Quality of life changes IMPLEMENTED mostly
Quality of life changes IMPLEMENTED mostly
I want to suggest the following QOL changes for the game:
1. Players should be able to See messages even on other people's turns. See, but not write. Currently, you cannot open message window at all on other people's turns. This change is needed because:
- After you are defeated, you cannot see the messages or talk about a rematch (as you cannot see the other person's last message anymore)
- A Player might wanna see the previous messages and plan ahead during an enemy's or allies' turn.
- A Player might want to keep a complete game that was particularly good, and to be able to view the messages even after game finish.
2. Player should be able to select units even on other people's turns. Select, but not move, act, waypoint, delete, open carrier, etc. So you can only select to see the unit's stats window, and effects on it. This is required because currently there's no way to check your units when its an enemy's or allies' turn. Once you are halfway through a game, you probably have way too many units to keep track of them all the time.
3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you see 100/100 hp (no way of knowing what is original amount and what is tech gained, or gained through effects.
Idea for that: Suppose you have a 50/50 hp unit. You researched a tech that gives it +15 hp. Currently it will be displayed as 65/65.
Suggestion: display it like 65/65 (+15)
4. When a player opens the stats window of a unit, their stats are displayed by accounting for effects and techs. However, when you select same unit in production menu of a factory or TC, techs are not accounted for. So if real unit has 2+4/3+4 armor, unit window opened from production selection in TC only shows 2/3 armor. This should be changed, and unit should display stats accounting for techs, just like actual units. So in late game, it is easier to check which unit should be trained, as their stats might have changed massively due to techs.
5. If a player is defeated/kicked/resigned, they should still be able to see the game. They should gain "sight" from their remaining units + all allies units. So even if a player is defeated, they can still see the match of their ally who is left.
1. Players should be able to See messages even on other people's turns. See, but not write. Currently, you cannot open message window at all on other people's turns. This change is needed because:
- After you are defeated, you cannot see the messages or talk about a rematch (as you cannot see the other person's last message anymore)
- A Player might wanna see the previous messages and plan ahead during an enemy's or allies' turn.
- A Player might want to keep a complete game that was particularly good, and to be able to view the messages even after game finish.
2. Player should be able to select units even on other people's turns. Select, but not move, act, waypoint, delete, open carrier, etc. So you can only select to see the unit's stats window, and effects on it. This is required because currently there's no way to check your units when its an enemy's or allies' turn. Once you are halfway through a game, you probably have way too many units to keep track of them all the time.
3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you see 100/100 hp (no way of knowing what is original amount and what is tech gained, or gained through effects.
Idea for that: Suppose you have a 50/50 hp unit. You researched a tech that gives it +15 hp. Currently it will be displayed as 65/65.
Suggestion: display it like 65/65 (+15)
4. When a player opens the stats window of a unit, their stats are displayed by accounting for effects and techs. However, when you select same unit in production menu of a factory or TC, techs are not accounted for. So if real unit has 2+4/3+4 armor, unit window opened from production selection in TC only shows 2/3 armor. This should be changed, and unit should display stats accounting for techs, just like actual units. So in late game, it is easier to check which unit should be trained, as their stats might have changed massively due to techs.
5. If a player is defeated/kicked/resigned, they should still be able to see the game. They should gain "sight" from their remaining units + all allies units. So even if a player is defeated, they can still see the match of their ally who is left.
Don't blink. Don't even blink. Blink and you're dead. Don't turn your back. Don't look away. And don't blink.
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Re: Quality of life changes
This one can be done - i need a readonly version of the messages for thisVulkan wrote: ↑Thu Sep 21, 2023 8:51 am
1. Players should be able to See messages even on other people's turns. See, but not write. Currently, you cannot open message window at all on other people's turns. This change is needed because:
- After you are defeated, you cannot see the messages or talk about a rematch (as you cannot see the other person's last message anymore)
- A Player might wanna see the previous messages and plan ahead during an enemy's or allies' turn.
- A Player might want to keep a complete game that was particularly good, and to be able to view the messages even after game finish.
