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Post by beuns on Oct 23, 2013 19:18:28 GMT -5
It happened to me a couple of time while shooting at some distant enemy that a character start moving toward that enemy because my finger hit a bit aside the enemy. Would it be possible to be asked confirmation for movement during combat ?
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Post by hosh on Oct 23, 2013 19:30:52 GMT -5
Same here.
It would be nice to have some movement confirmation (or option). Same with spells. Sometimes, I waste casting farsight on things.
I forgot the name of the game. It is a tactical RPG and uses movement confirmation. It also traced out the path the character is going to take so you know how many APs it was going to use.
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Post by beuns on Oct 23, 2013 19:36:20 GMT -5
Same here. It would be nice to have some movement confirmation (or option). Same with spells. Sometimes, I waste casting farsight on things. I forgot the name of the game. It is a tactical RPG and uses movement confirmation. It also traced out the path the character is going to take so you know how many APs it was going to use. Knowing how many AP you're going to use before moving would help making tactical decision (i.e : do I want to use 4 AP to reach that enemy or do stand ground with the rest of my team to buff or heal first...)
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Post by Cory Trese on Oct 23, 2013 19:38:32 GMT -5
Certainly something to think about -- we won't be adding any "options" that modify the core experience, however, so don't expect there two be more than one way to play. Andrew and I have a set of previous iterations of the UX, and some of them included confirmation taps. We're definitely going to be looking at this feedback for ways to improve. On the other side of the coin, we don't want to clutter up the interface and make the combat map ugly. There are examples of tactical RPG, both good and bad, with solutions for all of these problems. We'll get it right
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Post by hosh on Oct 23, 2013 19:41:23 GMT -5
Some people like confirmation taps and I assume other people don't. I like them. I'm used to playing old school Rogue / Nethack, where you more or less carefully make your way down. A mistaken press of the key is costly. Multitouch screens can be finicky so a confirmation tap with the expected route would be useful.
The same with having an overlay with the range for movement or for taking actions. It's difficult to judge the area of influence / interdiction a particular character has.
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Post by fallen on Oct 23, 2013 19:51:09 GMT -5
Thanks for the feedback all! We will take it into consideration!
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Post by johndramey on Oct 23, 2013 20:53:52 GMT -5
I could see the utility of confirmation taps, but it could have a detrimental effect on the flow of the game. It's a tough choice, but I would really prefer to not have confirmation taps on "free" move mode at the very least. In free move mode there is really no down side to mistakenly moving, so if you think about implementing it maybe have it be in combat only?
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Post by hosh on Oct 23, 2013 21:00:31 GMT -5
I could see the utility of confirmation taps, but it could have a detrimental effect on the flow of the game. It's a tough choice, but I would really prefer to not have confirmation taps on "free" move mode at the very least. In free move mode there is really no down side to mistakenly moving, so if you think about implementing it maybe have it be in combat only? Yeah, it would be annoying outside of combat. But here again: this is what I mean by some people liking the confirmation, and some people don't, and an option to flip that on and off for combat movement would be good.
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Post by johndramey on Oct 23, 2013 21:03:24 GMT -5
I can see the utility in it, and wouldn't be opposed to it really. If it isn't a huge problem it might be interesting to try the game with confirmation prompts during combat. Would it be possible to have a version of the game uploaded with that so we could try it out, Cory Trese / fallen? That would be the best way to get some feedback on it, but if it's a big pain in the ass it might not be worth trying it and we can just debate the merits
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Post by hosh on Oct 23, 2013 21:05:04 GMT -5
I can see the utility in it, and wouldn't be opposed to it really. If it isn't a huge problem it might be interesting to try the game with confirmation prompts during combat. Would it be possible to have a version of the game uploaded with that so we could try it out, Cory Trese / fallen? That would be the best way to get some feedback on it, but if it's a big pain in the ass it might not be worth trying it and we can just debate the merits I wouldn't necessarily want a modal prompt that says, "Move here? Y/N" More like: First tap: shows the pathing that will take the character to the location Second tap: moves the character.
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Post by johndramey on Oct 23, 2013 21:11:16 GMT -5
That's exactly what I was picturing, and I could see it being quite nice. However, tooling around with it would tell me for sure whether or not I find it intrusive. My knee-jerk reaction is that it would be ok, but I could imagine it becoming a little more of a hassle because it would effectively double the amount of input we need to give the game.
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Post by fallen on Oct 23, 2013 21:21:07 GMT -5
Touch screens and fat fingers (we all have them when we play with phones!) can just make this a pain. We will take a look. Thanks for all the great feedback!
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Post by John Robinson on Oct 24, 2013 11:52:57 GMT -5
Certainly something to think about -- we won't be adding any "options" that modify the core experience, however, so don't expect there two be more than one way to play. Andrew and I have a set of previous iterations of the UX, and some of them included confirmation taps. We're definitely going to be looking at this feedback for ways to improve. On the other side of the coin, we don't want to clutter up the interface and make the combat map ugly. There are examples of tactical RPG, both good and bad, with solutions for all of these problems. We'll get it right I can see the screen problem on the phone could really be a hassle. I play on a tablet and have a little more wiggle room for my fat fingers. Screen Clutter really ruins my expierence of being in another world. I tend to play these type of games more than once. When the prompts keep coming after awhile I'm saying "Dammit I already know what I'm doing just let me play!" I want a fantasy world to escape the real one for a few hours, not a questionare. Once I really climbed the learning curve mountain. I can pretty well have a feeling for how far I can move, how far I can shoot. Combat floor overlays are fine but kind of take an element of fun out for me. Without the grids I feel like the character with boots on the ground is having to make life and death decisions based on training, what he/she can hear, or see. For me Less is More. So far I really like the current balance in the game about what you can see on screen, and how you set up the character face icon in bottom left to navigate to attributes, equipment etc. How about on the Splash Screen there is an "Options" to click on and select more prompts/overlays or less. Some kind of minimum, maximum display option.
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Post by fallen on Oct 24, 2013 12:09:28 GMT -5
Thanks for the feedback. We are focused on a non-cluttered visual experience that fits our vision of how a dark, fantasy dungeon would be!
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Post by johndramey on Oct 24, 2013 16:46:10 GMT -5
Yeah, non-cluttered is always a good thing. That's one main reason I think that confirmation should only be done in combat, exploration and "free" movement should be as minimalist as possible.
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