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RedPred

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About RedPred

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    (5) Thaumaturgist
  1. After almost 6 months I re-installed the game to check what progression has been made, after a very fast check on the forum. So, in less than 10 minutes I found this situation: - a lot of new content: very good! More and more months playing and having fun for all player, both f2p and p2p. I always loved this game since I discovered it in the Play Store one year ago. - no Quest mode: never really played it but I can easily understand that a lot of players are suffering this. - no more Multiplayer feature: broken hearth ... I really really really hoped since the first second I installed this game that one day I could have played it with other players all over the world that love this type of games as I do (I am an old guy from 80ties). Also as developer I understand the technical reasons and the time cost, but we are in 2017... there are already dozens of design patterns for every possible application ready to be used!! - steam version isn't free: not a big deal, cause every player that can install Steam can also install Android emulators (I use Memu, but they all can run this app). But to be honest, asking to players that already paid the game as Android version to pay again full price the game as Steam version (like if you had re-coded every single program line instead of re-compile most of them) is quite shocking, immoral and unethical. Also because they supported you when the game was clearly alpha/beta releases. Still I understand the reasons behind but those don't change the conclusion. - impossible to create a party: infinite loading then game dies... - impossible to load a saved party: infinite loading then game dies... - it's time to uninstall the app again... Then checking the forum I read about "still looking for the issue/s" after some days. I think selective rollback inside modular development is a dusty concept on a dusty book... Then I read players comments, the ones with the unbreakable faith (the same ones of January) and the ones without (they have changed), and I realize that what haven't changed yet, also won't change in future (in this case at least)..
  2. Hi all, I reinstalled the app after several months and I found this amazing version of the game. Really I can't explain how happy I was and how enjoyable it is the game now with all the changes you made in the last months. All the changes make now the game much more interesting and stimulating, with wider possibilities and so many playable styles. I really appreciate your great effort to make the game always better. The difference is really tangible guys. Also you confirmed my idea about your great creativity and game design capability. So, why has it taken so long? Now, the technical reports I have encountered several issues that make the stability and efficiency the main problems at the moment. - there is a delay in game response when switching characters or locations (played on Asus ZenPad 8 ) of 1 sec, quite annoying if you experience that one hundred of times every game. - a couple of times UI stopped to respond to button tap action (button showed graphical response without activating the corresponding function) - several times I had to exit to game main screen to resolve a freeze in the UI (they are already described in technical section posts) - a couple of time I had to kill the application to resolve a progression break (idem) - one time I experienced the most incredible issue in a game with dice: dice rolled out the screen!! (i got 0 value returned). After that I'm really looking forward to the multiplayer feature to have the cherry over the cake! Anyway, keep going guys, the game is one floor above now! Also a happy New Year to all of you!
  3. I re-logged in the forum after 2 weeks. + 20 threads in forum first 3 categories +100 threads in Technical Support This forum is almost at a dead end as the the game at the moment... The amount of bs from "1 AD per month from June" to "just few weeks more"... and a bunch of fans still 'encouraging' an incompetent team of developers... Board game is great and graphics is quite cool... that's why this app survives from month to month. Commercial flop after years of development and 6 months since release, no matter how many kids download a free app from stores. There are really better products and companies around just now, imagine in 2018. Really happy I haven't payed a penny yet. For a couple of months it has been funny, mostly learning a nice (board) game and talking of builds with this community. Now it is just offensive and embarrassing because I m a developer too.. So, just moving forward. I really hope for a miracle. They don't deserve that, but you do. Good bye all of you guys.
  4. Just an estimation of macro-behavior if you have an incomplete and defective product in a world that release daily new complete and stable in any market. This is a little sub-market of an oceanic market. People can easily find substitutions. No hyperbole but if you can find this game as a commercial success ... I ll change my opinion... Quest add Tiers with power/abilities over decades of levels... so 40 + 10 * 3 ADx... easy induction. ADx introduce extensions to the software, don't alter the structural mechanic implementations that are the most complex and cost significant elements in this type of product... try to develop this app and you will perfectly understand what my assertion mean. Didn't you read the player threads where they say they are leaving? Also fan and long experienced players from the physical game means something in my opinion when you have an incomplete and bugged product..
  5. Try to progress with a different device. Perhaps you can access your account with a friend's device. If we are lucky you could pass a critical step you have encountered. And send your ID to devs so they can check your data directly.
