|
Post by VincentD on Jan 22, 2014 15:30:20 GMT -5
I don't know if this has been discussed before but why the change? The second tap is to confirm your move in combat but outside there's no need since its 90% exploration. Or maybe its just me who does not like it??? :-\
|
|
|
Post by algesan on Jan 22, 2014 15:39:49 GMT -5
I prefer the old way. It's a lot better way to deal with strategic movement, but it isn't as intuitive, so the n00bs don't like it. Thus, to help support the Brothers, we need to double tap in strategic. This way more people will buy the game.
|
|
Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,002
|
Post by Swami on Jan 22, 2014 15:40:00 GMT -5
There were whiners who didn't like that single tap outside of combat and double tap inside combat and put up bad reviews due to the "inconsistency".
|
|
|
Post by fallen on Jan 22, 2014 16:47:48 GMT -5
Thanks all for the feedback, we are working on this one. The community has spoken, so to speak
|
|
|
Post by contributor on Jan 22, 2014 16:59:07 GMT -5
I havent spoken because I don't want to make you guys second guess yourselves, but I did like things the way they were at first. Double-tap when glomed isn't a total buzz-kill, but there was a certain logic to having it be single-tap regardless of whether it seemed consistent to some or not.
|
|
|
Post by Cory Trese on Jan 22, 2014 17:01:15 GMT -5
There was logic, we spent a lot of time in the alpha talking about it.
We tried to respond to a review on a big site and incorporate their feedback.
In the end, that choice wasn't as popular with the players as we had hoped.
We're going to take another shot at it. Lessons learned.
|
|
|
Post by slayernz on Jan 22, 2014 17:05:19 GMT -5
Err .. the community didn't like the inconsistency between single-tap Glom, and double-tap non-Glom. I personally would have gone the other way and made it single tap, for non-Glom and Glom alike ... Save double-tap for combat only because rule #2 clearly states ...
|
|
|
Post by Cory Trese on Jan 22, 2014 17:07:58 GMT -5
Err .. the community didn't like the inconsistency between single-tap Glom, and double-tap non-Glom. I personally would have gone the other way and made it single tap, for non-Glom and Glom alike ... Save double-tap for combat only because rule #2 clearly states ... I guess it all depends on which stream of feedback you're reading and how you count the votes? There is so much dislike for so many things, it is hard to keep it all straight sometimes! =)
|
|
|
Post by slayernz on Jan 22, 2014 17:46:10 GMT -5
You've got a better visibility of what feedback is saying - I'm loving the game regardless of single or double-tap Still think having an option (noooooo, not an option screen anymore) could be a nice way to appease both camps.
|
|
|
Post by Cory Trese on Jan 22, 2014 17:49:08 GMT -5
You've got a better visibility of what feedback is saying - I'm loving the game regardless of single or double-tap Still think having an option (noooooo, not an option screen anymore) could be a nice way to appease both camps. Screen or not, if you support two touch handler modes ... the cost isn't displaying the option, it is keeping those duplicate touch handlers around for years and having them stop you at every turn when you try to improve the game engine. And, according to my research and data ... no one uses the double tap option in ST.
|
|
|
Post by slayernz on Jan 22, 2014 17:54:11 GMT -5
That's really interesting - I can understand why in that game, and the logic flows to non-combat movement in HS too. Combat is a different kettle of fish and the double-tap works well there, but non-combat is all about simplicity of movement, especially moving in the large areas that can be found in HS
|
|
|
Post by VincentD on Jan 22, 2014 20:05:05 GMT -5
That's really interesting - I can understand why in that game, and the logic flows to non-combat movement in HS too. Combat is a different kettle of fish and the double-tap works well there, but non-combat is all about simplicity of movement, especially moving in the large areas that can be found in HS What I wanted to write but much clearer, thanks!
|
|
|
Post by slayernz on Jan 22, 2014 20:17:07 GMT -5
What I wanted to write but much clearer, thanks! If you can't get a cat to write something eloquently, who can you get?
|
|
|
Post by Cory Trese on Jan 22, 2014 20:45:29 GMT -5
That's really interesting - I can understand why in that game, and the logic flows to non-combat movement in HS too. Combat is a different kettle of fish and the double-tap works well there, but non-combat is all about simplicity of movement, especially moving in the large areas that can be found in HS The way touch handlers bind in our implementation of Cocos2d-x makes it non-optimal to use more than one. In HS, there is one touch handler for Glom/UnGlom/Combat/Non-Combat/Talent/Move/Attack/etc So that's part of why it's so complex. It's also why we have absolutely gorgeous perfection in pinch zoom on every device I can find.
|
|
|
Post by rabidbite on Jan 22, 2014 20:52:29 GMT -5
Err .. the community didn't like the inconsistency between single-tap Glom, and double-tap non-Glom. I personally would have gone the other way and made it single tap, for non-Glom and Glom alike ... Save double-tap for combat only because rule #2 clearly states ... Hmm. How about this idea. Give a visual aid that makes sure to mark if its a single tap or a double tap. Like BLUE circle for double, and Yellow circle for single? That way its obvious that there IS a deliberate difference. The real complain might not be that it is inconsistent, but that it CONFUSING. If that makes any sense. rabid
|
|