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Post by jknut on Oct 29, 2015 16:23:36 GMT -5
PC version has % to hit when mouse hover over Xeno. Thanks for adding this!!
Is there a way to show this on Android? Perhaps, a long press could be added to bring up the % to hit?
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Post by fallen on Oct 29, 2015 18:09:59 GMT -5
We're looking at adding this under a long press - the hover box with extra info would appear. What would you (and others) think of that?
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Post by jknut on Oct 29, 2015 18:29:34 GMT -5
We're looking at adding this under a long press - the hover box with extra info would appear. What would you (and others) think of that? I like the idea. What do you think about showing penetration and deflection in the box (P:X, D:Y)?
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Post by fallen on Oct 29, 2015 18:31:13 GMT -5
We'll take a look. We're still a bit off on this feature, so we will see when we get closer to implementing it. On mobile, the best thing might be to bring up the full monster detail.
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on Oct 29, 2015 19:33:49 GMT -5
Fallen, figured I'd copy paste part of my convo with you on TouchArcade, maybe generate some discussion here too.
My answer response to the question of long taps vs extra taps:
"I totally get that, wanted to preempt it but I didn't wanna throw out a ridiculously large number without offering a solution. I'm a PC gamer primarily and a mobile game tertiarily, that's the only problem with my feedback, so I deff get where y'all are coming from with the long tap. The counterpoint to it is that in a game that plays at a relatively steady tempo, sort of how pro grade chess players move, hit the clock, move (which isn't the case here, more like groups of taps), you'd be left with short (select) short (move) long (target) short (confirm), short short long, short long long short, etc. I might be overthinking it a bit much though.
I dunno how you or your brother are with music, who does the score, but it's like having the odd eigth note in a string of measures with primarily quarter notes. The tactile tempo comes out syncopated. If that's a bad analogy for y'all disregard it, but if that's the case, maybe it might click with someone here who'll hopefully argue against it."
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Post by fallen on Oct 29, 2015 19:38:25 GMT -5
@calin - thanks for the post over here! You can see we are trying to canvas the crowd to see how everyone feels about long press. It has seemed a shoe in for the feature, but with your feedback now we are asking everyone if they like it and trying to get a better feeling as to how it would go over.
Certainly not a feature we want to code if its going to be disliked.
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Post by fallen on Oct 29, 2015 19:47:13 GMT -5
@calin - thanks for the support Your account is badged!
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on Oct 29, 2015 19:53:25 GMT -5
no worries, you get a mixed bag of customers on TA depending on a lot of factors, so I was glad to see someone already got a thread started on here. It's a bit of a more serious community and you might have better luck with feedback.
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on Oct 29, 2015 19:56:48 GMT -5
Don't mention it man, im gonna post a thing on TA too, maybe drum up some sales there lol.
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Post by fallen on Oct 29, 2015 20:18:34 GMT -5
no worries, you get a mixed bag of customers on TA depending on a lot of factors, so I was glad to see someone already got a thread started on here. It's a bit of a more serious community and you might have better luck with feedback. You rock, thank you!
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Post by Brutus Aurelius on Oct 29, 2015 21:06:42 GMT -5
I think a fuller monster detail box would work better than long press, especially for speed of play purposes.
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Post by fallen on Oct 29, 2015 22:12:04 GMT -5
I think a fuller monster detail box would work better than long press, especially for speed of play purposes. That does make more sense, don't do any half-steps if you are going to require a full long press.
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Oct 30, 2015 3:02:58 GMT -5
Fallen, figured I'd copy paste part of my convo with you on TouchArcade, maybe generate some discussion here too. My answer response to the question of long taps vs extra taps: "I totally get that, wanted to preempt it but I didn't wanna throw out a ridiculously large number without offering a solution. I'm a PC gamer primarily and a mobile game tertiarily, that's the only problem with my feedback, so I deff get where y'all are coming from with the long tap. The counterpoint to it is that in a game that plays at a relatively steady tempo, sort of how pro grade chess players move, hit the clock, move (which isn't the case here, more like groups of taps), you'd be left with short (select) short (move) long (target) short (confirm), short short long, short long long short, etc. I might be overthinking it a bit much though. I dunno how you or your brother are with music, who does the score, but it's like having the odd eigth note in a string of measures with primarily quarter notes. The tactile tempo comes out syncopated. If that's a bad analogy for y'all disregard it, but if that's the case, maybe it might click with someone here who'll hopefully argue against it." In a nutshell, it's an uncomfortable rhythm
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Post by fallen on Oct 30, 2015 9:37:57 GMT -5
Thanks to the posters. We'd love to hear more about this. It's a hot topic on Touch Arcade's forum right now -- long press, double-tap ... how would you want it to work?
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Post by Cory Trese on Oct 30, 2015 9:40:07 GMT -5
I don't know, prototyping it feels pretty darn good. Surprised people are already saying it's uncomfortable without seeing how it works
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