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Messages - JunkDealer

#31
Right clicking on a log entry in the game shows you the card, however right clicking on the log entry in the post game does not. 

During the game most of these cards are visible and can be clicked on in the kingdom so this feature currently doesn't add a lot, however post game the kingdom is not visible so this feature would be more beneficial.
#32
Quote from: SkyHard on 10 March 2017, 10:17:41 AM
What do you need the text box for? On the end screen you will see that the other player resigned.

Jacob's suggestion was I think combining the resignation issue with the sudden and hard to determine game ending issue.

I think this delves into a different debate, but I'll add my 2 cents anyhow.  The end screen is too abrupt as it is (without final turns often being played and no obvious indication why a game ended).  I still feel a certain disappointment/shock when it comes up and I sit there for a minute trying to figure out why the game ended.  I should note that if I'm the one to end it and I have deliberately ended it (ie triggered it knowingly) I don't feel the same way, but sometimes I'm less focused on the game and I'm the one who triggered the end and am not sure why it ended.

A pop up on resignation at least allows for a slightly less abrupt end in that case.  However, I think if the game end condition was more obvious on the score screen (in all cases) I would be less concerned with a sudden Game Over! 
#33
General Discussion / Re: Releases
10 March 2017, 05:16:21 PM
Good news.  Check out Stef's comment in this thread: http://forum.shuffleit.nl/index.php?topic=1588.msg5510#msg5510

Quote from: Stef on 10 March 2017, 11:54:18 AM
These are the things I expect to realize this month:

* sending in-game messages to players
   (mostly to get rid of the misery surrounding familiar cards)
* rated/unrated games (including a leaderboard and more feedback/options for matchmaking)
* smaller releases
* inheritance
#34
Quote from: Stef on 10 March 2017, 11:54:18 AM
These are the things I expect to realize this month:

* sending in-game messages to players
   (mostly to get rid of the misery surrounding familiar cards)
* rated/unrated games (including a leaderboard and more feedback/options for matchmaking)
* smaller releases
* inheritance

Note that the list for 'hope' is a lot longer then 'expect', but I won't be satisfied if it isn't at least this by the end of the month. Also note that this is my personal wishlist, Philip probably has a couple of his own for the client.

About smaller releases... I know that the last release has been a while back now, but unfortunately that isn't because there will be huge improvements in the next. At least not improvements you will be able to notice. The irony is that this release has taken so long because we've been setting up automated deploy-on-commit on the testserver, mixed with some days off and sickness. In the meanwhile the German translation is as good as finished, and the Japanese are working on it.

Hooray!  An update with an expected timeline and what you've been working on for the next release!  Thank you! 

Please don't let this be an anomaly.  Also please make sure that if something comes up and these expectations aren't likely to be met that you communicate it out as soon as you figure it out.  Messages like this give me great hope for this product.  Keep up the good work.  This message is a huge improvement in itself.  Again, thank you!
#35
My Top 3.... As a player who almost only plays bots.

1) Offline App for Android and iOS  (This has been my #1 request from way back in GOKO days.  Ever since I had (and still have) that old iOS free app for the base set of cards)
2) A variety of Bots (different play styles and difficulty levels)
3) Campaign Mode

There are lots of little things too, but while I find little things irksome I can manage my expectations around them.  What I'm looking for are big changes not little ones.  The things I've identified are all major features that are missing. 

Since we are stating what our top 3 items are it may also be worthwhile looking back at one of the initial announcements:
http://forum.dominionstrategy.com/index.php?topic=15162.0

I see other people outlining some of those small things and frankly I'm surprised there are still cards that have not been implemented (Inheritance and Stash).  Especially so, given the original post of "We will never be late on releasing new expansions".  Granted these cards aren't new expansions, but that we are still two months post release without these cards and no indication that they will be available anytime soon makes me question the ability of ShuffleIt to deliver.  I find it even more puzzling when re-reading that massive thread that last April Inheritance was reportedly working properly.  But alas I'm diverting back to my "Communication is King" speech and that omelet is already over beaten.
#36
Interface Issues / Re: Undo and Timeout
25 February 2017, 01:20:57 AM
Can this not lead to abuse?  Playing an unscrupulous player where you request an undo all they have to do is ignore it and wait and they'll win?  Or am I missing something?
#37
Yes, it would do nothing except add the consistency of the current do nothing.  The idea is the interface shouldn't change for a particular card (unless another card has forced it to change somehow). 

