blooded monsters streaming with blood
(Sorry in advance, of course it is littile issue and maybe some will not pay big attention, but that made me really confused)
Description: In Cultic Temple and in City of Dead monsters like mechanic spiders, golden scarabs, wreith, spectres (ghosts), skeletons etc. streaming with blood
(Updated) Maybe should be 3 kinds of substance, which fall on a floor from who been hitted - red substance (blood from human-type creatures), black substance (sorta oil from mechanic-type creatures) and grey substance (sorta ash or dust from undead-type creatures). Technically same sprites of blood, but with different colours.
8) If character switch bar will be always on a screen, I have other idea of UI:
or #1
or #2 (thanks to anrdaemon's and his idea):
*Notice*: By the way I also changed position of AP for selected character to make it position same like with rest members.
Description: As you see Vraes has "AP 7", but I was always curious what AP-status of rest members (that help me plan my strategy for next turns). To learn current status of AP of each member I was click each of them. Or other example, sometimes was like I forgot that ranger has AP and press "End-Turn" button and after was like damn...
I propose to add green bar for rest 3 members which will show status of their AP. So i will always have full info about party status: HP / SP / AP at one place.
*Notice*
- As it battle now, "Auto Buff" is b/w (mean disabled) and should be anabled again after battle;
- In case if that will be green bar, of course green bar (AP) is useful only during a battle a not need outside battle. As a solution (outside battle) you can make it simply showing full (100%) or change it like that regard what mode now battle or not:
I had small conversation with some of you on FaceBook about implement in game some new features.
But from this time my list became a bit longer, than before, so I decided to make thread at forum. So I'll put here my "old" and will add new requests.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Device: iPad MiniRetina (iOS 8.1)
Game: Heroes of Steel Elite (v3.1.9)
In game: around 75+ hours (stuck and locked in Shelter... in expectation of ep.4 )
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So, here is the list of features which will improove game (in my opinion):
NEW LOOK OF UI:
1) For smaller screen like iPhone and iPod current UI of the game is ok, but for iPad (or any tablet device on Android) I have this vision of UI which will be much better in my opinion:
* Characters list is always fixed on the screen (instead of toggle), so in every second you can get control on exact character (because of this removed gold "arrow-button" from UI). Especially that is handful when you in battle and have an observe on status of hp/sp of all of your team's members;
* Also replaced button-"4-squares" (toggle list of party) by button-"menu-button" (it is moved from left-top). As you see no need of button-"4-squares", because characters are always fixed on the lower part screen;
* Skills squares a bit moved up;
* Buttons "Talents / Items" a bit centered by vertical;
Some players like idea of fixed panel and some not. In that case could be solution with old toggle idea, BUT with difference:
What if:
- "Menu" button and "toggle panel" button will be like it shown on the picture;
- Will be rules for "Toggle panel"-button:
"ON"-status : panel should will be fixed on the screen till that moment, when player will decide to hide it. But main difference with current rules in the game will be that will be no other ways to hide that panel (no matter battle is started or battle is ended, or player clicked on a screen) - only possible way to press toggle button. So player will decide he want to see it always on the screen or not. And will not be necessary to make special UI for table or for phone devices.
"OFF"-status: panel is hidding.
*Notice* If it will be ON-status and will be battle, player will be able to observe party members status (HP/SP/AP) as we mentioned in previous posts. If player don't need that information and like to track all information in his head he may simply hide this panel.
About gold arrow button
Sorry in my opinion much easier to open character's panel and select chararcter from the list on the screen, instead of switching every character with arrow by his order place.
What if:
- "Menu" button and "toggle panel" button will be like it shown on the picture;
- Will be rules for "Toggle panel"-button:
"ON"-status : panel should will be fixed on the screen till that moment, when player will decide to hide it. But main difference with current rules in the game will be that will be no other ways to hide that panel (no matter battle is started or battle is ended, or player clicked on a screen) - only possible way to press toggle button. So player will decide he want to see it always on the screen or not. And will not be necessary to make special UI for table or for phone devices.
"OFF"-status: panel is hidding.
*Notice* If it will be ON-status and will be battle, player will be able to observe party members status (HP/SP/AP) as we mentioned in previous posts. If player don't need that information and like to track all information in his head he may simply hide this panel.
About gold arrow button
Sorry in my opinion much easier to open character's panel and select chararcter from the list on the screen, instead of switching every character with arrow by his order place.
2) I think will be good idea to add in game fade in/out location's name, right after you just came to any location:
3) Browse map for current local area
Description: Guys, you know one issue still disturb all my thoughts from long time of playing HoS... It is local map in current area. I have suggestion is to implement pinch controlled map:
*Picture is clickble*
So basically there are 3 levels of pinch:
1-st pinch it is minimal or default (it is current and default zoom on the screen);
2-nd pinch will make current overview of dungeon/location zoomed with ratio x2 (for example);
3-rd pinch will change screen for sketch map. There are orange circles which show possible exit/entrance to <loc #?> area. And blue it is current position of my party.