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Re: Quality of life changes
could be, but dangerous, if anything i miss to check - the use can manipulate in enemy turn - so needs good teting after i make it.Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am
2. Player should be able to select units even on other people's turns. Select, but not move, act, waypoint, delete, open carrier, etc. So you can only select to see the unit's stats window, and effects on it. This is required because currently there's no way to check your units when its an enemy's or allies' turn. Once you are halfway through a game, you probably have way too many units to keep track of them all the time.
can someone volunteer to test?
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Re: Quality of life changes
this is not so clear as:Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am I want to suggest the following QOL changes for the game:
3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you see 100/100 hp (no way of knowing what is original amount and what is tech gained, or gained through effects.
Idea for that: Suppose you have a 50/50 hp unit. You researched a tech that gives it +15 hp. Currently it will be displayed as 65/65.
Suggestion: display it like 65/65 (+15)
- on armor case there is no "regular" change of value like on hp - so i can simply compare the "stock" unit value and write the difference postfixed by with + and - value.
- however what i should do on hp case? if unit lost 10hp by damage i should write 50-10? if not - why not? (if i need to write "increase" like 50+10 than the logic would show the other way too.)
- also what if unit base hp is 50 and tech increased to 60 (i would show 50+10) BUT if unit got 15 damage what i should show? (50-5 or 60-15 or 45 ?)
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Re: Quality of life changes
i am not sure this is a good approach - that in-game help is the "general help" that is not related to the running game at all.Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am
4. When a player opens the stats window of a unit, their stats are displayed by accounting for effects and techs. However, when you select same unit in production menu of a factory or TC, techs are not accounted for. So if real unit has 2+4/3+4 armor, unit window opened from production selection in TC only shows 2/3 armor. This should be changed, and unit should display stats accounting for techs, just like actual units. So in late game, it is easier to check which unit should be trained, as their stats might have changed massively due to techs.
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Re: Quality of life changes
so like on defeat is thould gain the "writing" tech?
istn this contradictory or problemous?
Re: Quality of life changes
I can help with the testingStratego (dev) wrote: ↑Thu Sep 21, 2023 2:28 pm could be, but dangerous, if anything i miss to check - the use can manipulate in enemy turn - so needs good teting after i make it.
can someone volunteer to test?
Don't blink. Don't even blink. Blink and you're dead. Don't turn your back. Don't look away. And don't blink.
Re: Quality of life changes
In this case I am suggesting something different than the armor one. For example,Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:32 pm this is not so clear as:
- on armor case there is no "regular" change of value like on hp - so i can simply compare the "stock" unit value and write the difference postfixed by with + and - value.
- however what i should do on hp case? if unit lost 10hp by damage i should write 50-10? if not - why not? (if i need to write "increase" like 50+10 than the logic would show the other way too.)
- also what if unit base hp is 50 and tech increased to 60 (i would show 50+10) BUT if unit got 15 damage what i should show? (50-5 or 60-15 or 45 ?)
Original: 50/50
Researched tech for +10 hp: 60/60 (+10)
Takes 15 damage: 45/60 (+10)
=> ie the (+10) part is constant - it is just showing you the maxHP gained from techs/effects over "stock" value
Don't blink. Don't even blink. Blink and you're dead. Don't turn your back. Don't look away. And don't blink.
Re: Quality of life changes
I see. Do you mean its hard to implement?Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:33 pm i am not sure this is a good approach - that in-game help is the "general help" that is not related to the running game at all.
I often face problems because of this - as you always need to calculate tech changes whenever deciding what unit to train. For many races like dwarves, or scaledfolk, this change can be so drastic that actual in-game unit is nowhere close to "stock" value.
Since matches often last for weeks and months, its nearly impossible to remember what techs you have. You need to constantly check and re-learn your tech stat changes when deciding what to train.
Don't blink. Don't even blink. Blink and you're dead. Don't turn your back. Don't look away. And don't blink.
Re: Quality of life changes
It's more like "Spectator mode". It can be a "Spectator mode" tech which has the same effect as "Writing" tech. It shouldn't be problematic, as it gives no additional information that the team didn't already have. More importantly, it lets you view your ally continue the match and see who ultimately won.Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:34 pm so like on defeat is thould gain the "writing" tech?
istn this contradictory or problemous?