  6. Welcome ! I think you just have to drag your characters icons over the locations to choose the starting location for each one mate
  7. Not sure. Farmhouse rule: When closing "Summon and defeat a random monster" Rat Swarm: "If you not defeat by at least 4 shuffle it into the deck it come from; still counts as defeated. So we need to know 3 things: 1) player failed beat Rat Swarm? (he said something that still doesn't exclude that logically, so we need confirmation) 2) the animation really added the Rat Swarm in the location deck? (it could be just an automatic animation and an other Rat Swarm could be already inside the location) <- you could know that if the monster count in location deck composition changed (adding 1 new monster) 3) location deck increased dimension and got shuffled? Then if I have to place a bet knowing the actual state of the game, I'll chose triple bug: - shuffle animation doesn't have to trigger with that specific summoned card (because its rule says "into the deck it come from" so not the location deck for sure) - shuffle function for the location deck doesn't have to activate for the shuffling condition of that specific card (because the card doesn't return to location deck and so this deck doesn't have to be shuffled) <- unluckily we can't know if this really happened.. - beating that card by less than 4, is still considered as undefeated monster (and location doesn't close has it supposed to do with that card). In the only case where player didn't beat the Rat Swarm (undefeated condition) and deck location size didn't change, we could have just a minor 'empty' animation (as Major Cure that trigger the +1 animation also if discarded pile is empty, without producing any effects).
  8. I like your point of view mate. Just I m getting really worried about the completion of the content, because a lot of players move to other apps in meantime and I don't think they will ever return. And we are in point of equilibrium where older leaves and new ones join but with a really low average playtime for game potential. With next AD also Quest mode will expand incredibly going to 70 lvl(?)... There are players that can imagine the end point and can hold position for years for sure... but the most searches for new stuff after a while, it's inevitable. And half content and a sea of issues accelerate the process. If they release AD4 in October since June, when AD5? ..and AD6? ..and multiplayer? All this stuff will get all 2017 plus the time for debug... Years of development for a tablet app of a card game is insane. They have already the graphic! And the combat engine, the interfaces, the structural entities are already built. They just have to add cards, locations and scenarios rules. Only adaptation of templates with specific parameters at this point (that is why they talked of accelerating the process for the last ADs months ago..). Assassin Creed took less time.. I don't know but I'm already looking around since weeks..
  9. Apparently there isn't any piece of code really safe at the moment. Also that is a scenario trigger at the start of char turn, so only scenario powers could modify something and I don't remember any power preventing recharge from discard pile.. But you experienced the issue with the last patch again?
  10. Anyway the quality of released code is really poor. Everything they release is bugged. And we are accumulating issues on issues. And we still miss half content (multiplayer included). So we are waiting for an other hundred of issues more or less... Revision and test honestly aren't Obsidian stronger point.
  11. Perfectly explained, but not explained well in the game nor intuitive. The simpler evolution of the actual system is: - if you click the end of turn arrow, you can still tab the trash can (because it is itself an end of turn action) Trash is the last action intuitively for everyone, so the 'arrows' that moves to the end of the action disabling the trash are obviously confusing for the most. Jumping to the end actions preventing trash is illogical. The sequence reworked should be: [normal actions] |-> [trash] -> [end turn] └-> [arrows] -> [end turn actions] |-> [trash] -> [end turn] (arrows on the side) |-> [arrows] -> [end turn] └-> [powers] |-> [trash] -> [end turn] (both char/scenario end turn powers) └-> [arrows] -> [end turn] In this way [trash] is always the last action as it should be, and [arrows] move from one phase to an other as it should be. Then if a player want a full stop in any phase, [arrows top button] is always active to instantly end the turn. Quite simpler and more intuitive. Game still misses design optimization. PS I hope you can see the right alignment of the scheme, my browser shows differently spaces in draw box and posted text, so I had to post-edit it..
  12. Conceptually it is natural, practically you can program a conditioned behavior if you want to avoid specific situations. For example: - 5 blessing at the start, -1 blessing if you miss a boon (game ends at turn 15-10). If I was writing that part of the code, I would have probably added a balance factor for players. And my curiosity was just because I haven't really encountered that card with other scenario powers combinations
  13. Enfeeble evade a monster returning him at the top position of location deck. Scrying is like Augury but you can choose the location to inspect top cards. I'm not a great fan of evading too. I prefer to burn through location decks killing monster and grabbing gold from their pockets!
  14. Yes, we will discover that when he get to lvl 20, if he remember to update the thread
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