(*NOTICE1*: Don't pay attention to that grid inside sketch map. It is just random pic from internet, only purpose of using it to show my concept)
(*NOTICE2*: Of course sketch map don't show unexplored parts of the map, it only show these parts of map which were explored, rest part of the map is still should be in wog of war)
Should be some rules like long pinch will easy bring you from 1 to 3 level or in reverse. Short pinch, for example, will bring screen from 1 to 2 level.
P.S. I thought to add red small circles on 3-rd lvl of pinch which will be show location of the enemies (in case if they are already spot in the area) and icons of availble treasure chests, but I don't know is any need of that or not...
4) Global map (+some featuresupdated UI)
Description: You know when I just started game I was like "Where I'm? What I've already visited? Where quests? Where to go?"
From that moment other issue always is blowing my mind... Global map... As a player I need more info. So I had sorta this in my thoughts:
*Picture is clickble*
About added features to that concept:
a) Gold-"Q" from the left of place's name - show that there in place is located story quest (main);
b) Silver-"Q" from the left of place's name - show that there in place is located sub-quest;
c) Gold-"Q" & Silver-"Q" from the left of place's name - means that both types of quests in that place;
d) Please pay attention to the road different colors : "red roads" shot the paths that player already visited/passed and "grey roads" show these paths that player not yet visited or passed. So that way player will know what left to explore yet.
e) If player will click on the Gold-"Q"/Silver-"Q" from the left of place's name game will show list of the quests in that area and their description (so that way player will know that not only just some quests there, he will know what exact quests in the that place and their goals)
Tracks ("visited" / "not visited") also could be marked like this in my opinion:
So with all that I will know where to go to follow main quests, what places with sub-quests I forgot to complete and what places I didn't visited yet.
SHOP/MERCHANTS
1) After selling an item in any shop screen lose it focus (current row in a list) and go to row #1
Description: Let’s pretend you have a huge list of items (for example 25) and you need to sell some items #6, #11, #25. So I mark item in #6 press the sell button, item #6 is disappear from the list, but then game go to the item that is #1. Maybe it is better still let to player stay at row #6 and continue his list browsing from last position?
2) Quantity of item during shopping (buy)
Description: In case if you going to buy something from shop, maybe it will be good idea to add to the item's name his current quantity (like for example Major Healing Potion [You have x3]) in your "Items". Because every time when I need to check how much I have such item (in my bag) - I need a lot of unnecessary clicks and jumps among the "Items" and "Shop" screens. Or for example if I need to buy new sword and I need to know if I have it print like "Felcha (1-H Sword) [You have x1]" will make my life easier
3) The opportunity to choose quantity of item that you need to buy/sell (only potion-type merchant/shop)
Description: Let's pretend player need to buy 15 same potions. So for making this player should click sell/confirm 15 times. Would be amazing if player could make a select of quantity of item that he is going to buy (by the way during selling potions-type items also would be handful to have same oportunity).
4) Sort accessories list by criterias
Description: If you have a huge list of accessories, so during equipment management sometimes really hard to find item that will be best fit on character. For example my character has current equipped bracer and cloak. So last 3-rd slot I can deal with ring or necklace. And you know, from now begin troubles, because list is huge and really hard visually comparing best ring or best necklace.
In my opinion would be cool if put 2 criterias in sorting for the items list during equipment management:
primary criteria: by type of item's category (for example: #1 are cloaks, #2 rings, #3 necklaces, #4 bracers)
secondary criteria: I noticed that you have some kind of table inside application in which set buy and sell prices. So as secondary criteria could be used buy (or sell) price with order from most expensive prices to cheapest. So most expensive items in category will be in top = like they most good and player will see them first, and cheapest (= bad) will be in bottom of item category.
To simplify all that I just said, here is SQL-query:
SELECT * FROM items ORDER BY item_type ASC, item_price DESC
*NOTICE:* That also will help to player with selling of "bad" items in the shop, like he will always see same type items near each other and make a correct conclusion about selling it or not.
IN-GAME (not in battle)
1) After transfer party to the new location NOT make auto-"group off"
Description: To be honest I don't understand why after coming to new location game is always making "group-off"... And every time I press "group-on" (again and again and again...). Maybe after transfer to new location group should be auto-ON?
