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I've made a post regarding this suggestion a long time ago in this forum. Unfortunately, that post was completed deleted recently. Maybe because I made a new post referring to that old post, and the new post got hidden, and somehow the old post was deleted because it was linked to in the new post. I have this guess because the other post that was also linked to in the new post was also completely deleted.
You can still find the new post in the **3.20 update** thread.
The old post's title was "**[Age of Rivals] Are you here RobotoGames? (a crucial suggestion inside)**"
It's probably Kongregate's or the moderator's fault.
Anyway, I'll state that suggestion again since the dev(Vijay) said he didn't see that post.
# The crucial suggestion
The crucial suggestion is:
The animation between round 3 and round 4 needs to be redesigned!
It's very important to know all the 32 cards before round 4.
For example, a lot of times when I lost, was because I didn't notice the **Valkyries**(3 attack vs enemy in 1st spot) in my opponent's side. And I picked a high culture unit with 3 armor on the 1st draft.
Sometimes, we have **Onagers**(6 attack vs highest Culture when enemy has no Fortified), but we don't have enough time to check out whether the opponent has a **Fortified** to counter that, and will waste a lot of money buying the **Onagers**.
Or some other times, we don't remember what combos we have in our own decks and the opponent's deck, which makes us unable to fully plan for the last round, and will make the game much less fun.
People are just playing blindly in round 4.
Lots and lots of things like that.
Because of this, I can't play a lot of games in a row. Just after you play a few games in a row, your memory will get confused in those games. You're not sure whether your opponent has a **Valkyries**, or it was in the last game.
# The current animation is very badly designed.
The cards are showing one by one, which wastes a lot of time. I can hardly grasp any information when the cards are still coming into the screen.
But on the other hand, they are covering each other so that you can't see the information clearly.
The worst thing is, as soon as the last card is shown, the first card starts to get out of the screen, which is absolutely stupid.
Why not just let it stay there? Oh, it was partly covered by another card, so you want to uncover it now? That's ridiculous! The card is moving so fast. It would be so tiring to stare at moving cards to read the numbers, if it is even possible.
The thing is, you have almost no time to fully look at you cards, with full detail(which requires the cards not to be covering each other), and make a plan for round 4!
A good strategy for round 4 is actually very important and game-deciding.
# How to make it better
So here's my design.
1. Cancel the animation.
2. Just show all your 16 cards on the full screen.
3. Then we have a button, to allow you to switch to the opponent(i.e. to look at the opponent's 16 cards). You can always switch back using the same button.
4. And we have a timer(a time bar will do), showing how much time you left to review the cards before round 4 starts.
5. Also very important, **DO** show the resource information of each card! The last round often gets short of gold, and we need to know the resource information!
# What about round 2 and round 3
Animations before round 2 and round 3 have the same problem, but they're just not so game-deciding.
It's easy to redesign them as well. But if you don't have time and energy to do that, you can just forget about it for them moment.
The animation before round 4 is the first priority.
**My design for game interval before round 2 and round 3:**
**Before round 2:**
1. Place the 4 cards of both sides in their positions very quicklly, with or without animation.
2. Then show the other **8** cards(4 of them are yours and 4 are your opponent's) above in the air, of course, showing resource infomation.
3. Show a time bar indicating the time left.
4. A button to show/hide the floating cards.
**Before round 3:**
1. Place the 4 cards of both sides in their positions very quicklly, with or without animation.
2. Then show the other **16** cards(4 of them are yours and 4 are your opponent's) above in the air, of course, showing resource infomation.
3. Show a time bar indicating the time left.
4. A button to show/hide the floating cards.
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I don't like these suggestions. I think the UI/UX is okay, and I mean, that's someone's job- they're a human being don't say they're crap at their job. Mostly though these suggestions seem to be about you not being able to keep track of the game not so much the UI/UX.
The game is very good.
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I somewhat agree with downbeatdan...
Remembering what was played is part of being a better skilled player. If my opponent forgot I had Valkyries during Phase 4, then it is a "Ha Ha" moment.
Say we go 100% easy mode and give players a button to view all the cards the opponent has at any time, at any phase... but would that make the game better or worse?
There is a line between skill vs. hand-holding, and it is an arbitrary line that not everyone could agree on.
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Definitely no. If your memory is like Dory just practice more !
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I agree the game is very good the way it is. I just miss more statistics. At least the ratio win/loss in the ranking (or the total number of battles played).
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