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Post by johndramey on Nov 1, 2013 22:04:20 GMT -5
So, adding the move confirmation is relatively nice and I like how it was implemented so far, the only thing I'm finding a little awkward is the "time-out" on the tap. I actually think it's a really good idea and think that I can easily get used to it, but I'm curious as to others' reaction.
I found it a little disconcerting when I first booted the game and ran into combat, I was expecting a more traditional tap->check->tap to confirm system, instead we have a system that times out if you don't tap relatively quickly. The effect you guys put on it looks very nice, too. However, it might take a little getting used to.
What do others think?
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Post by slayernz on Nov 2, 2013 0:54:27 GMT -5
I'd like an option to turn off "tap to confirm" just because I am used to tapping once to get across the battlefield ... it's making the encounters slower by having to double-tap movement all the time.
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Post by johndramey on Nov 2, 2013 1:14:26 GMT -5
I'd like an option to turn off "tap to confirm" just because I am used to tapping once to get across the battlefield ... it's making the encounters slower by having to double-tap movement all the time. Haha I was afraid of this right here. I'll admit that when I first booted up the game it was a little jarring. We (the players we, not you and I we) pushed for a tap-to-confirm, so I thought we could get some feedback. Playing with it a little more, I gotta say it's growing on me. It doesn't take too much extra effort, and the effect is nice and subtle. It definitely dropped my mistake rate from not-that-often to never, so that's nice. Anyone else got any feedback for the brothers?
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Post by Lesleyr on Nov 2, 2013 1:35:18 GMT -5
Too early to give a final answer. It is a little irritating as I'm not used to it but it has vastly cut down on errors. Trying to kill that Giant Rat and Shifty Eyes wanders off...I''ll take irritated over dead any day.
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Post by slayernz on Nov 2, 2013 6:13:46 GMT -5
True ... when ole Shifty Eyes decides to do his own thing, at least you'll have some warning. I'll play a little longer with the feature and see if double-tapping becomes second nature.
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Post by fallen on Nov 2, 2013 11:24:52 GMT -5
I has saved me over a thousand errors in the testing phase. I could not imagine a world without it actually anymore, so thanks to those who pushed for it. Well, I could, but it would be a world with a heap of dead Wizards and Rogues! johndramey - the timeout mechanism is to help avoid a "cancel" operation which becomes very annoying. Imagine this -- you've got your Wizard selected and the battle is hot. You have his Firebolt talent pointed at the Deathkin and you try to tap him. You miss, you see the animation next to the Deathkin. Damn! As it is now, wait until the animation is gone, adjust your targeting finger and just tap again. Boom! If you had "selected" the square next to the Deathkin, you'd be off to hit a "Cancel" button somewhere and now when you come back, your finger is just as likely to miss again. So, I like the way it is as it 1) vastly reduces the delay between you missing with your touch and you getting the hit you want, and 2) does not require you to lose your targeting, and actually helps get your finger situation (if you see the move confirm to the Deathkin's left, wiggle your finger to the right!)
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Post by Cory Trese on Nov 2, 2013 13:44:39 GMT -5
From the code standpoint, it is far from perfect and has rough edges that will be sanded down in P3.
Working on it =)
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Post by Deleted on Nov 2, 2013 13:59:37 GMT -5
Personally, I think the timer on the first tap should last a second or so longer before tapping again places another icon instead of moving the character. I often tap once, double check, and then find I have to tap twice again because it's timed out. Apart from that I love the new system - makes it do much harder to mess-up!
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Post by Cory Trese on Nov 2, 2013 14:33:59 GMT -5
The way it works right now is that the first tap immediately places an icon in the cell and does not move the character.
The game then waits for a second tap for 1.24 seconds, animating the icon during that time.
It is possible that we will extended the 1.24 seconds to something slightly longer, but the challenge is coming up with one number that works for the average player.
The system is designed such that if you do let it time out, you are not penalized and the character does not move. You are simply required to make one extra click, which I suspect will be required less and less as you become familiar with the new game interface.
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Post by fallen on Nov 2, 2013 17:15:14 GMT -5
Anyone else want to comment on the timing so we can decide if we should change? Too long, too short, just right?
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Post by Cory Trese on Nov 2, 2013 17:31:22 GMT -5
Or anything about the system -- probably easier to discuss it after the internals were posted.
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Post by johndramey on Nov 2, 2013 22:31:32 GMT -5
Hey there, sorry for the silence. It's the weekend and I'm a little busy.
I actually think the timer is just about perfect.
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Post by absimiliard on Nov 3, 2013 0:58:11 GMT -5
The timer works for me. Though, to be honest, I mostly just double-tap to move.
-abs
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Post by Lesleyr on Nov 3, 2013 1:53:15 GMT -5
I'm a double tapper too.Saving making countless mistakes and love the blue ring effect.
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Post by fallen on Nov 3, 2013 8:38:06 GMT -5
The timer works for me. Though, to be honest, I mostly just double-tap to move. -abs I think that's what save me too. It means combat is not slower, cause I double-tap (or tap twice, quickly) if I intend to move, and single tap if I intend to attack. Mistakes gone, speed same Glad the timing is working!
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