2) Reset talent
Description: I saw previous thread about that issue, but I'm also here agreeing about that feature. For example, there is solution can be to add "Reset potion" in any potion's shop. After using that potion:
IDEA#1 Player should to choose 1 talent which will be going to be reset. If was chosen some default talent (like for example Crushing Blow for Vraes) it value will be 1, and if some other talent it value will be 0 (so it will be basically OFF);
IDEA#2 Player going simply will reset all skills (default will be 1 and rest of talents will be 0 = off)
3) Auto "T"-like layout after pressing group-off
Description: After a fight sometimes no need to use "Auto buff", because some players already buffed and some not and also that is way to save Hp/Sp and prevent using potions. So when I need to cast a few buff spells (with AOE-effect) upon my party I need make group-off and people randomly put on the map regard to environment around. So I gather them together in "T"-like layout and cast spell with AOE-effect. Is it possible to make auto "T"-like members layout (after pressing group-off) in case if environment around let it to do?
IN-GAME (battle)
1) Info about quantity of AP, that talent is required to be activated (only during a battle)
Description: If game is tactic turn base so I'm sure player is always need to plan every of his moves. So he is needed to know how much does every Talent get AP. I can count by myself how much character will spend AP for some movement action, but there is issue with "Talents" AP. Of course it is available now in game, if you will pick Talent first and then click it (icon of talent in right-bottom corner) and then to read it in description. Good. But maybe should be faster way to know it? In my opinion will be helpful this (but notice "AP:xx" only(!) show in battle):
2) Control speed of enemy turn / Skip enemy turn button
Description: Sometimes when you have a lot of enemies on the battle screen, it is SOOOOOOOOO boring to wait until your turn will come over. So during waiting time you are following all that what enemy is doing and sometimes that is long more than 1 minute. Biggest that I had it was enemy’s turn last 2-3 minutes and please notice that was just 1 turn [!]. And I'm also payed attention to that fact, that after all my battles 70% of battle's time it is enemy's turn and only 30% it is my turn... And this ate a lot of time during playing a game, because some locations have a lot of battles!
In Heroes of Might and Magic 3 there was control option like speed of enemy movement during his turn (slow; normal; faster; very fast). Why not let to player control it?
3) Function to re-ORDER team sequence before battle has began
Description: Sooo lack of re-ORDER function (like re-group of party to change the sequence of appearing in battle field). Many times I felt like want changed default order ("warrior, mage, cleric, ranger") to the sequence "warrior, ranger, cleric, mage". And by the way because of this on later battle fields I lost many times right in 1-st turn... because mage was always #2 with low HP and enemy's rangers were close and just smashed him up...
4) More new battle music
Description: Current background battle music is good, but I'm sure that game lack of additional battle music that will be randomly pick up from list of other battle music. Because when you play game during long-long time (like for example 20+ hours) same and same battle music start to be very and very annoying;
5) Hotkey-slots for popular items
Description: Always had that issue that during a battle I was need to use some of the potion-item from "Items" a few times[!] , but every time when I used it game drop me from "Items" and return to battle field... So I repeated that action a few times "Items">"potion", "Items">"potion", "Items">"potion". Maybe will be good idea to implement in game something like toggle panel? And player can set up these slots from "Items", like to choose which of 3 slots he want to link the exact item:
*Updated: Added AP-values
6) Highlight the selected character
Description: When you have a lot of enemies on battefiled + your party members, I think will be useful to highlight current selected character (maybe it should be animated glow or something like that ):
*In this example as we see Kjartan is selected and highlighted (so I’m visually always able to find him quickly)
7) Non-blooded monsters streaming with blood
(Sorry in advance, of course it is littile issue and maybe some will not pay big attention, but that made me really confused)
Description: In Cultic Temple and in City of Dead monsters like mechanic spiders, golden scarabs, wreith, spectres (ghosts), skeletons etc. streaming with blood
(Updated) Maybe should be 3 kinds of substance, which fall on a floor from who been hitted - red substance (blood from human-type creatures), black substance (sorta oil from mechanic-type creatures) and grey substance (sorta ash or dust from undead-type creatures). Technically same sprites of blood, but with different colours.
8) If character switch bar will be always on a screen, I have other idea of UI:
or #1
or #2 (thanks to anrdaemon's and his idea):
*Notice*: By the way I also changed position of AP for selected character to make it position same like with rest members.
Description: As you see Vraes has "AP 7", but I was always curious what AP-status of rest members (that help me plan my strategy for next turns). To learn current status of AP of each member I was click each of them. Or other example, sometimes was like I forgot that ranger has AP and press "End-Turn" button and after was like damn...
I propose to add green bar for rest 3 members which will show status of their AP. So i will always have full info about party status: HP / SP / AP at one place.
*Notice*
- As it battle now, "Auto Buff" is b/w (mean disabled) and should be anabled again after battle;
- In case if that will be green bar, of course green bar (AP) is useful only during a battle a not need outside battle. As a solution (outside battle) you can make it simply showing full (100%) or change it like that regard what mode now battle or not: