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Post by Trasd on Nov 11, 2014 15:19:33 GMT -5
I was (actually, still am) in the Krellin Hills, just before Oskahold (same map as the second campsite of the game) when, after I had gone back to the campsite to rest, I returned to where I was exploring. I was about to disable some traps when I caught the attention of a few Ratkins. No problem, except that's when I realized I ran my rogue all the way there and was alone; not in party travel mode! Crap.
I started to run back to the campsite with my rogue and at the same time, run the rest of the party to meet her. A Ratkin was a'follow'n my rogue, but wasn't catching up. I met up with the rest of the party and only had enough time to buff my fighters when the Ratkin rounded the corner. There was only death waiting for the poor guy.
But, and here's the kicker, my party stayed in turn-based fight mode because I agro'ed another (or multiple) enemy when my rogues was exploring alone. The problem is, no matter how many times I end my turn, the other creatures are not in pursuit and, on top of that, I cannot rest (I didn't worry about conserving points because I was still next to the campsite). Now, I have to go hunt the little buggers out with few SP to spare.
So, a couple of suggestions: Turn turn-based mode off when everyone in the party is a certain distance from any enemy, active or not. Give a better on-screen indication which mode the game is currently in (group or turn-based). Unfortunately, this is not the first time I did this in HoSE, but it is definitely the farthest I got from my group before I noticed!
CORRECTION:
Apparently, I was being pursued. The Ratkin was just so far away, it would have taken about 8 more rounds for it to catch up. I still think my suggestion about a better game-mode indicator is valid, though.
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Post by anrdaemon on Nov 11, 2014 16:08:14 GMT -5
Had the same issue, and my recommendations are about the same. Leave "ungroup" button as it is, and change "group up" button to something like this. Also, if there was no action on either side of engagement (noone moved or used any skills), abort combat after 3 rounds. If engine does not allow that (as it seems today), then at least reveal the general area, where the enemy are hiding. (I.e. I've had a case, where there was a pack of hunds behind closed doors, they were unable to move out, but kept encounter running on and on for many turns to come.)
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Post by Trasd on Nov 11, 2014 16:20:12 GMT -5
Also, if there was no action on either side of engagement (noone moved or used any skills), abort combat after 3 rounds. If engine does not allow that (as it seems today), then at least reveal the general area, where the enemy are hiding. (I.e. I've had a case, where there was a pack of hunds behind closed doors, they were unable to move out, but kept encounter running on and on for many turns to come.) Agreed, but from my understanding, they've written their own custom engine. That doesn't mean anything can be allowed, but they wouldn't be fighting someone else's work. Oh, and I'm glad I'm not the only one that doesn't notice I'm not in the right mode....
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Post by anrdaemon on Nov 11, 2014 16:32:40 GMT -5
Custom engine, but they answer very cautiously to suggestions of apparent improvements you would consider de-facto standard for well-written touchscreen application.
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Zhivago
Hero
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Posts: 224
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Post by Zhivago on Nov 11, 2014 16:38:13 GMT -5
They also reply far more patiently to thinly veiled implications regarding the quality of their programming than I would!
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Post by slayernz on Nov 11, 2014 16:49:23 GMT -5
I agree that having an indicator to show your party is glommed together would be invaluable. Just an icon in one of the corners to show one dot instead of four dots would be enough for most of us.
In terms of taking you out of "battle" or "encounter", it's been discussed at length when the game was first being put together. Unfortunately there was a huge chunk of things to take account of, and the code ended up causing performance issues, especially with lower-powered devices. As such, at the time there wasn't a really good way to implement an automatic way of taking you out of battle mode when you've evaded the enemy. Another aspect is that you'll soon have a few enemy scattered throughout the map, causing even more memory requirements (to track the stray ratkin here, the giant rat there, the spider in the top corner that was triggered, etc).
There may be new ideas running around within the great minds of Cory and Andrew, but then there are so many other things that could be of higher priority to resolve. Getting a high quality Episode 3 out was, for example, higher priority than reviewing "end encounter" code.
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Post by fallen on Nov 11, 2014 16:59:32 GMT -5
Heroes of Steel is built with the Cocos 2DX engine.
This enhancement is on the roadmap a long time ago. You aren't the first to suggest it.
Thanks!
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Post by anrdaemon on Nov 11, 2014 17:09:00 GMT -5
They also reply far more patiently to thinly veiled implications regarding the quality of their programming than I would! I like how people put their own attitude into someone else's words. If you start to care, how your simplest words could be interpreted by such twisted minds, there will be no end to senseless pondering. Or, to put it bluntly, I didn't say a thing about quality of their programming. "Engine does not allow it at this moment" is a perfectly good excuse for me. I use it myself frequently.
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Post by fallen on Nov 11, 2014 17:13:48 GMT -5
They also reply far more patiently to thinly veiled implications regarding the quality of their programming than I would! I like how people put their own attitude into someone else's words. If you start to care, how your simplest words could be interpreted by such twisted minds, there will be no end to senseless pondering. Or, to put it bluntly, I didn't say a thing about quality of their programming. "Engine does not allow it at this moment" is a perfectly good excuse for me. I use it myself frequently. Lol, I don't know what we did to answer very cautiously. I like be blunt, but we never like to commit to something we can't or don't plan to deliver.
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Post by slayernz on Nov 11, 2014 17:29:17 GMT -5
fallen, I do think that there should be an enhancement request for a glom party mode, so you can quickly ascertain whether the party is in glom mode or not.
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Post by fallen on Nov 11, 2014 17:29:53 GMT -5
This enhancement is on the roadmap a long time ago. Thanks!
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Post by Trasd on Nov 11, 2014 17:41:39 GMT -5
Wow! I'm almost sorry I brought it up (apparently again) - almost! LOL.
Good to hear it's on the roadmap. I'll try to remember to check, in the meantime, as I get used to the UI again.
Thanks.
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Post by fallen on Nov 11, 2014 17:46:14 GMT -5
Trasd - no problem. We don't publish a roadmap, so we are very used to repeat RFEs on the forum, email and all of our channels. Even if we published a roadmap, it wouldn't protect us
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Post by Trasd on Dec 3, 2014 17:41:21 GMT -5
Give a better on-screen indication which mode the game is currently in (group or turn-based). This enhancement is on the roadmap a long time ago. You aren't the first to suggest it. Thanks! I just updated and tested the new "glom" HUD indicator and it looks great. This will help, so much!
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