Consistency is king...  For me, I'd rather have that button that says Don't Trash all the time rather than it's there sometimes and not there other times.  I find that kind of "smart" interface leads me to make mistakes more often then not.  I know it's crazy to ask for a button that does nothing, but I would rather that then an interface that is always adapting.  Again I could be the lone wolf howling about nothing here, but inconsistencies in interfaces always drive me nuts.
#38
I just ran into this one today.  Still an issue in 1.1.2
#39
Interface Issues / Re: Version number
21 February 2017, 10:04:54 PM
Agreed.  The version number should be added to the same spot on the main screen as well.  ie) Where you would do matching, create tables, etc.
#40
General Discussion / Re: Journey Token
21 February 2017, 08:07:26 PM
I don't disagree that I will get used to it.  I will.  I just think that the text offered (logs and the cards) and the color vs black and white design are at odds with each other.  I also don't disagree that it may even be more intuitive and for new players that's a good thing.  The issue is with old players who are used to the physical version and/or the making fun version.

The current implementation requires an adjustment in thinking, compared to making a small change in the design would not require such a change.  Instead of asking users to modify their thinking to match the implementation, it seems a slight shift in the design would make it clear for both new and old players.
#41
Quote from: markus on 21 February 2017, 07:08:31 PM
I think only when you "Throne Room" the BoM you have to ask after the first play, because trashing it allows BoM to become a new card.

I wouldn't mind, if the interface always showed the "Don't Trash" button in addition to being able to click the next action card to not trash.

Exactly what I was trying to say.  I love that I don't have to click "Don't Trash" to move on, but can just click the next action when one is available.  I'm not suggesting that should be taken away.  What I am suggesting is that the shown buttons and behavior shouldn't change from one scenario to the next.  The Trash/Don't Trash buttons should always be there.  In addition the action cards should highlight (which implies I'm clicking Don't Trash). 

In the case of a Golem I totally understand that the behavior has to change... you have to wait for the user to click Trash or Don't Trash and in that specific scenario you can't really offer the End Actions button.  This is because another card was played that changes the behavior.  I fully expect the interface to accomodate that. It's the inconsistency of buttons being shown or not, or of cards being played based on my hand that bugs me.  Maybe I'm the only one having this problem, but when suddenly the system assumes something for me and changes how it reacts it confuses me and I spend more time thinking why did this change, then playing the game.

Hope that helps clarify my position.  Thanks for adding clarity markus!
#42
Feature Requests / Re: Music and Sound
21 February 2017, 06:25:10 PM
Thanks for adding game end sounds, however I think most people who want sound would agree that the priority should have been on the important game action sounds (turn notification/province/gold). I could be wrong on this, since I have no numbers or research to back it up.  Regardless, we have these new sounds and I somewhat like them.

I would ask that the loss sound only play the Dum.. Dum... once.  I don't think it's needed three times with a fade out.  Often less is more when it comes to the duration of sounds.

Just my two cents worth on this one.
#43
I'll add a slightly different voice to this...

Inconsistencies drive me crazy!  (More on this later)

The inconsistency here is multifaceted
1) when you play a Mining Village as the last action (ie have no more actions in your hand) it prompts you with the Trash/Don't Trash buttons and the End Actions button is hidden.
2) when you play a Mining Village with other actions in hand it prompts "Trash" (with a different size button to boot) or lets you click on another action card or click End Actions.
3) when you play a Band of Misfits as a Mining Village regardless of whether you have other actions in hand the behavior is the same as scenario 2.

In my opinion, the behavior in all 3 cases should be the same.  The problem I have with inconsistencies in card play is that they lead to user error.  When I play a card, I get used to a certain behavior.  When it doesn't perform in that trained way (for whatever reason) I don't always catch it and sometimes will take an incorrect action (ie Trash when I don't want to).  Yes, that's what the undo button is for, but that is also what UI design is for.  I've always been taught that consistency in actions is a huge factor in UI design.  When you deviate from this (for speed, or ease of play or whatever) mistakes happen.

Regardless of whether you accept my opinion on consistency (and it seems with the design you have presented you do not) I agree with markus that the consistency between a real Mining Village and a BoM as a Mining Village should be the same.

#44
General Discussion / Re: Journey Token
21 February 2017, 05:45:53 PM
I will have to agree that the current implementation is confusing.

The log shows the following:
     S flips Journey token face down.

And yet I now see the colored side.  To me the colored side is the face up side.

I understand that you want the colored side to indicate that the next time you play will result in the big action, but from the text of the cards and the text of the log I do find it confusing.

Perhaps the suggestion of a green vs red is a good one rather than a colored vs black and white token.
#45
General Discussion / Re: Releases
21 February 2017, 05:33:17 PM
Thanks for adding the link to release notes from the release number.  I know it's a small change, but one I think makes sense and makes finding out what's in the new release so much easier.

However, it should not go to the first post it should go to the last post since that is the one that should contain information about this release.

Simply change the URL link to http://forum.shuffleit.nl/index.php?topic=604#lastPost