This is actually a big issue in the game - For team matches, once you lose/resign/kicked, you have no way of knowing what happened to the match.
Don't blink. Don't even blink. Blink and you're dead. Don't turn your back. Don't look away. And don't blink.
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Re: Quality of life changes
this can be - but isnt that bothering not not clear to all players what that means?Vulkan wrote: ↑Thu Sep 21, 2023 6:38 pmIn this case I am suggesting something different than the armor one. For example,Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:32 pm this is not so clear as:
- on armor case there is no "regular" change of value like on hp - so i can simply compare the "stock" unit value and write the difference postfixed by with + and - value.
- however what i should do on hp case? if unit lost 10hp by damage i should write 50-10? if not - why not? (if i need to write "increase" like 50+10 than the logic would show the other way too.)
- also what if unit base hp is 50 and tech increased to 60 (i would show 50+10) BUT if unit got 15 damage what i should show? (50-5 or 60-15 or 45 ?)
Original: 50/50
Researched tech for +10 hp: 60/60 (+10)
Takes 15 damage: 45/60 (+10)
=> ie the (+10) part is constant - it is just showing you the maxHP gained from techs/effects over "stock" value
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Re: Quality of life changes
mhmm. i see.Vulkan wrote: ↑Thu Sep 21, 2023 6:41 pmI see. Do you mean its hard to implement?Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:33 pm i am not sure this is a good approach - that in-game help is the "general help" that is not related to the running game at all.
I often face problems because of this - as you always need to calculate tech changes whenever deciding what unit to train. For many races like dwarves, or scaledfolk, this change can be so drastic that actual in-game unit is nowhere close to "stock" value.
Since matches often last for weeks and months, its nearly impossible to remember what techs you have. You need to constantly check and re-learn your tech stat changes when deciding what to train.
i dont think that hard, (i just need to run the apply all techs to unit logic on a fake sample unit or something.)
the thing i am afraid its not "logical" approach -> case: what if u want to see the stock values? (eg. for thinging for enemy units and their properties) that would be bothering to see your own tech-altered stats...
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Re: Quality of life changes
i presume you mean only the non-revealed matches. as on revealed ones you see everythingVulkan wrote: ↑Thu Sep 21, 2023 6:44 pmIt's more like "Spectator mode". It can be a "Spectator mode" tech which has the same effect as "Writing" tech. It shouldn't be problematic, as it gives no additional information that the team didn't already have. More importantly, it lets you view your ally continue the match and see who ultimately won.Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:34 pm so like on defeat is thould gain the "writing" tech?
istn this contradictory or problemous?
This is actually a big issue in the game - For team matches, once you lose/resign/kicked, you have no way of knowing what happened to the match.
i can make it without tech too... if on checking visibility the died person sees all its allies view hardcoded.
not sure it is a good base for exploits (first i thought to see everything but that would be definitely exploit)
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Re: Quality of life changes
We show 2 values for hp — first value for current hp, second for max hp.Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:32 pmthis is not so clear as:Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am I want to suggest the following QOL changes for the game:
3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you see 100/100 hp (no way of knowing what is original amount and what is tech gained, or gained through effects.
Idea for that: Suppose you have a 50/50 hp unit. You researched a tech that gives it +15 hp. Currently it will be displayed as 65/65.
Suggestion: display it like 65/65 (+15)
- on armor case there is no "regular" change of value like on hp - so i can simply compare the "stock" unit value and write the difference postfixed by with + and - value.
- however what i should do on hp case? if unit lost 10hp by damage i should write 50-10? if not - why not? (if i need to write "increase" like 50+10 than the logic would show the other way too.)
- also what if unit base hp is 50 and tech increased to 60 (i would show 50+10) BUT if unit got 15 damage what i should show? (50-5 or 60-15 or 45 ?)
I see this change to affect only max hp — in example above it will show like 50+15.
It will not affect how current hp (first value) is shown.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Quality of life changes
This can be implemented as button in top left menu (behind 3 dots) that will cycle between showing stock values and after applying all techs you researched.Stratego (dev) wrote: ↑Fri Sep 22, 2023 4:14 ammhmm. i see.Vulkan wrote: ↑Thu Sep 21, 2023 6:41 pmI see. Do you mean its hard to implement?Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:33 pm i am not sure this is a good approach - that in-game help is the "general help" that is not related to the running game at all.
