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Zyna

Admin & Main Developer
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Posts posted by Zyna

  1. 1 hour ago, anonyme0273 said:

    What surprises me in the screenshot provided is that in one instance the announcement is anonymous and <likely small amount of time> later, the name is shown. I doubt the setting was changed by @Flrbb as he clearly seems confused (probably didn't know it existed) and the setting name is pretty self explanatory. Perhaps that's the bug he is trying to bring forward?

     

    It is not a bug though. Whether it says "A player got a promo [...]" or "Boemien got a promo [...]" is determined by the settings of the player who opened the booster. So in the first message, the player had "Announce without name" for the setting "Announce Promo Drops", and for the second message the other player (Boemien) had "Announce" for the same setting.

    Ladadoos likes this
  2. I added the ability to the description. The change will be rolled out on the test server soon. Also, Corsair does not have Siege from what I can see in the database.

  3. 2 hours ago, Eirias said:

    Oh cool :)

    Btw something I just noticed today was a lot of lag and hanging when I wanted to change decks. Usually it's like a second or two, but today it was like several seconds every time. Any changes that would have affected that?

    The change is only for the upgrade tab. When exactly are you lagging? When you open the window where you can see all your decks? Or when you actually switch between the decks?

  4. I don't think this needs fixing. There's nothing wrong with the grammar.

    Nevermind I saw the typo, fixed. The change will be rolled out on the test server soon.

  5. 5 minutes ago, Eirias said:

    Update on this @Zyna was able to make the change i requested in like 1 min :)

    But it creates an unbound creature. Right now spawning a bound creature is impossible (update he just said he thought of an idea)

    So another idea is to just make the transformation unbind the unit power (so unit--> same unit but boundless), but maybe add a 30 sec initial cooldown or something.

    Quick update on this: it's also possible to keep power cost of the original unit bound.

    Eirias and Emmaerzeh like this
  6. I've just skimmed over your report, but your formula for deriving the expected construction time seems way to complicated.
    Looking at the times you measured ingame, I think a formula the game might use is:
    U0-U2 normal
    ProductionTime * 0.5
    20 * 0.5 = 10

    U0-U2 dazed
    ProductionTime * 1.5 * 0.5
    20 * 1.5 * 0.5 = 15

    U3 normal
    ProductionTime * 0.55
    20 * 0.55 = 11

    U3 dazed
    ProductionTime * 1.5 * 0.55
    20 * 1.5 * 0.55 = 16.5

    I will test this later today and read your post in detail. If U3 is really slower than U0-U2 though this should be easily fixable.
     

    Quote

     

    :D if the values get changed it also change them on card description.

    And MrXLink said no card changes before release so everyone can play the same old game after release without any changes.

     

    Like you said, there will presumably be no card changes before release. However, this does not mean that there will be no card changes upon release or after release.

    Also, the values the game displays in the card description can be different from the ones that the game actually uses for calculations.

  7. I was able to reproduce this with one player building a U2 Wheel of Gifts, and another one building a U3 Wheel of Gifts. While the ability did indeed show up twice, it did not stack. So this bug is only visual. We should be able to fix this in the future though.

  8. 11 hours ago, ImaginaryNumb3r said:

    I see, very nice job! It looks much cleaner to me now, the adjusted health bar size is also an improvement. Still, I would try to increase the small lines to 250. And maybe slightly lower the size of the small ticks. At first, you think that the Avatar of Frost has as much health as he does shielding. Don't want to sound nitpicky, but in games details do matter :P

    May I ask how you have implemented this? Can you actually control every pixel of the health bar or are you just applying some kind of texture on the health bar? I wasn't aware you could control such details.

    I will make it a tiny bit smaller :) Every line you see on the health bar is a very small black widget, I am adding them after the health bar is created.

     

    7 hours ago, Kubik said:

    Can you just make it optional? I know there are players with "things" I would not even call a PC these days, and they are happy to play run BF on it.

    It is optional, yes.

    ImaginaryNumb3r and ikke2902 like this
  9. 6 hours ago, Chimaka( ͡° ͜ʖ ͡°) said:

    Whoa. Impresive.

    The one of XLs' looks better to me, don't know what others would say. But what are the numbers? Seems their bar is devided by 1000Hp with 250Hp in each, right? And if it is below 1000, then it is devided by 100Hp each. Interesting, but single standard should be enough. The least Hp of a squad is 260 (U0 Manawing), so 250 Bar is enough, but maybe devide it by 50 smaller ones if total is below or equal 750HP? I mean, look at the Northguards, there are... counts ... 7 wholes and a small part, which is 720HP = 100*7+100*0,2 , but counting them is painful, because they ruffle in the eyes.

    All in all it needs a bit of gameplay feedback to see would people like it one or the other way. Maybe even add an option to customise it (the numbers per bar and per unit value), because i think people will fit it to their needs perfectly. I remember doing that via console back in Dota 2, but whatever.

    The way I did it right now is to have one big line each for 1k HP (this will also scale logarithmically for 10k, 100k, etc. HP). For the small lines, I will add an option in the options menu where you can choose how much health they represent.  In the picture the small lines represent 200 HP. Currently, if there is not enough space for the smaller lines, I just don't add them (see Comet Catcher), I don't know if that's ideal though.

    43 minutes ago, ImaginaryNumb3r said:

    Is this actually ingame or just a photoshop job? It took me a while to understand the numbers behind the bars, but I like the concept. However, I think the bars add too much clutter to Northguards and Master Archers. We would need to see this in action, naturally.

    While cool, this feature should be added with a lot of care. Imho, such a feature should be use-case driven. For exmaple, fire T1 would benefit from separted health bars because it helps determining when an Eruption results in an instant kill. The same applies to other factions (like heals for Nature). Which leaves the question what the optimal box-size is. I think 250 is too smal for a single bar and 500 is too big. I guess the option of customizing your health bars would be a sensible option as well.

    Is it actually possible to adjust the total length of the health bar for individual units? Imo, it would make sense for Rifle Cultists to have a visually larger health bar than other units. I'm afraid that many small bars next to each other for s-creatures will lower readability.

    On another note: This would be extremely useful for units with an "ability bar", such as Death Rays or Tortuguns. If you could quantify their bar you would make reasoning about their abilities much easier. In fact, I think this feature is best served for ability bars (also including the Avatar of Frost, as op stated). Health indication is rather secondary.

    Just my 50 cents.

    This is actually ingame What do you think about the version below? I think that one looks less cluttered. Unfortunately adjusting the total length is only possible for S/M/L/XL units in general.

    My biggest concern right now is that this feature might be too hard for lower-end PCs, but I tried to make it as performance-friendly as possible.
    AQkLwZH.jpg

    Here is what it looks like for monuments and power wells:

     

    image.png

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