I often face problems because of this - as you always need to calculate tech changes whenever deciding what unit to train. For many races like dwarves, or scaledfolk, this change can be so drastic that actual in-game unit is nowhere close to "stock" value.
Since matches often last for weeks and months, its nearly impossible to remember what techs you have. You need to constantly check and re-learn your tech stat changes when deciding what to train.
i dont think that hard, (i just need to run the apply all techs to unit logic on a fake sample unit or something.)
the thing i am afraid its not "logical" approach -> case: what if u want to see the stock values? (eg. for thinging for enemy units and their properties) that would be bothering to see your own tech-altered stats...
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Quality of life changes
I agree with all 5 points.Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am I want to suggest the following QOL changes for the game:
1. Players should be able to See messages even on other people's turns. See, but not write. Currently, you cannot open message window at all on other people's turns. This change is needed because:
- After you are defeated, you cannot see the messages or talk about a rematch (as you cannot see the other person's last message anymore)
- A Player might wanna see the previous messages and plan ahead during an enemy's or allies' turn.
- A Player might want to keep a complete game that was particularly good, and to be able to view the messages even after game finish.
2. Player should be able to select units even on other people's turns. Select, but not move, act, waypoint, delete, open carrier, etc. So you can only select to see the unit's stats window, and effects on it. This is required because currently there's no way to check your units when its an enemy's or allies' turn. Once you are halfway through a game, you probably have way too many units to keep track of them all the time.
3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you see 100/100 hp (no way of knowing what is original amount and what is tech gained, or gained through effects.
Idea for that: Suppose you have a 50/50 hp unit. You researched a tech that gives it +15 hp. Currently it will be displayed as 65/65.
Suggestion: display it like 65/65 (+15)
4. When a player opens the stats window of a unit, their stats are displayed by accounting for effects and techs. However, when you select same unit in production menu of a factory or TC, techs are not accounted for. So if real unit has 2+4/3+4 armor, unit window opened from production selection in TC only shows 2/3 armor. This should be changed, and unit should display stats accounting for techs, just like actual units. So in late game, it is easier to check which unit should be trained, as their stats might have changed massively due to techs.
5. If a player is defeated/kicked/resigned, they should still be able to see the game. They should gain "sight" from their remaining units + all allies units. So even if a player is defeated, they can still see the match of their ally who is left.
I can volunteer to test it too.Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:28 pmcould be, but dangerous, if anything i miss to check - the use can manipulate in enemy turn - so needs good teting after i make it.Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am
2. Player should be able to select units even on other people's turns. Select, but not move, act, waypoint, delete, open carrier, etc. So you can only select to see the unit's stats window, and effects on it. This is required because currently there's no way to check your units when its an enemy's or allies' turn. Once you are halfway through a game, you probably have way too many units to keep track of them all the time.
can someone volunteer to test?
I think they meant only changes to max hp, not current hp, so if unit loses hp by damage it would be the same as current, but if their hp is increased, it could show as something like 30/50+10 (60).Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:32 pmthis is not so clear as:Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am I want to suggest the following QOL changes for the game:
3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you see 100/100 hp (no way of knowing what is original amount and what is tech gained, or gained through effects.
Idea for that: Suppose you have a 50/50 hp unit. You researched a tech that gives it +15 hp. Currently it will be displayed as 65/65.
Suggestion: display it like 65/65 (+15)
- on armor case there is no "regular" change of value like on hp - so i can simply compare the "stock" unit value and write the difference postfixed by with + and - value.
- however what i should do on hp case? if unit lost 10hp by damage i should write 50-10? if not - why not? (if i need to write "increase" like 50+10 than the logic would show the other way too.)
- also what if unit base hp is 50 and tech increased to 60 (i would show 50+10) BUT if unit got 15 damage what i should show? (50-5 or 60-15 or 45 ?)
I think they meant making the production unit info (the one that shows when you longpress a unit when in a production window) different from the help unit info (the one that shows when you press a unit in the help->units window), so that the production unit info applies researched techs to the units it shows.Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:33 pmi am not sure this is a good approach - that in-game help is the "general help" that is not related to the running game at all.Vulkan wrote: ↑Thu Sep 21, 2023 8:51 am
4. When a player opens the stats window of a unit, their stats are displayed by accounting for effects and techs. However, when you select same unit in production menu of a factory or TC, techs are not accounted for. So if real unit has 2+4/3+4 armor, unit window opened from production selection in TC only shows 2/3 armor. This should be changed, and unit should display stats accounting for techs, just like actual units. So in late game, it is easier to check which unit should be trained, as their stats might have changed massively due to techs.
And in this case the player would go to the help unit info.Stratego (dev) wrote: ↑Fri Sep 22, 2023 4:14 am i dont think that hard, (i just need to run the apply all techs to unit logic on a fake sample unit or something.)
the thing i am afraid its not "logical" approach -> case: what if u want to see the stock values? (eg. for thinging for enemy units and their properties) that would be bothering to see your own tech-altered stats...
I mean, there isn't any bigger of an exploit than sharing screenshots of the game with your allies as far as I can see, and even that isn't really what I'd call an exploit. Also, by the point a player is dead, the remaining ones are likely to already have writing, and the possibility of that happening in case they don't would only apply in a match with at least 3 players in the same team.Stratego (dev) wrote: ↑Fri Sep 22, 2023 4:16 ami presume you mean only the non-revealed matches. as on revealed ones you see everythingVulkan wrote: ↑Thu Sep 21, 2023 6:44 pmIt's more like "Spectator mode". It can be a "Spectator mode" tech which has the same effect as "Writing" tech. It shouldn't be problematic, as it gives no additional information that the team didn't already have. More importantly, it lets you view your ally continue the match and see who ultimately won.Stratego (dev) wrote: ↑Thu Sep 21, 2023 2:34 pm so like on defeat is thould gain the "writing" tech?
istn this contradictory or problemous?
This is actually a big issue in the game - For team matches, once you lose/resign/kicked, you have no way of knowing what happened to the match.
i can make it without tech too... if on checking visibility the died person sees all its allies view hardcoded.
not sure it is a good base for exploits (first i thought to see everything but that would be definitely exploit)
Green is the correct color, other colors are "less correct".
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Re: Quality of life changes
remark: #1 and #2 is already like that on Unity version.
(you can even write message - that will be lost when your turn comes though)
(you can even write message - that will be lost when your turn comes though)
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Re: Quality of life changes
#1 and #2 is ready in android version
uos in AOF already for testing.
@Vulkan
@b2198
uos in AOF already for testing.
@Vulkan
@b2198
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Re: Quality of life changes
#3 also ready
uos already
uos already
Re: Quality of life changes
Already? o.O
Also can you add it to AoS dev version too, please?
Also can you add it to AoS dev version too, please?
Green is the correct color, other colors are "less correct".
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Re: Quality of life changes
actually @Endru1241 has the pack, another change (aura change) required converting 20-30 jsons, and endru said he wants to.
so the only way if i convert my version too so u can test - i can do it though.
also can u help in aura testing to Vulcan (Lucifer) ?
so the only way if i convert my version too so u can test - i can do it though.
also can u help in aura testing to Vulcan (Lucifer) ?
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Re: Quality of life changes
ok #5 is also ready - i have not tested though.
also a "visuality refresh" (not the multiplayer refresh button, but eg. by moving a unit) should be runned WITH THIS VERSION! so if u test it please test with somone also having the same dev version!
uos already in AOF.
also a "visuality refresh" (not the multiplayer refresh button, but eg. by moving a unit) should be runned WITH THIS VERSION! so if u test it please test with somone also having the same dev version!
uos already in AOF.
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Re: Quality of life changes
ok i have just built all into AOS too.
about Aura changes please ask Vulcan/Lucifer - thanks!
so now
- #1
- #2
- #3
- #5
- and the Aura change (to able to target caster itself)
is uos already in AOS and AOF.
about Aura changes please ask Vulcan/Lucifer - thanks!
so now
- #1
- #2
- #3
- #5
- and the Aura change (to able to target caster itself)
is uos already in AOS and AOF.